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Showing 1 to 15 of 31 results Save | Export
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Fan Zhang; Xiangyu Wang; Xinhong Zhang – Education and Information Technologies, 2025
Intersection of education and deep learning method of artificial intelligence (AI) is gradually becoming a hot research field. Education will be profoundly transformed by AI. The purpose of this review is to help education practitioners understand the research frontiers and directions of AI applications in education. This paper reviews the…
Descriptors: Learning Processes, Artificial Intelligence, Technology Uses in Education, Educational Research
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Stefania Badiglio; Giuseppe Chiazzese; Vito Pipitone; Luciano Seta – International Journal on E-Learning, 2024
This study explores the interaction between artificial intelligence (AI) and human behavior in economic contexts, focusing on using generative AI, such as ChatGPT, to examine trust and reciprocity. Through an experiment conducted at LUMSA in Palermo, 61 economics students participated in three economic games: the Ultimatum Game, the Trust Game,…
Descriptors: Artificial Intelligence, Computer Software, Asynchronous Communication, Man Machine Systems
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Ryan Hare; Sarah Ferguson; Ying Tang – British Journal of Educational Technology, 2025
With increasing interest in computer-assisted education, AI-integrated systems become highly applicable with their ability to adapt based on user interactions. In this context, this paper focuses on understanding and analysing first-year undergraduate student responses to an intelligent educational system that applies multi-agent reinforcement…
Descriptors: Student Experience, Educational Games, Design, Learning Experience
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Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
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Bosman, Lisa; Kotla, Bhavana; Madamanchi, Aasakiran; Bartholomew, Scott; Byrd, Vetria – European Journal of Engineering Education, 2023
Artificial intelligence (AI) is a rapidly developing field with growing importance in engineering, mainly as it serves to better understand and manipulate big data. However, the literature is sparse on how to educate engineers on the use of AI applications. For many years, a role-playing simulation known as the 'Beer Distribution Game' has been a…
Descriptors: Entrepreneurship, Engineering Education, Labor Force Development, Artificial Intelligence
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Susie Gronseth; Amani Itani; Kathryn Seastrand; Bettina Beech; Marino Bruce; Thamar Solorio; Ioannis Kakadiaris – Journal of Interactive Learning Research, 2025
This study examines the design, implementation, and evaluation of a Digital Educational Escape Room (DEER) titled "Escape from the Doctor's Office," developed to enhance artificial intelligence/machine learning (AI/ML) literacy. Grounded in constructivist pedagogy and behaviorist principles, the DEER was designed using the ADDIE…
Descriptors: Educational Games, Artificial Intelligence, Technological Literacy, Teamwork
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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
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Michael Simonson Ed.; Deborah Seepersaud Ed. – Association for Educational Communications and Technology, 2022
For the forty-fifth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. The Proceedings of AECT's Convention are published in two volumes. Volume #1 contains papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Flipped Classroom, Artificial Intelligence
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Vinichenko, Mikhail V.; Ridho, Taridi K.; Karacsony, Peter; Li, N. P.; Narrainen, Gundeea S.; ?hulanova, O?ana L. – International Journal of Education and Practice, 2019
This study aimed to identify the feasibility and expediency of gamifying activities in higher education institutions, for which an original methodology was used. However, gamification is complex and carries a high degree of risk in achieving organizational efficiency. It is therefore advisable to adopt a fragmented approach and selectively gamify…
Descriptors: Educational Games, Higher Education, Foreign Countries, Feasibility Studies
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Demetrios G. Sampson, Editor; Dirk Ifenthaler, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers of the 21st International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2024), held in Zagreb, Croatia, from 26 to 28 October 2024 and organized by the International Association for Development of the Information Society (IADIS). The CELDA conference aims to address the main issues…
Descriptors: Cognitive Processes, Cognitive Psychology, Computer Uses in Education, Technology Uses in Education
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Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
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Hong, Christina, Ed.; Ma, Will W. K., Ed. – Lecture Notes in Educational Technology, 2023
This edited book seeks to evolve a global community of practice to share case studies, engage in critical discussion and spearhead thought leadership, to address the paradigm shift in next generation educational practice. This book showcases novel research studies in various forms and engenders interdisciplinary conversation and exchange…
Descriptors: Educational Practices, Global Approach, Interdisciplinary Approach, Information Technology
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Chubarkova, Elena V.; Sadchikov, Ilya A.; Suslova, Irina A.; Tsaregorodtsev, Andrey ?.; Milova, Larisa N. – International Journal of Environmental and Science Education, 2016
Article actuality based on fact that existing knowledge system aimed at future professional life of students: a skillful use game activity in educational process will teach students to look for alternative ways solving of real problems. The purpose of article lies in theoretical substantiation, development and testing of criteria, which must be…
Descriptors: Educational Games, Artificial Intelligence, Computer Software, Technology Uses in Education
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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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Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction
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