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Academic procrastination is a persistent challenge in computing education, yet evidence on the effectiveness of course-level interventions remains fragmented across diverse designs and contexts. We present a systematic literature review of…

计算机与社会 · 计算机科学 2026-04-07 Daniel Cheng , Oscar Heath , Daniyaal Farooqi , Evelyn Chou , Alice Gao , Jonathan Calver

Dialect bias is pervasive yet often unconscious, normalized, or obscured by masking. Existing HCI interventions primarily audit disparities and propose reactive fixes. We present CompassioMate, a dialect-aware serious game that nurtures…

人机交互 · 计算机科学 2026-03-17 Sicheng Lu , Erick Purwanto , Hong Liu , Aini Li , Adel Chaouch-Orozco

This paper evaluates the use of notifications to reduce aversive-task-procrastination by helping initiate action. Specifically, we focus on aversion to graded writing tasks. We evaluate software designs commonly used by behavior change…

人机交互 · 计算机科学 2021-01-26 Chatchai Wangwiwattana , Sunjoli Aggarwal , Eric C. Larson

When learning to play an imperfect information game, it is often easier to first start with the basic mechanics of the game rules. For example, one can play several example rounds with private cards revealed to all players to better…

计算机科学与博弈论 · 计算机科学 2025-05-27 Benjamin Heymann , Marc Lanctot

Procrastination, the irrational delay of tasks, is a common occurrence in online learning. Potential negative consequences include higher risk of drop-outs, increased stress, and reduced mood. Due to the rise of learning management systems…

Student procrastination and cramming for deadlines are major challenges in online learning environments, with negative educational and well-being side effects. Modeling student activities in continuous time and predicting their next study…

机器学习 · 计算机科学 2021-02-02 Mengfan Yao , Siqian Zhao , Shaghayegh Sahebi , Reza Feyzi Behnagh

This paper proposes a novel deep reinforcement learning algorithm to perform automatic analysis and detection of gameplay issues in complex 3D navigation environments. The Curiosity-Conditioned Proximal Trajectories (CCPT) method combines…

机器学习 · 计算机科学 2022-02-22 Alessandro Sestini , Linus Gisslén , Joakim Bergdahl , Konrad Tollmar , Andrew D. Bagdanov

Academic procrastination is prevalent among undergraduate computer science students. Many studies have linked procrastination to poor academic performance and well-being. Procrastination is especially detrimental for advanced students when…

计算机与社会 · 计算机科学 2025-10-21 Alice Gao , Victoria Sakhnini

Traditional interventions for academic procrastination often fail to capture the nuanced, individual-specific factors that underlie them. Large language models (LLMs) hold immense potential for addressing this gap by permitting open-ended…

We developed a simulation game to study the effectiveness of decision-makers in overcoming two complexities in building cybersecurity capabilities: potential delays in capability development; and uncertainties in predicting cyber incidents.…

密码学与安全 · 计算机科学 2018-07-04 M. S. Jalali

Measures of disengagement provide insights into unproductive use of learning opportunities. Although measures of active disengagement, such as gaming the system and mind-wandering, are well studied, loss of practice time due to outright…

计算机与社会 · 计算机科学 2026-04-29 Ashish Gurung , Jordan Gutterman , Danielle R. Thomas , Mingyu Feng , Vincent Aleven , Kenneth R. Koedinger

Prior research has shown that students' problem-solving pathways in game-based learning environments reflect their conceptual understanding, procedural knowledge, and flexibility. Replay behaviors, in particular, may indicate productive…

计算机与社会 · 计算机科学 2026-01-21 Shan Zhang , Siddhartha Pradhan , Ji-Eun Lee , Ashish Gurung , Anthony F. Botelho

Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to…

计算机与社会 · 计算机科学 2017-12-11 Valdemar Švábenský , Jan Vykopal

Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…

人机交互 · 计算机科学 2024-10-25 Kirill Kronhardt , Kevin Rolfes , Jens Gerken

Procrastination causes student stress, reduced learning and performance, and results in very busy help sessions immediately before deadlines. A key challenge is encouraging students to complete assignments earlier rather than waiting until…

计算机与社会 · 计算机科学 2023-11-28 Kevin Wang , Ramon Lawrence

We present an innovative methodology for studying and teaching the impacts of AI through a role play game. The game serves two primary purposes: 1) training AI developers and AI policy professionals to reflect on and prepare for future…

计算机与社会 · 计算机科学 2019-12-20 Shahar Avin , Ross Gruetzemacher , James Fox

Individuals are often faced with temptations that can lead them astray from long-term goals. We're interested in developing interventions that steer individuals toward making good initial decisions and then maintaining those decisions over…

机器学习 · 计算机科学 2022-03-15 Shruthi Sukumar , Adrian F. Ward , Camden Elliott-Williams , Shabnam Hakimi , Michael C. Mozer

Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…

人机交互 · 计算机科学 2020-06-22 Jennifer Villareale , Colan F. Biemer , Magy Seif El-Nasr , Jichen Zhu

Procrastination represents one of the most prevalent behavioral problems associated with individual health and societal productivity. Despite its high prevalence and substantial impact on daily functioning, its underlying neurocognitive…

Everyone spends some time waiting every day. HCI research has developed tools for boosting productivity while waiting. However, little is known about how people naturally spend their waiting time. We conducted an experience sampling study…

人机交互 · 计算机科学 2024-04-04 Jian Zheng , Ge Gao
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