This paper presents a novel approach for embedding and traversing problems in serious games. Given a set of concepts, problems built upon these concepts, and the complexities of the concepts, we propose an automatic mechanism that aids the game developers on which problems can be put on the same level and which problems must only be reachable when certain dependencies are met. The proposed network traversal algorithm allows the player/student to efficiently complete all the problems with increasing complexity at each step. The proposed approach is general purpose and has has been implemented in our quantum cryptography game, QuaSim. CCS CONCEPTS • Applied computing → Computer-assisted instruction; Interactive learning environments; Collaborative learning; Computermanaged instruction.
Some of the best learning may occur in the context of a problem, whether in life or in the formal educational classroom. This chapter focuses on the use of educational robotics as a rich context for real-life applications and problems that can encourage the teaching and learning of science, technology, engineering, and mathematics (STEM) in formal K-12 educational environments. The chapter presents research related to the compatibility of educational robotics with problem-based learning, as well as two years of field test results from a National Science Foundation (NSF) project that is developing, testing, and refining an educational robotics curriculum. This curriculum has a foundation of problem-based learning strategies. The national curriculum effort uses an open-source programmable, robot platform and a Web-based cyber-infrastructure delivery system that provides teachers with a flexible lesson structure, compatible with national standards and engaging students in problem-based learning.
Some of the best learning may occur in the context of a problem, whether in life or in the formal educational classroom. This chapter focuses on the use of educational robotics as a rich context for real-life applications and problems that can encourage the teaching and learning of science, technology, engineering, and mathematics (STEM) in formal K-12 educational environments. The chapter presents research related to the compatibility of educational robotics with problem-based learning, as well as two years of field test results from a National Science Foundation (NSF) project that is developing, testing, and refining an educational robotics curriculum. This curriculum has a foundation of problem-based learning strategies. The national curriculum effort uses an open-source programmable, robot platform and a Web-based cyber-infrastructure delivery system that provides teachers with a flexible lesson structure, compatible with national standards and engaging students in problem-based learning.
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