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Adaptive Difficulty and Stealth Assessment in Collaborative Game-Based Learning 协作游戏学习中的自适应难度与隐身评估
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-06 DOI: 10.1002/cae.70102
Ameny Rjiba, Lilia Cheniti-Belcadhi, Judita Kasperiuniene

This article explores the application of reinforcement learning-based dynamic difficulty adjustment (DDA) algorithms in collaborative game-based learning environments, with a focus on intelligent assessment. Adaptation in gaming environments is essential for providing personalized learning experiences that adapt to a wide range of learner needs. Although DDA algorithms are commonly used to adjust game difficulty for individual performance, research on their effectiveness in collaborative settings remains limited. Our study addresses this gap by proposing a novel reinforcement learning-based DDA algorithm that integrates real-time performance data from both individual and group interactions, enabling dynamic adjustments that maintain an optimal balance between learner challenges and skills. Additionally, we introduce the GRADES framework, a layered architecture that combines adaptive decision-making, stealth assessment, and continuous performance monitoring to personalize learning experiences at both individual and group levels. Comprehensive simulations and comparative analysis of existing DDA algorithms show that our approach improves engagement and learning results across a range of game difficulty levels. These findings highlight the possibility of integrating reinforcement learning and stealth assessment to develop adaptable, responsive educational environments, thereby advancing the field of collaborative game-based learning.

本文探讨了基于强化学习的动态难度调整(DDA)算法在基于协作游戏的学习环境中的应用,重点是智能评估。游戏环境的适应性对于提供个性化的学习体验是至关重要的,这种学习体验能够适应各种学习者的需求。尽管DDA算法通常用于调整个人表现的游戏难度,但对其在协作设置中的有效性的研究仍然有限。我们的研究通过提出一种新的基于强化学习的DDA算法来解决这一差距,该算法集成了来自个人和群体互动的实时性能数据,从而实现动态调整,在学习者挑战和技能之间保持最佳平衡。此外,我们还介绍了GRADES框架,这是一种分层的架构,结合了自适应决策、隐形评估和持续的绩效监控,以实现个人和团队层面的个性化学习体验。对现有DDA算法的综合模拟和比较分析表明,我们的方法提高了各种游戏难度级别的参与度和学习效果。这些发现强调了整合强化学习和隐形评估以开发适应性强、响应性强的教育环境的可能性,从而推进了基于协作游戏的学习领域。
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引用次数: 0
Active Learning of Parallel Programming in Engineering Through Recurring Problems 通过反复出现的问题主动学习工程中的并行编程
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-02 DOI: 10.1002/cae.70103
Francisco Orts, Leocadio G. Casado

The teaching of parallel programming in undergraduate engineering programs poses challenges related to high cognitive load and limited student engagement. This study presents a pedagogical strategy aimed at facilitating meaningful learning through a reduction in problem domain complexity and active learning techniques. The proposed approach was implemented in a core course on multiprocessor programming in an undergraduate Computer Engineering degree. Three well-known problem patterns were selected to guide students through different parallel implementations (OpenMP, PThreads, and MPI). This problem reduction strategy enabled scaffolded learning experiences while minimizing the cognitive barriers typically associated with high-performance computing education. The approach was designed to promote student motivation and autonomy through guided discovery, hands-on sessions, and peer interaction. Results from student feedback and course outcomes suggest that this methodology improved comprehension, confidence, and engagement. The article discusses the implications of using reduced problem domains and active learning for teaching parallelism in engineering education, and proposes a replicable framework for similar contexts.

本科工程课程的并行编程教学面临着高认知负荷和学生参与度有限的挑战。本研究提出了一种旨在通过降低问题域复杂性和主动学习技术促进有意义学习的教学策略。该方法已在计算机工程本科多处理器编程的核心课程中实现。我们选择了三个著名的问题模式来指导学生学习不同的并行实现(OpenMP、PThreads和MPI)。这种问题减少策略支持架式学习体验,同时最大限度地减少通常与高性能计算教育相关的认知障碍。这种方法旨在通过引导发现、实践课程和同伴互动来促进学生的动机和自主性。来自学生反馈和课程结果的结果表明,这种方法提高了学生的理解力、自信心和参与度。本文讨论了在工程教育中使用简化问题域和主动学习进行并行教学的含义,并提出了一个可复制的框架。
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引用次数: 0
Correction to “A Systematic Review of Technology-Enhanced Learning Approaches to Foster Construction Engineering and Management Competencies” 更正“系统检讨科技强化学习方法以培养建筑工程及管理能力”
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-11-02 DOI: 10.1002/cae.70104

Marchiori, R., Song, S., Moon, J., Awoyemi, D., Ghooreian, A. and Ramenzapour, E. (2025). A Systematic Review of Technology-Enhanced Learning Approaches to Foster Construction Engineering and Management Competencies. Computer Applications in Engineering Education 33: e70074. https://doi.org/10.1002/cae.70074

In the article coauthor's first name has been misspelled. The correct author name is Erfan Ramezanpour.

We apologize for this error.

Marchiori, R., Song, S., Moon, J., Awoyemi, D., Ghooreian, A.和Ramenzapour, E.(2025)。培养建筑工程和管理能力的技术强化学习方法的系统回顾。工程教育中的计算机应用[j];https://doi.org/10.1002/cae.70074In文章合著者的名字拼错了。正确的作者是Erfan Ramezanpour。我们为这个错误道歉。
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引用次数: 0
Development of a Unity3D-Based Virtual Simulation Tool for Hydrogen Fuel Cell Performance Testing in Engineering Education 基于unity3d的工程教育氢燃料电池性能测试虚拟仿真工具的开发
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-31 DOI: 10.1002/cae.70095
Lei Ma, Junjie Xiong, Xin Wang, Zhaoxin Yan, Luochao Ji, Junfu Zhangi, Lian Zhang, Heng Xiao

With the rapid advancement of the renewable energy industry, hydrogen fuel cells, known for their high energy conversion efficiency, low pollution, and minimal noise during operation, remain at the forefront of industrial research. Consequently, the production processes and performance testing methods of hydrogen fuel cells have become essential components in the curricula of relevant educational institutions. This study develops a virtual simulation engineering education software based on Unity3D, specifically designed to facilitate learning for students and educators in secondary vocational, higher vocational, and tertiary institutions regarding hydrogen fuel cell performance testing. By leveraging existing preparatory materials, the software integrates core professional knowledge, such as the working principles and system structures of hydrogen fuel cells. The theoretical and practical teaching content was determined based on course design requirements. Furthermore, the development process was outlined, including software design, model and scene construction, implementation of interactive functions, software testing, and deployment. Evaluation of the software's functionality and educational effectiveness revealed positive feedback from both teachers and students. The software enhanced students' understanding of hydrogen fuel cell performance testing, improved teaching and learning efficiency, and contributed to greater educational equity.

随着可再生能源产业的快速发展,氢燃料电池以其能量转换效率高、运行过程中污染小、噪音小等特点,一直处于工业研究的前沿。因此,氢燃料电池的生产过程和性能测试方法已成为相关教育机构课程的重要组成部分。本研究开发了一个基于Unity3D的虚拟仿真工程教育软件,专门为中职、高职、大专院校的学生和教育工作者提供氢燃料电池性能测试方面的学习。该软件利用现有的预备材料,整合了氢燃料电池的工作原理、系统结构等核心专业知识。根据课程设计要求确定理论和实践教学内容。在此基础上,概述了系统的开发过程,包括软件设计、模型和场景构建、交互功能实现、软件测试和部署。对软件功能和教学效果的评估显示,教师和学生都给出了积极的反馈。该软件增强了学生对氢燃料电池性能测试的理解,提高了教学效率,促进了教育公平。
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引用次数: 0
A Hardware-in-the-Loop and 3D Simulation Framework for Active Learning in Engineering Education 工程教育中主动学习的硬件在环和三维仿真框架
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-30 DOI: 10.1002/cae.70101
Jessica S. Ortiz, Manuel A. Masapanta, Víctor H. Andaluz, Christian P. Carvajal

This paper describes the implementation of an industrial control system using the Hardware-in-the-Loop (HIL) technique, integrating a Siemens S7-1200 PLC with a virtual plant developed in Unity 3D, using the Modbus TCP communication protocol. This integration allows real-time simulation of industrial processes in a safe, immersive and interactive environment, facilitating the design, testing and validation of control strategies without the need for a physical plant. As part of the study, usability tests were carried out to verify whether the proposed solution is suitable for use as a teaching resource by engineering students. The evaluation was applied to two groups of 20 students each, who interacted with the virtual environment and executed control and monitoring tasks of the simulated process. The results obtained show a satisfactory acceptance of the platform, highlighting its usefulness as a support tool for the understanding and manipulation of automated processes in a controlled environment. This approach proves to be an efficient, safe and scalable alternative for training in industrial automation, aligned with the principles of Industry 4.0.

本文介绍了一个工业控制系统的硬件在环(HIL)技术的实现,将西门子S7-1200 PLC与Unity 3D开发的虚拟工厂集成在一起,使用Modbus TCP通信协议。这种集成允许在安全,沉浸式和交互式环境中实时模拟工业过程,促进控制策略的设计,测试和验证,而无需物理工厂。作为研究的一部分,进行了可用性测试,以验证所提出的解决方案是否适合作为工程专业学生的教学资源使用。评估应用于两组学生,每组20人,他们与虚拟环境互动,并执行模拟过程的控制和监测任务。所获得的结果显示了对平台的满意接受,突出了它作为在受控环境中理解和操作自动化过程的支持工具的有用性。这种方法被证明是一种高效、安全和可扩展的工业自动化培训替代方案,符合工业4.0的原则。
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引用次数: 0
An Intelligent Teaching Assistant System for Enhanced Online Engineering Education: A Dual-Teacher Model 强化工程在线教育的智能助教系统:双师模式
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-26 DOI: 10.1002/cae.70098
Yuhui Yang, Hao Zhang, Yan Jiang

As online education rapidly grows, traditional engineering education faces challenges such as limited resources, lack of interaction, and insufficient personalized support. This study proposes an Intelligent Teaching Assistant (ITA) system integrated with AI, applied in a “Dual-Teacher” online model, to enhance teaching effectiveness and student experience in engineering courses. This study assesses the ITA system's application in the “Dual-Teacher” model. We hypothesize that the system can improve students' learning experience, engagement, self-efficacy, and academic performance by providing personalized support, real-time Q&A, and emotional feedback. This study designed the ITA system architecture based on an engineering student needs survey and developed the “ChatZJU” ITA system, which was tested in the “Computer Architecture” course. A total of 80 third-year undergraduates were randomly assigned to the experimental group (“Dual-Teacher” model with ITA system support) and the control group (traditional teaching model). Data were collected through questionnaires, academic performance records, and engagement metrics, and were analyzed using statistical methods analysis. The experimental group showed significantly improved learning experience, engagement, and academic performance. The ITA system's personalized learning paths, Q&A, and emotional support enhanced motivation and participation. The ITA system effectively addresses the limitations of traditional online courses, improving student outcomes. Future research will focus on refining algorithms, expanding applications, and enhancing emotional support features.

随着网络教育的迅速发展,传统的工程教育面临着资源有限、缺乏互动性、个性化支持不足等挑战。本研究提出一种整合人工智能的智能助教(ITA)系统,应用于“双师”在线模式,以提高工程课程的教学效果和学生体验。本研究评估ITA系统在“双师”模式下的应用。我们假设该系统可以通过提供个性化支持、实时问答和情感反馈来改善学生的学习体验、参与度、自我效能和学习成绩。本研究在对工科学生需求调查的基础上设计了ITA系统架构,开发了“ChatZJU”ITA系统,并在“计算机体系结构”课程中进行了测试。将80名三年级本科生随机分为实验组(采用ITA系统支持的“双师”教学模式)和对照组(采用传统教学模式)。通过问卷调查、学习成绩记录和参与指标收集数据,并使用统计方法进行分析。实验组的学习体验、参与度和学习成绩都有了显著提高。ITA系统的个性化学习路径、Q&;A和情感支持增强了动机和参与。ITA系统有效地解决了传统在线课程的局限性,提高了学生的学习成绩。未来的研究将集中在改进算法、扩展应用和增强情感支持功能上。
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引用次数: 0
Designing Earthquake-Resistant Buildings With Karamba3D: A Method for Teaching Indonesian Architecture Students 用Karamba3D设计抗震建筑:印尼建筑系学生的教学方法
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-24 DOI: 10.1002/cae.70097
Felicia Wagiri, Dany Perwita Sari

The design and implementation of seismic structures in architecture are essential for enhancing safety and accessibility during earthquakes. However, many Indonesian architecture students lack the skills to design and analyze earthquake-resistant buildings. This gap is especially concerning given Indonesia's high vulnerability to seismic events, where building safety and resilience are critical. This paper examines the introduction of instructional simulations in an undergraduate architecture program with a specialization in earthquake-resistant design, utilizing Rhino-Grasshopper software. The teaching methods focus on improving earthquake resistance through advanced computational modeling, with an emphasis on structural optimization and performance-based design. Applied to second-year students, this approach led to 80% of them effectively incorporating simulation tools into their project designs. This method offers a comprehensive framework for integrating earthquake-resistant design into architectural education, providing a practical guide for students in earthquake-prone regions like Indonesia.

抗震结构在建筑中的设计和实施对于提高地震时的安全性和可达性至关重要。然而,许多印尼建筑专业的学生缺乏设计和分析抗震建筑的技能。考虑到印尼对地震事件的高度脆弱性,这一差距尤其令人担忧,因为在印尼,建筑安全和恢复力至关重要。本文探讨了利用Rhino-Grasshopper软件在抗震设计专业的建筑本科课程中引入教学模拟。教学方法侧重于通过先进的计算建模来提高抗震能力,重点是结构优化和基于性能的设计。应用于二年级学生,这种方法使80%的学生有效地将模拟工具融入到他们的项目设计中。这种方法为将抗震设计融入建筑教育提供了一个全面的框架,为印度尼西亚等地震多发地区的学生提供了实用指导。
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引用次数: 0
Who Is the Best Helper for University Students' Mathematical Creativity? A Quasi-Experimental Study of Human–ChatGPT, Human–Google, and Human–Human Co-Creation 谁是大学生数学创造力的最佳帮手?人-聊天、人-谷歌和人-人共同创造的准实验研究
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-23 DOI: 10.1002/cae.70100
Zhiwei Liu, Haode Zuo, Jue Feng, Yongjing Lu

Recent studies suggest that working with ChatGPT can generate more creative outcomes than humans alone. However, does ChatGPT retain its creative edge when humans have access to alternative information sources, such as Google Search or a human peer. This study addressed this question through a quasi-experiment with 230 Chinese university students in three groups (the human–ChatGPT group, the human–Google group, and human–human dyads) and a mathematical creativity task. The results showed that the human–ChatGPT group generated the most flexible and fluent solutions, while the human–human group produced the most original solutions in solving mathematical creativity tasks. The human–human group accurately assessed their actual performance, while the human–ChatGPT group overestimated it, and the human–Google group underestimated it. Furthermore, the study revealed that the human–Google group encountered greater difficulties, invested more effort, and reported lower levels of interest compared to the human–human and human–ChatGPT groups. Students found Google less useful than ChatGPT and their human peers. Similarly, students also found Google less effective than ChatGPT and their peers in enhancing self-efficacy. These findings highlight the benefits of human–human and human–ChatGPT co-creation in fostering mathematical creativity and call for further research on how to combine human inspiration with ChatGPT support to enhance it.

最近的研究表明,与ChatGPT合作可以产生比单独使用人类更有创造性的结果。然而,当人们可以访问替代信息源(如谷歌Search或人类同伴)时,ChatGPT是否保留其创造性优势?这项研究通过对230名中国大学生进行准实验来解决这个问题,这些大学生被分成三组(人-聊天组、人-谷歌组和人-二人组)和一个数学创造力任务。结果表明,在解决数学创造性任务时,人-聊天组产生的解最灵活、流畅,而人-人组产生的解最新颖。人与人组准确地评估了他们的实际表现,而人-聊天组高估了它,而人-谷歌组低估了它。此外,该研究还显示,与“人与人”和“人与人-聊天”组相比,“人-谷歌”组遇到了更大的困难,投入了更多的努力,并且报告的兴趣水平较低。学生们发现谷歌不如ChatGPT和他们的人类同伴有用。同样,学生们也发现谷歌在提高自我效能方面不如ChatGPT和他们的同龄人。这些发现强调了人类和人类- ChatGPT共同创造在培养数学创造力方面的好处,并呼吁进一步研究如何将人类灵感与ChatGPT支持结合起来以增强数学创造力。
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引用次数: 0
An Integrated Framework for Automated Measurement and Prediction of Program Outcome Attainment in Engineering Education 工程教育项目成果实现自动化测量与预测的集成框架
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-23 DOI: 10.1002/cae.70094
Selcan Kaplan Berkaya, Zeynep Batmaz, Mehmet Kilicarslan, Serkan Gunal

Program Outcomes (POs) are critical for engineering program accreditation, yet traditional evaluation methods often lack objectivity, consistency, and timely feedback. While machine learning (ML) has been applied to predict general student success, its use for predicting PO attainment levels from early academic data remains underexplored. This study introduces an integrated framework for computer engineering programs, combining a systematic PO assessment model with ML-driven prediction. The assessment model quantifies PO attainment rates (POAR) from weighted course assessments, mappings between Course Learning Outcomes (CLOs) and POs, CLO-assessment relationships, and student grades. Using these POARs, various ML techniques were trained on historical data from 327 graduates, utilizing their grades from 25 early-semester courses and graduation POARs. Our findings demonstrate that POARs can be successfully predicted from this early data, achieving a mean absolute percentage error around 5%. Consequently, this study presents a scalable and objective tool that (1) provides a systematic framework for POAR measurement; (2) offers an effective ML model for predicting graduation POARs of students; and (3) delivers data-driven insights for proactive student support, timely interventions, and evidence-based curriculum optimization, thereby supporting continuous program improvement and accreditation efforts.

项目成果(POs)对工程项目认证至关重要,但传统的评估方法往往缺乏客观性、一致性和及时反馈。虽然机器学习(ML)已被用于预测一般学生的成功,但它在从早期学术数据预测PO成绩水平方面的应用仍未得到充分探索。本研究为计算机工程程序引入了一个集成框架,将系统的PO评估模型与机器学习驱动的预测相结合。评估模型通过加权课程评估、课程学习成果(CLOs)和课程学习成果之间的映射、CLOs -评估关系以及学生成绩来量化课程学习成果获得率(POAR)。使用这些poar,各种ML技术在327名毕业生的历史数据上进行了训练,利用了他们在25个早期学期课程和毕业poar中的成绩。我们的研究结果表明,poar可以成功地从这些早期数据中预测出来,平均绝对百分比误差在5%左右。因此,本研究提出了一个可扩展和客观的工具,它(1)为POAR测量提供了一个系统的框架;(2)提出了一种有效的预测学生毕业POARs的ML模型;(3)为积极的学生支持、及时的干预和基于证据的课程优化提供数据驱动的见解,从而支持持续的课程改进和认证工作。
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引用次数: 0
Teaching Variables Interaction Effects Through a Battery-Aging Case Study in Undergraduate Engineering 基于本科工程中电池老化案例的教学变量交互效应研究
IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2025-10-21 DOI: 10.1002/cae.70099
Daniela Galatro, Berhane Bein Sertu, Sourojeet Chakraborty

When performing mathematical modeling, engineering education primarily focuses on understanding first principles to represent a phenomenon or process. With the advent of Machine Learning (ML), data-driven approaches to mathematical models have disrupted and challenged these traditional teaching/learning approaches. Data interpretability captures different dimensions, since engineers seek accurate predictions, causation, and analyze the interaction effects of process variables when modeling. While the effects of interaction effects have been previously taught using regression techniques, complex datasets might require employing alternative methods to precisely capture the complexity and nonlinear behavior. In this study, we present the conscious design of a novel teaching and learning approach for data-driven modeling, using a case study of the degradation of lithium-ion batteries to illustrate the interaction effects in modeling. We have selected there different interaction effects approaches when modeling: a regression model, exploratory data analysis, and ML. A validation and preassessment of the proposed teaching strategy were conducted to enhance the preparation and implementation of an in-class session, including strategies for its classroom integration. Our approach is innovative within the undergraduate engineering education context, since it introduces and highlights the significance of interaction effects to enhance students' abilities to interpret data, and think critically. This approach is totally reproducible, may be applied across other engineering disciplines, and has practical implications that could lead to its potential assimilation and utilization in industry.

在进行数学建模时,工程教育主要侧重于理解表示现象或过程的基本原理。随着机器学习(ML)的出现,数据驱动的数学模型方法已经破坏和挑战了这些传统的教学/学习方法。数据可解释性捕获了不同的维度,因为工程师在建模时寻求准确的预测、因果关系和分析过程变量的交互影响。虽然之前已经使用回归技术教授了交互效应的影响,但复杂的数据集可能需要采用替代方法来精确捕获复杂性和非线性行为。在这项研究中,我们提出了一种新的数据驱动建模的教学方法的有意识设计,并使用锂离子电池退化的案例研究来说明建模中的交互效应。在建模时,我们选择了三种不同的交互效果方法:回归模型、探索性数据分析和机器学习。我们对所提出的教学策略进行了验证和预评估,以加强课堂教学的准备和实施,包括课堂整合策略。我们的方法在本科工程教育背景下是创新的,因为它引入并强调了互动效应对提高学生解释数据和批判性思维能力的重要性。这种方法是完全可复制的,可以应用于其他工程学科,并且具有实际意义,可能导致其在工业中的潜在吸收和利用。
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引用次数: 0
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Computer Applications in Engineering Education
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