中文
相关论文

相关论文: Amalgamation of Indirect Gamification into Develop…

200 篇论文

This exploratory study investigates the intersection of Generative AI tools and experiential learning in business education. Through a case study of an innovative undergraduate course, we examine how students interact with and adapt to…

人工智能 · 计算机科学 2025-06-09 Nicole C. Wang

The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for…

计算机与社会 · 计算机科学 2013-05-21 Michael James Scott , Gheorghita Ghinea

Although personalization is widely advocated in gamified learning, empirical evidence on how learner characteristics and task context shape motivational preferences remains limited. This study examines how user characteristics and learning…

计算机与社会 · 计算机科学 2026-03-17 Anna Katharina Ricker , Kai Marquardt , Lucia Happe

Generative AI is reshaping higher education programming through vibe coding, where students collaborate with AI via natural language rather than writing code line-by-line. We conceptualize this practice as help-seeking, analyzing 19,418…

Raising awareness among young people, and especially students, on the relevance of behavior change for achieving energy savings is increasingly being considered as a key enabler towards long-term and cost-effective energy efficiency…

计算机与社会 · 计算机科学 2019-09-04 Federica Paganelli , Georgios Mylonas , Giovanni Cuffaro , Ilaria Nesi

Merging the content of learning with the motivation of games can be a successful combination, if done properly and supported by the appropriate tool. Towards this goal, we developed Diagramatic an environment used to gamify the in-classroom…

人机交互 · 计算机科学 2019-10-14 Andreas Mallas , Michalis Xenos

Generative AI systems such as ChatGPT have a disruptive effect on learning and assessment. Computer science requires practice to develop skills in problem solving and programming that are traditionally developed using assignments.…

计算机与社会 · 计算机科学 2023-11-29 Kevin Wang , Seth Akins , Abdallah Mohammed , Ramon Lawrence

Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…

人机交互 · 计算机科学 2021-07-28 Maximilian Altmeyer , Marc Schubhan , Antonio Krüger , Pascal Lessel

This study addresses challenges in traditional assignment submission methods used in higher education by introducing and evaluating a customized Git-based submission system. Employing iterative software development and user-centered design…

软件工程 · 计算机科学 2025-10-09 Ololade Babatunde , Tomisin Ayodabo , Raqibul Raqibul

Generative AI tools such as ChatGPT now provide novice programmers with unprecedented access to instant, personalized support. While this holds clear promise, their influence on students' metacognitive processes remains underexplored.…

人机交互 · 计算机科学 2025-11-07 Boxuan Ma , Huiyong Li , Gen Li , Li Chen , Cheng Tang , Yinjie Xie , Chenghao Gu , Atsushi Shimada , Shin'ichi Konomi

This study explores the influence of an interdisciplinary intervention on creative problem-solving skills. Literature deems such skills as vital for software engineering (SE) students in higher education. 39 SE students and graphic design…

软件工程 · 计算机科学 2023-07-04 Arne Duyver , Wouter Groeneveld , Kris Aerts

The increasing demand for digital literacy and artificial intelligence (AI) fluency in the workforce has highlighted the need for scalable, efficient programming instruction. This study evaluates the effectiveness of integrating generative…

计算机与社会 · 计算机科学 2025-05-28 Ian McCulloh , Pedro Rodriguez , Srivaths Kumar , Manu Gupta , Viplove Raj Sharma , Benjamin Johnson , Anthony N. Johnson

Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…

计算机与社会 · 计算机科学 2024-07-11 Daniel López-Fernández , Aldo Gordillo , Jennifer Pérez , Edmundo Tovar

Many studies in educational data mining address specific learner groups, such as first-in-family to attend Higher Education, or focus on differences in characteristics such as gender or ethnicity, with the aim of predicting performance and…

计算机与社会 · 计算机科学 2022-12-23 Robert D. Macredie , Martin Shepperd , Tommaso Turchi , Terry Young

Debugging, finding and fixing bugs in code, is a heterogeneous process that shapes novice learners' self-beliefs and motivation in computing. Our Debugging by Design intervention (DbD) provocatively puts students in control over bugs by…

计算机与社会 · 计算机科学 2023-05-05 Luis Morales-Navarro , Deborah A. Fields , Michael Giang , Yasmin B Kafai

As online educational technology products have become increasingly prevalent, rich evidence indicates that learners often find it challenging to establish regular learning habits and complete their programs. Concurrently, online products…

综合经济学 · 经济学 2024-01-04 Keshav Agrawal , Susan Athey , Ayush Kanodia , Emil Palikot

This study explores Artificial Intelligence use, specifically ChatGPT, in creating educational content. The study aims to elaborate on using ChatGPT to create course materials. The main objective is to assess the efficiency, quality, and…

计算与语言 · 计算机科学 2024-11-05 Djaber Rouabhia

ChatGPT, launched in November 2022, has gained widespread attention from students and educators globally, with an online report by Hu (2023) stating it as the fastest-growing consumer application in history. While discussions on the use of…

Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…

计算机与社会 · 计算机科学 2021-06-29 Seungmo Kim

As generative AI (Gen-AI) tools become more prevalent in education, there is a growing need to understand how educators, not just students, can actively shape their design and use. This study investigates how two instructors integrated four…

人机交互 · 计算机科学 2025-07-30 Qian Huang , Thijs Willems