[HTML][HTML] Multiclass skin cancer classification using EfficientNets–a first step towards preventing skin cancer

K Ali, ZA Shaikh, AA Khan, AA Laghari - Neuroscience Informatics, 2022 - Elsevier
Skin cancer is one of the most prevalent and deadly types of cancer. Dermatologists
diagnose this disease primarily visually. Multiclass skin cancer classification is challenging …

Learning analytics for online game-based learning: A systematic literature review

SK Banihashem, H Dehghanzadeh… - Behaviour & …, 2024 - Taylor & Francis
Game-based learning researchers have been investigating various means to maximise
learning in educational games. One promising venue in recent years has been the use of …

[PDF][PDF] A conceptual framework for integrating gamification in elearning systems based on instructional design model

HA Yamani - International Journal of Emerging Technologies in …, 2021 - researchgate.net
Gamification technology can significantly improve learners' motivation, so designing
appropriate gamification can contribute to the acceptance of eLearning content by learners …

Large language models for education: A survey and outlook

S Wang, T Xu, H Li, C Zhang, J Liang, J Tang… - arxiv preprint arxiv …, 2024 - arxiv.org
The advent of Large Language Models (LLMs) has brought in a new era of possibilities in
the realm of education. This survey paper summarizes the various technologies of LLMs in …

Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective

W Elsayed - Heliyon, 2021 - cell.com
Children are among the social groups most affected by the COVID-19 pandemic because
they have found themselves forced to stay at home, far from their schoolmates, their friends …

Educational technology: Exploring the convergence of technology and pedagogy through mobility, interactivity, AI, and learning tools

A Alam, A Mohanty - Cogent Engineering, 2023 - Taylor & Francis
Efforts at the intersection of technology and pedagogy converge upon four pivotal axes that
collectively delineate the future educational landscape. These axes, namely mobility …

Game-based learning approach in computer science in primary education: a systematic review

M Videnovik, AM Bogdanova, V Trajkovik - Entertainment Computing, 2024 - Elsevier
This paper reviews the current situation concerning the implementation of game-based
learning in computer science in primary education, providing insight into current trends …

[PDF][PDF] A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment.

C Wang, L Huang - International Journal of Emerging …, 2021 - researchgate.net
In recent years, there has been extensive research on serious games for educational
purpose. However, the design space for collaboration in games remains substantially …

Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic

M Burlacu, C Coman, MC Bularca - Sustainability, 2023 - mdpi.com
Gamification is becoming more relevant, especially after the start of the COVID-19 pandemic
and quarantine. The purpose of our paper is to analyse the changes which occurred in the …

The effect of gamification on young mathematics learners' achievements and attitudes

Ö Karamert, AK Vardar - Journal of Educational Technology and …, 2021 - dergipark.org.tr
This study aims to investigate the effect of gamification on fifth-grade students' academic
achievements and attitudes towards mathematics course. For this purpose, the teaching …