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Open-ended educational systems such as games have been broadly under investigation in recent years due to their potential in making learning enjoyable and offering the adaptive pedagogy of intelligent tutoring systems. The most important challenge in building such systems is to predict individual behavior which results in better understanding of the learning process. Model-based methods are a standard...
Recently, games have started to be used in the educational field to teach different subjects. In fact, according to different research works, educational games have made learners more motivated and interested in learning. At the same time, learning analytics is gaining an increasing attention because it supports evaluating the learner, the given courses and the learning environment. This paper presents...
Assessment is essential to establish the failure or success of any educational activity. To measure the acquisition of the knowledge covered by the activity and also to determine the effectiveness of the activity itself. The increasing adoption of new technologies is promoting the use of new types of activities in schools, like educational video games that in some cases are developed by the teachers...
Open content represents a huge knowledge base in nearly every domain regarding the currently arising social semantic Web. However, weaving these precious resources sustainable into agile knowledge transfer and learning is not lighted very well so far. The focus of this contribution lies on utilizing available, distributed data sets on the Web for vast interactive knowledge transfer and learning. Social...
Computer games are today an important part of most children's leisure lives and a growing part of our culture and learning. Educational games can make a good combination of games and education, and try to support children's learning through playing games to realize happy study. RPG educational game is an important type of games in today's school teaching, because of its virtual experience environment...
The paper presents an innovative mobile learning platform QFK (quest for knowledge) which follows the game-based learning paradigm. QFK allows for creation of educational games using multimedia content and playing of the games inside and outside classrooms. Students access educational games using PCs and/or mobile phones in order to complete missions and tasks. Teachers can supervise the game flow...
This work advances the state-of-the-art in assistive technology for the visually impaired by enhancing an automated tutor designed to teach beginner-level braille writing skills. The hardware component of the tutor is a low-cost device that provides an intelligent tactile interface that connects to a laptop or desktop computer. We demonstrate the many uses of this tutor including its multilingual...
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