An Instructor's Lens into the Role of AI in Teaching Experimental Research via Gamification

Author:

Maram Sai Siddartha1ORCID,Amato Anna2ORCID,Troiano Giovanni M3ORCID,Sutherland Steven C4ORCID,Matuk Camillia2ORCID,Melcer Edward5ORCID,Carstensdottir Elin5ORCID,Harteveld Casper3ORCID,Seif El-Nasr Magy5ORCID

Affiliation:

1. University of California, Santa Cruz, Santa Cruz, United States

2. NYU, New York, United States

3. Northeastern University, Boston, United States

4. University of Huston-Clear Lake, Huston, United States

5. UCSC, Santa Cruz, United States

Funder

NSF Organization

Publisher

ACM

Reference9 articles.

1. Anna Amato, Camillia Matuk, Dylan Schouten, Steven Sutherland, Gillian M Smith, and Casper Harteveld. 2020. What do students learn about experimental research by designing interactive fiction games?. In The Interdisciplinarity of the Learning Sciences, 14th International Conference of the Learning Sciences (ICLS) 2020, Volume 1, M Gresalfi and I Horn (Eds.). International Society of the Learning Sciences (ISLS), Nashville, Tennessee, 553--556.

2. Gamifying psychological assessment

3. Design of Playful Authoring Tools for Social and Behavioral Science

4. The Development of a Methodology for Gamifying Surveys

5. Camillia Matuk, Anna Amato, Jingyu Sui, Steven Sutherland, and Casper Harteveld. 2022. Inform, empathize, inquire: How youth use participatory storytelling to engage with social issues. In Proceedings of the 16th International Conference of the Learning Sciences-ICLS 2022, pp. 1477--1480. International Society of the Learning Sciences.

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