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Jan Gunis; L'ubomir Snajder; L'ubomir Antoni; Peter Elias; Ondrej Kridlo; Stanislav Krajci – IEEE Transactions on Education, 2025
Contribution: We present a framework for teachers to investigate the relationships between attributes of students' solutions in the process of problem solving or computational thinking. We provide visualization and evaluation techniques to find hidden patterns in the students' solutions which allow teachers to predict the specific behavior of…
Descriptors: Artificial Intelligence, Educational Games, Game Based Learning, Problem Solving
Jewoong Moon; Unggi Lee; Junbo Koh; Yeil Jeong; Yunseo Lee; Gyuri Byun; Jieun Lim – Technology, Knowledge and Learning, 2025
This paper reviews the role of Generative Artificial Intelligence (GenAI) in transforming the landscape of educational game design. The recent rise and development of GenAI have expanded its applications in creating dynamic and interactive game systems. This review explores the potential of GenAI to craft personalized educational game designs that…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Instructional Design
Stefan E. Huber; Kristian Kiili; Steve Nebel; Richard M. Ryan; Michael Sailer; Manuel Ninaus – Educational Psychology Review, 2024
This perspective piece explores the transformative potential and associated challenges of large language models (LLMs) in education and how those challenges might be addressed utilizing playful and game-based learning. While providing many opportunities, the stochastic elements incorporated in how present LLMs process text, requires domain…
Descriptors: Artificial Intelligence, Language Processing, Models, Play
Simon Knight; Antonette Shibani; Heather Ford; Simon Chambers – Learning, Media and Technology, 2024
Discussion of the potential of open data for impact -- including in education -- has grown. Open data from Wikipedia, the world's largest open educational resource, is used in a variety of learning contexts. A sociotechnical concern in this data is that it arises in a platform-based social dynamic, governed by norms and conventions, and negotiated…
Descriptors: Citations (References), Artificial Intelligence, Web Sites, Educational Resources
Wenyi Lu; Joseph Griffin; Troy D. Sadler; James Laffey; Sean P. Goggins – Journal of Learning Analytics, 2025
Game-based learning (GBL) is increasingly recognized as an effective tool for teaching diverse skills, particularly in science education, due to its interactive, engaging, and motivational qualities, along with timely assessments and intelligent feedback. However, more empirical studies are needed to facilitate its wider application in school…
Descriptors: Game Based Learning, Predictor Variables, Evaluation Methods, Educational Games
Minkai Wang; Di Zhang; Jingdong Zhu; Hanjie Gu – Journal of Educational Computing Research, 2025
Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging and immersive approach, but the fixed resources and predetermined learning paths in most games limit its ability to adapt to individual learners' needs. Large language…
Descriptors: Artificial Intelligence, Technology Uses in Education, Educational Games, Academic Achievement
Aydin, Muharrem; Karal, Hasan; Nabiyev, Vasif – Education and Information Technologies, 2023
This study aims to examine adaptability for educational games in terms of adaptation elements, components used in creating user profiles, and decision algorithms used for adaptation. For this purpose, articles and full-text papers in Web of Science, Google Scholar, and Eric databases between 2000-2021 were searched using the keywords…
Descriptors: Educational Games, Game Based Learning, Programming, Physics
Yu-Chi Chen; Huei-Tse Hou – Journal of Educational Computing Research, 2024
Technologies like ChatGPT and other AI tools have impacted learning by giving students more chances to ask questions and explore knowledge. The inclusion of Non-Player Characters (NPCs) as scaffolding in game-based situated learning activities can have a positive impact on learning. The application of ChatGPT to role-playing has potential;…
Descriptors: Educational Games, Artificial Intelligence, Natural Language Processing, Scaffolding (Teaching Technique)
Ferro, Lauren S.; Sapio, Francesco; Terracina, Annalisa; Temperini, Marco; Mecella, Massimo – IEEE Transactions on Learning Technologies, 2021
Education and training are among the fields taking advantage of serious games (SGs). In this article, we present Gea 2: A New Earth, a digital SG developed as an immersive 3-D virtual learning environment, integrating several educational resources, including multimedia learning material, communication tools, and intelligent tutoring support. The…
Descriptors: Educational Games, STEM Education, Technology Uses in Education, Intelligent Tutoring Systems
Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
Rafael Molina Carmona, Editor; Carlos J. Villagrá Arnedo, Editor; Patricia Compañ Rosique, Editor; Francisco García Peñalvo, Editor; Alicia García-Holgado, Editor – Lecture Notes in Educational Technology, 2025
This volume comprises of the proceedings of The Twelfth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM). It reflects outstanding advances, with a multidisciplinary perspective, in the technological ecosystems that support Knowledge Society building and development. This book covers broad-scope research…
Descriptors: Cultural Pluralism, Technology Uses in Education, Gamification, Educational Games
Annetta, Leonard; Lamb, Richard; Bressler, Denise M.; Vallett, David B. – International Journal of Game-Based Learning, 2020
The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit…
Descriptors: Educational Games, Cognitive Processes, Artificial Intelligence, 21st Century Skills
Zikai Wen – ProQuest LLC, 2021
Drill and practice is a well-received approach to repeatedly train learners' skills through a series of exercises and to reward them with corrective feedback. However, drill-based training may not improve learners' performance if its exercises are badly designed (e.g., not fun, not relevant to the learning goal, and becoming too difficult or too…
Descriptors: Educational Games, Game Based Learning, Computer Games, Artificial Intelligence
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis

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