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Ahmad, Adnan; Zeshan, Furkh; Khan, Muhammad Salman; Marriam, Rutab; Ali, Amjad; Samreen, Alia – ACM Transactions on Computing Education, 2020
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction.…
Descriptors: Educational Games, Educational Objectives, Computer Science Education, Instruction
Paquette, Luc; Lebeau, Jean-François; Beaulieu, Gabriel; Mayers, André – International Journal of Artificial Intelligence in Education, 2015
Model-tracing tutors (MTTs) have proven effective for the tutoring of well-defined tasks, but the pedagogical interventions they produce are limited and usually require the inclusion of pedagogical content, such as text message templates, in the model of the task. The capability to generate pedagogical content would be beneficial to MTT…
Descriptors: Intelligent Tutoring Systems, Intervention, Instruction, Automation
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers