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Strong foundations in basic AI techniques are key to understanding more advanced concepts. We believe that introducing AI techniques, such as search methods, early in higher education helps create a deeper understanding of the concepts seen…

人工智能 · 计算机科学 2024-04-26 Ken Hasselmann , Quentin Lurkin

In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…

其他统计学 · 统计学 2024-10-23 Eilidh Jack , Craig Alexander , Elinor M Jones

Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…

应用统计 · 统计学 2018-10-23 De-Zhang Lee , Vik Gopal , Jia-Min Chan , Li-Shia Ng , Eng-Tat Ang

Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…

物理教育 · 物理学 2017-10-13 Angela He

In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…

综合经济学 · 经济学 2021-04-20 Nicholas Dacre , Vasilis Gkogkidis , Peter Jenkins

Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…

计算机与社会 · 计算机科学 2023-09-25 Kashif Ishaq , Atif Alvi

Keeping students engaged with the course content outside the classroom is a challenging task. Since learning during undergraduate years occurs not only as student engagement in class, but also during out of class activities, we need to…

计算机与社会 · 计算机科学 2018-05-02 Muztaba Fuad , Monika Akbar , Lynn Zubov

Software testing is an essential knowledge area required by industry for software engineers. However, software engineering students often consider testing less appealing than designing or coding. Consequently, it is difficult to engage…

Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…

计算机与社会 · 计算机科学 2021-04-20 Vasilis Gkogkidis , Nicholas Dacre

We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…

计算机与社会 · 计算机科学 2023-05-29 Ying Tang , Ryan Hare

This article proposes and discusses qualitatively the use of a didactic board game in Science Education for high school students. The game contemplates in an interdisciplinary way the areas of Physics, Biology, Chemistry and Astronomy and…

物理教育 · 物理学 2021-09-23 M. A. M. Souza , V. Dutra , T. B. Menezes , J. W. Silva

MiBoard (Multiplayer Interactive Board Game) is an online, turnbased board game that was developed to assess the integration of game characteristics (point rewards, game-like interaction, and peer feedback) and how that might affect student…

计算机科学与博弈论 · 计算机科学 2010-09-14 Justin F. Brunelle , G. Tanner Jackson , Kyle Dempsey , Chutima Boonthum , Irwin B. Levinstein , Danielle S. McNamara

The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…

物理教育 · 物理学 2026-01-15 Alessio Focardi , Franco Bagnoli , Andrea Guazzini , Giorgio Gronchi

Driven by the fact that many of us experienced softer or not-so-soft lockdown, the intention of a couple of instructors at our university was to develop a collaborative tool that could help in online delivery and gamification on two courses…

分布式、并行与集群计算 · 计算机科学 2021-12-16 M. Zagar , M. Sipek , N. Draskovic , B. Mihaljevic

Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…

人机交互 · 计算机科学 2017-08-22 Anna Iurchenko

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

The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…

人机交互 · 计算机科学 2019-03-07 Sebastian S. Feger , Sünje Dallmeier-Tiessen , Paweł W. Woźniak , Albrecht Schmidt

This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer.…

物理教育 · 物理学 2015-11-06 Rikke Magnussen , Sidse Damgaard Hansen , Tilo Planke , Jacob Friis Sherson

Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…

计算机与社会 · 计算机科学 2026-01-19 Khondokar Fida Hasan , William Hughes , Adrita Rahman

The use of new technologies in higher education has surprisingly emphasized students' tendency to adopt a passive behavior in class. Participation and interaction of students are essential to improve academic results. This paper describes…

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