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Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – IEEE Transactions on Learning Technologies, 2017
Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…
Descriptors: Computer Games, Computer Science Education, Programming, Instructional Effectiveness
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Ching, Cynthia Carter; Stewart, Mary K.; Hagood, Danielle E.; Rashedi, Roxanne Naseem – IEEE Transactions on Learning Technologies, 2016
Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online…
Descriptors: Physical Activity Level, Measurement, Electronic Equipment, Ethnography