The term "digital native" coined by Prensky in 2001-perfectly describes the nowadays students that continuously deal with technology. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. In this work, we propose a constructivist approach in which youngsters are called to be the main actors of the learning process and in which a personal construction of their knowledge is a must, starting from their needs and their motivations. Role playing games fit very well these requirements. The approach that we propose in this work combines two fundamental aspects (that commonly are not combined): the integration of Intelligent Pedagogical Agents - IPAs (that provide personal...
The concept of Intelligent Pedagogical Agents (IPA) has been an important research topic for a long ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
peer-reviewedIt‟s a common misconception that “digital natives” have a short attention span when in ...
Dealing with digital native students requires new methodologies of teaching. In this work, we descri...
In this work, we describe an approach and a conceptual architecture of a supporting teaching tool th...
Teaching STEM is a promising application domain for game-based instructional methods. In this paper ...
Classroom role-play is an interactive learning technique with a long history of success, but current...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Building on established pedagogy and technological advancement, this article presents a model of gam...
Authoring Tool Abstract-- Electronic games constitute one of the prevailing modes of interaction of ...
It is estimated that our children, before they leave college, will spend 10000 hours playing video g...
The use of the gaming technique by a teacher in a secondary school is welcomed by pupils nowadays mu...
As suggested by Woolf, one of the Artificial Intelligence (AI) grand challenges in education is "men...
The concept of Intelligent Pedagogical Agents (IPA) has been an important research topic for a long ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
peer-reviewedIt‟s a common misconception that “digital natives” have a short attention span when in ...
Dealing with digital native students requires new methodologies of teaching. In this work, we descri...
In this work, we describe an approach and a conceptual architecture of a supporting teaching tool th...
Teaching STEM is a promising application domain for game-based instructional methods. In this paper ...
Classroom role-play is an interactive learning technique with a long history of success, but current...
With the advent of social media it is widely accepted that teachers and learners are not only consum...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Building on established pedagogy and technological advancement, this article presents a model of gam...
Authoring Tool Abstract-- Electronic games constitute one of the prevailing modes of interaction of ...
It is estimated that our children, before they leave college, will spend 10000 hours playing video g...
The use of the gaming technique by a teacher in a secondary school is welcomed by pupils nowadays mu...
As suggested by Woolf, one of the Artificial Intelligence (AI) grand challenges in education is "men...
The concept of Intelligent Pedagogical Agents (IPA) has been an important research topic for a long ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
peer-reviewedIt‟s a common misconception that “digital natives” have a short attention span when in ...