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Social dilemmas have attracted extensive interest in the research of multiagent systems in order to study the emergence of cooperative behaviors among selfish agents. Understanding how agents can achieve cooperation in social dilemmas through learning from local experience is a critical problem that has motivated researchers for decades. This paper investigates the possibility of exploiting emotions...
User feedback is crucial to improve software quality. For example, it can be used to identify missing features and clarify user trends and preferences for future improvement. However, obtaining user feedback is not a 'one-off' process which requires that developers need to gather user feedback in an on-going approach. The problem lies here: the majority of users are generally lack motivation and interest...
Motivation is very important in any kind of human activity. This is especially true in the context of learning. Various educational systems therefore try to incorporate elements, which has motivating effects on their users -- learners (students). Increasingly popular in this domain is employing elements of gamification. In our work, we propose specific type of one of the gamification mechanics --...
Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to...
Gamification — the use of game design elements in non-game contexts — has seen rapid adoption in various areas in recent years. Its application in education is particularly promising, due to its potential to shape user behavior in desirable directions through increasing user motivation and engagement. This work-in-progress paper presents a course gamification platform aimed at supporting instructors...
Educators are facing the challenge to use the learning potential of games from several complementary objectives. Above all, they need to develop their own competencies and critical thinking on games. The overarching framework for a fruitful answer to this challenge could be structured around a particular type of literacy, the so-called gaming literacy. This new type of literacy seeks to provide a...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that...
Many synthesis problems can be solved by formulating them as a quantified Boolean formula (QBF). For such problems, a mere true/false answer is often not enough. Instead, expressing the answer in terms of Skolem functions reflecting the quantifier dependencies of the variables is required. Several approaches have been presented to extract such functions from term-resolution proofs. However, not all...
Game-based Learning (GBL) is an efficient approach to increase students' learning motivations. However, to develop a specially-designed educational game is time-consuming and limited to specific subject, which leads to high cost and low reusability problems. Integrating general purpose commercial games into educational context and subjects seems a potential approach but the pressing issue still is...
Heath education is an important component of the curriculum for fostering children's correct health knowledge and good daily life habits. However, educators have indicated that most children might fail to realize the importance and meaning of health education content owing to the lack of authentic scenarios and daily life experience. With the advancement of computer technologies, researchers have...
In this paper we discuss the construction of Martha Madison: Marvelous Machines, a serious video game designed to help students learn about the use of simple machines in the everyday world. Game participants are introduced to real-world, meaningful tasks that must be solved through the placement and manipulation of simple machines. The game provides in-game scaffolding and is played collaboratively...
Engineering students need complex skills to be effective in college and post-graduate employment. Beyond technical skills, the ability to integrate varied types of information is essential for competence in applying engineered solutions to real-life situations. While research shows that project-based learning favorably affects engineering student success and retention as well as recruitment of diverse...
This paper introduces two new categories of players, an equalization player, with the goal to minimize the score gap between the opponents, and a variation enhancement player, with the goal to maximize the same. In addition, a complementary player type is added to the classic max-player game, called the min-player, along with a mathematical formalization of basic strategies, yielding a new algorithm...
In the Computer Science Department at the University of Michigan (UM), we have spent the past five years building social context into several courses in the traditional computer science (CS) curriculum. Specifically, freshman- and senior-level, project-based classes have been designed to both teach significant and appropriate academic content, while also building software games and apps for children...
Serious design of digital games is aiming at impact. Humans players may be affected by experiences in virtual worlds. Game designers anticipate potential experiences. Storyboarding is the technology of setting up conditions of future experience. Structural properties of storyboards correlate with potential human player experience. Those properties are named patterns. What shows when game play unfolds...
We have found ourselves struggling with the design of digital technology to support scripted collaboration in science education. There are two emergent trends that challenge current understanding of collaborative scripts: One is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. The other is the...
In modern society about 10% of children experience difficulty in learning to read. They suffer from a neuro-developmental disorder called dyslexia. Scientific research has shown that the ability to play action video games improves reading skills of dyslexic children. MADRIGALE research aims at designing and implementing an educational action game oriented to promote, through forms of engaging and...
We studied educational support delivered through a care-receiving robot (CRR) in a children's group activity intended to promote the learning of English words by teaching the robot. Our prior study investigated the feasibility of the CRR for providing educational support in a situation where a child played with the robot by him/herself. Our research uncovered several impactful effects of the CRR for...
This study contended that the largest difference between continuance intention and general behavior intention depends on the existence of satisfaction with the confirmation of the ex post expectations about the products or services. The factors of attraction of online game design, trust, perceived risk, and social motives were proposed to have associations with both satisfaction with and continuance...
The occurrence of learning transfer is an important criterion for checking whether learning has taken place. In recent years, simulation games have been applied widely in the field of skill training and education. But research about whether learning transfer occurs in simulation games is still limited. This paper aims to examine whether learning transfer occurs among learners and to explore the characteristics...
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