Lecture notes in networks and systems, Год журнала: 2024, Номер unknown, С. 190 - 200
Опубликована: Янв. 1, 2024
Язык: Английский
Lecture notes in networks and systems, Год журнала: 2024, Номер unknown, С. 190 - 200
Опубликована: Янв. 1, 2024
Язык: Английский
Acta Informatica Pragensia, Год журнала: 2024, Номер 13(3), С. 460 - 489
Опубликована: Авг. 22, 2024
The integration of generative artificial intelligence (AI) into adaptive and personalized learning represents a transformative shift in the educational landscape.This research paper investigates impact incorporating AI environments, with focus on tracing evolution from conventional methods to identifying its diverse applications education.The study begins comprehensive review models frameworks.A framework selection criteria is established curate case studies showcasing education.These are analysed elucidate benefits challenges associated integrating frameworks.Through an in-depth analysis selected studies, reveals tangible derived integration, including increased student engagement, improved test scores accelerated skill development.Ethical, technical pedagogical related identified, emphasizing need for careful consideration collaborative efforts between educators technologists.The findings underscore potential revolutionizing education.By addressing ethical concerns, navigating embracing human-centric approaches, technologists can collaboratively harness power create innovative inclusive environments.Additionally, highlights transition Education 4.0 5.0, importance social-emotional human connection alongside personalization shaping future education.
Язык: Английский
Процитировано
8Education Sciences, Год журнала: 2025, Номер 15(2), С. 168 - 168
Опубликована: Янв. 31, 2025
Business simulation games (BSGs) are considered a useful instructional tool to be implemented in the classroom, especially light of new trends education. The key components paradigm BSGs and Decision Making (DM), as latter is often essential high-quality Thus, over last 10 years, efforts find possible methods enhance BSG learning experiences for development DM higher education have increased. goals this article were examine effect on students’ at university, identify elements that can developed experience promote DM. Following PRISMA criteria, systematic review was carried out using Scopus, Web Science, ProQuest. A total 13 2897 papers first discovered underwent comprehensive review, with all conclusions findings subjected analysis. implementation, majority enhanced results. In summary, few been highlighted must followed ensure helps students foster their
Язык: Английский
Процитировано
0International Journal of Gaming and Computer-Mediated Simulations, Год журнала: 2025, Номер 17(1), С. 1 - 20
Опубликована: Апрель 5, 2025
The potential of serious games to improve students' engagement and knowledge retention in design historical education has gained significant attention recent years. This study proposes a learning strategy integrating AI virtual characters into role-playing game designed teach history. Utilizing the Arts Crafts Movement as narrative foundation, employs AI-driven provide adaptive guidance, interactive storytelling, personalized feedback. A quasi-experimental was adopted with two groups college students (N = 60): an experimental group using AI-supported control playing same without integration. Results show that inclusion significantly enhances acquisition compared traditional game. These findings highlight AI-powered transform by fostering active participation deep learning.
Язык: Английский
Процитировано
0Frontiers in Education, Год журнала: 2025, Номер 10
Опубликована: Фев. 7, 2025
Objective Serious games are increasingly recognized as innovative tools in STEM (Science, Technology, Engineering, and Mathematics) education, providing engaging interactive learning environments that can enhance student performance, engagement, outcomes. This systematic review aims to synthesize current research on serious evaluating their impact identifying implications for educators, policymakers, future research. Methods A comprehensive literature search was conducted across Scopus, Web of Science, PubMed, IEEE Xplore databases, yielding 584 articles. total 37 peer-reviewed journal articles met the inclusion criteria, guided by PICOS framework, which focused studies reporting use education contexts. Data extraction included study characteristics, game types, participant demographics, educational contexts, reported Analysis The selected were analyzed assess effectiveness enhancing outcomes, performance education. analysis also explored challenges related implementation games, including technological limitations, need educator training, ethical considerations around data privacy, all may adoption settings. Results demonstrated a positive such knowledge acquisition, skill retention, application concepts, along with increased engagement motivation. These findings suggest serve valuable educators seeking foster active environments. For results indicate strategic investments technology infrastructure, teacher curriculum integration maximize benefits However, significant limitations identified, barriers, variability quality, sustained support, generalizability implementation. Conclusion highlights transformative potential but emphasizes importance addressing key realize full benefits. implementing requires alignment goals access adequate training resources. Policymakers encouraged support these efforts financial resources promoting frameworks ethical, data-secure Future should focus establishing globally framework STEM, conducting longitudinal evaluate long-term impacts, exploring diverse contexts ensure inclusive effective integration.
Язык: Английский
Процитировано
0European Public & Social Innovation Review, Год журнала: 2025, Номер 10, С. 1 - 17
Опубликована: Фев. 19, 2025
Introducción: Tras una pandemia y el ingreso de inteligencia artificial surge la pregunta ¿Cuál es forma enseñar sin ser desplazado por artificial? Los objetivos fueron desarrollar un juego serio adaptado a teoría Deming describir percepción los estudiantes. Metodología: Enfoque cuantitativo con diseño descriptivo no experimental transeccional, muestra 58 estudiantes Universidad Nacional Juliaca. Se aplicó instrumento basado en 15 ítems escala Likert. Resultados: desarrolló denominado “La Joyería”. resultados indican que Joyería” ha sido eficaz enseñanza producción calidad, fusionando las teorías Kolb Deming. reportaron aprendizaje significativo, especialmente organización, control, tiempo, calidad toma decisiones. Discusión: confirma beneficios teóricos amplias oportunidades educación universitaria. Sin embargo, presenta desafíos recursos grupos control. Conclusiones: muestran positiva del serio, permitiendo vivenciar proceso control calidad. considera contribuye significativamente su aprendizaje.
Процитировано
0Education Sciences, Год журнала: 2024, Номер 14(4), С. 352 - 352
Опубликована: Март 27, 2024
In the context of ongoing transformation in education, new learning methods, as well technologies, and therefore forms interactions are challenging higher education. This challenge can be addressed through ambient management systems that adapt to student presentation preparation course materials. For educational games offered such systems, this means game mechanics should adapted student. To narrow down sum amount is relevant for students, player types identified. paper investigates among students at University Lübeck. The characteristics all Marczewski’s Gamification User Types Hexad Framework considered using a clustering method analysis. result three profiles with different types. each profiles, suggested which used respective profile. Thus, more easily automatically type.
Язык: Английский
Процитировано
3Journal of Public Health, Год журнала: 2024, Номер unknown
Опубликована: Июль 2, 2024
Язык: Английский
Процитировано
1Advances in computer and electrical engineering book series, Год журнала: 2024, Номер unknown, С. 82 - 102
Опубликована: Июнь 30, 2024
With the emergence of VR, a new opportunity was opened for discussion in many sectors, including environmental engineering. This chapter addresses integration virtual reality within sustainability, and how application VR technology has disrupted engineering field by aiding architects engineers their designs assessments any built environment. empowers to work through tagged models make eco-friendly decisions. It is also worth mentioning that contrast real world, capable simulating complex interactions with environment visualizing real-time effects, which can be regarded as an advantage. evident use platforms, it possible mimic some settings are risky students professionals enact on while practice. The concludes highlighting further development research industry way more sophisticated engineering, thereby global sustainable goals.
Язык: Английский
Процитировано
1Lecture notes in computer science, Год журнала: 2024, Номер unknown, С. 317 - 327
Опубликована: Дек. 17, 2024
Язык: Английский
Процитировано
0Lecture notes in computer science, Год журнала: 2024, Номер unknown, С. 145 - 155
Опубликована: Дек. 17, 2024
Язык: Английский
Процитировано
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