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Search Results (268)

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Keywords = game artificial intelligence

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21 pages, 1606 KiB  
Article
Brain Tumour Segmentation Using Choquet Integrals and Coalition Game
by Makhlouf Derdour, Mohammed El Bachir Yahiaoui, Moustafa Sadek Kahil, Mohamed Gasmi and Mohamed Chahine Ghanem
Information 2025, 16(7), 615; https://doi.org/10.3390/info16070615 - 17 Jul 2025
Abstract
Artificial Intelligence (AI) and computer-aided diagnosis (CAD) have revolutionised various aspects of modern life, particularly in the medical domain. These technologies enable efficient solutions for complex challenges, such as accurately segmenting brain tumour regions, which significantly aid medical professionals in monitoring and treating [...] Read more.
Artificial Intelligence (AI) and computer-aided diagnosis (CAD) have revolutionised various aspects of modern life, particularly in the medical domain. These technologies enable efficient solutions for complex challenges, such as accurately segmenting brain tumour regions, which significantly aid medical professionals in monitoring and treating patients. This research focuses on segmenting glioma brain tumour lesions in MRI images by analysing them at the pixel level. The aim is to develop a deep learning-based approach that enables ensemble learning to achieve precise and consistent segmentation of brain tumours. While many studies have explored ensemble learning techniques in this area, most rely on aggregation functions like the Weighted Arithmetic Mean (WAM) without accounting for the interdependencies between classifier subsets. To address this limitation, the Choquet integral is employed for ensemble learning, along with a novel evaluation framework for fuzzy measures. This framework integrates coalition game theory, information theory, and Lambda fuzzy approximation. Three distinct fuzzy measure sets are computed using different weighting strategies informed by these theories. Based on these measures, three Choquet integrals are calculated for segmenting different components of brain lesions, and their outputs are subsequently combined. The BraTS-2020 online validation dataset is used to validate the proposed approach. Results demonstrate superior performance compared with several recent methods, achieving Dice Similarity Coefficients of 0.896, 0.851, and 0.792 and 95% Hausdorff distances of 5.96 mm, 6.65 mm, and 20.74 mm for the whole tumour, tumour core, and enhancing tumour core, respectively. Full article
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22 pages, 2129 KiB  
Article
Reinforcement Learning Methods for Emulating Personality in a Game Environment
by Georgios Liapis, Anna Vordou, Stavros Nikolaidis and Ioannis Vlahavas
Appl. Sci. 2025, 15(14), 7894; https://doi.org/10.3390/app15147894 - 15 Jul 2025
Viewed by 167
Abstract
Reinforcement learning (RL), a branch of artificial intelligence (AI), is becoming more popular in a variety of application fields such as games, workplaces, and behavioral analysis, due to its ability to model complex decision-making through interaction and feedback. Traditional systems for personality and [...] Read more.
Reinforcement learning (RL), a branch of artificial intelligence (AI), is becoming more popular in a variety of application fields such as games, workplaces, and behavioral analysis, due to its ability to model complex decision-making through interaction and feedback. Traditional systems for personality and behavior assessment often rely on self-reported questionnaires, which are prone to bias and manipulation. RL offers a compelling alternative by generating diverse, objective behavioral data through agent–environment interactions. In this paper, we propose a Reinforcement Learning-based framework in a game environment, where agents simulate personality-driven behavior using context-aware policies and exhibit a wide range of realistic actions. Our method, which is based on the OCEAN Five personality model—openness, conscientiousness, extroversion, agreeableness, and neuroticism—relates psychological profiles to in-game decision-making patterns. The agents are allowed to operate in numerous environments, observe behaviors that were modeled using another simulation system (HiDAC) and develop the skills needed to navigate and complete tasks. As a result, we are able to identify the personality types and team configurations that have the greatest effects on task performance and collaboration effectiveness. Using interaction data derived from self-play, we investigate the relationships between behaviors motivated by the personalities of the agents, communication styles, and team outcomes. The results demonstrate that in addition to having an effect on performance, personality-aware agents provide a solid methodology for producing realistic behavioral data, developing adaptive NPCs, and evaluating team-based scenarios in challenging settings. Full article
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37 pages, 618 KiB  
Systematic Review
Interaction, Artificial Intelligence, and Motivation in Children’s Speech Learning and Rehabilitation Through Digital Games: A Systematic Literature Review
by Chra Abdoulqadir and Fernando Loizides
Information 2025, 16(7), 599; https://doi.org/10.3390/info16070599 - 12 Jul 2025
Viewed by 251
Abstract
The integration of digital serious games into speech learning (rehabilitation) has demonstrated significant potential in enhancing accessibility and inclusivity for children with speech disabilities. This review of the state of the art examines the role of serious games, Artificial Intelligence (AI), and Natural [...] Read more.
The integration of digital serious games into speech learning (rehabilitation) has demonstrated significant potential in enhancing accessibility and inclusivity for children with speech disabilities. This review of the state of the art examines the role of serious games, Artificial Intelligence (AI), and Natural Language Processing (NLP) in speech rehabilitation, with a particular focus on interaction modalities, engagement autonomy, and motivation. We have reviewed 45 selected studies. Our key findings show how intelligent tutoring systems, adaptive voice-based interfaces, and gamified speech interventions can empower children to engage in self-directed speech learning, reducing dependence on therapists and caregivers. The diversity of interaction modalities, including speech recognition, phoneme-based exercises, and multimodal feedback, demonstrates how AI and Assistive Technology (AT) can personalise learning experiences to accommodate diverse needs. Furthermore, the incorporation of gamification strategies, such as reward systems and adaptive difficulty levels, has been shown to enhance children’s motivation and long-term participation in speech rehabilitation. The gaps identified show that despite advancements, challenges remain in achieving universal accessibility, particularly regarding speech recognition accuracy, multilingual support, and accessibility for users with multiple disabilities. This review advocates for interdisciplinary collaboration across educational technology, special education, cognitive science, and human–computer interaction (HCI). Our work contributes to the ongoing discourse on lifelong inclusive education, reinforcing the potential of AI-driven serious games as transformative tools for bridging learning gaps and promoting speech rehabilitation beyond clinical environments. Full article
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21 pages, 1620 KiB  
Article
Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design
by Chenhan Jiang, Shengyu Huang and Tao Shen
Systems 2025, 13(7), 576; https://doi.org/10.3390/systems13070576 - 12 Jul 2025
Viewed by 284
Abstract
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, [...] Read more.
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, and process strategy remain unclear. Treating the design setting as adaptive, we captured real-time interactions by collecting think-aloud data from 48 novice designers. Nine prompt categories were extracted and their cognitive effects were systematically analyzed through the Repertory Grid Technique (RGT), principal component analysis (PCA), and Ward clustering. These analyses revealed three perception profiles: tool-based, collaborative, and mentor-like. Strategy coding of 321 prompt-aligned utterances showed cluster-specific differences in path length, first moves, looping, and branching. Tool-based prompts reinforced boundary control through short linear refinements; collaborative prompts sustained moderate iterative enquiry cycles; mentor-like prompts triggered divergent exploration via self-loops and frequent jumps. We therefore propose a stage-adaptive framework that deploys mentor-like prompts for ideation, collaborative prompts for mid-phase iteration, and tool-based prompts for final verification. This approach balances creativity with procedural efficiency and offers a reusable blueprint for integrating prompt-driven agency modelling into GenAI design workflows. Full article
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24 pages, 4583 KiB  
Article
Enhancing Forensic Analysis of Construction Project Delays Through Digital Interventions
by Serife Ece Boyacioglu, David Greenwood, Kay Rogage and Andrew Parry
Buildings 2025, 15(14), 2391; https://doi.org/10.3390/buildings15142391 - 8 Jul 2025
Viewed by 373
Abstract
Project delays remain a persistent challenge in the construction industry, having significant financial implications and contributing to disputes between project participants. Forensic Delay Analysis (FDA) has emerged as a specialised function that identifies the root causes of such delays, quantifies their duration, and [...] Read more.
Project delays remain a persistent challenge in the construction industry, having significant financial implications and contributing to disputes between project participants. Forensic Delay Analysis (FDA) has emerged as a specialised function that identifies the root causes of such delays, quantifies their duration, and assigns responsibility to the appropriate parties. While FDA is a widely practised process, it has yet to fully exploit the potential of emerging technologies. This study explores the integration of both existing and emerging technologies for enhancing FDA processes. A Design Science Research (DSR) approach is adopted, with data collection methods that involve the use of the literature, archival materials, case studies and survey methods. The research demonstrates how the use of technologies, such as database management systems (DBMSs), building information modelling (BIM), artificial intelligence (AI) and games engines, can improve the analytical efficiency, data management, and presentation of findings through a case study. The study showcases the transformative potential of these interventions in streamlining FDA processes, ultimately leading to more accurate and efficient resolution of construction disputes. The proposed process is exemplified by the development of a prototype: the Forensic Information Modelling Visualiser (FIMViz). The FIMViz is a practical tool that has received positive evaluation by FDA experts. The prototype and the enhanced FDA process model that underpins it demonstrate significant advancement in FDA practices, promoting improved decision-making and collaboration between project participants. Further development is needed, but the results could ultimately streamline the FDA process and minimise the uncertainties in FDA outcomes, thus reducing the incidence of costly disputes to the wider economic benefit of the industry generally. Full article
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26 pages, 15354 KiB  
Article
Adaptive Neuro-Affective Engagement via Bayesian Feedback Learning in Serious Games for Neurodivergent Children
by Diego Resende Faria and Pedro Paulo da Silva Ayrosa
Appl. Sci. 2025, 15(13), 7532; https://doi.org/10.3390/app15137532 - 4 Jul 2025
Viewed by 305
Abstract
Neuro-Affective Intelligence (NAI) integrates neuroscience, psychology, and artificial intelligence to support neurodivergent children through personalized Child–Machine Interaction (CMI). This paper presents an adaptive neuro-affective system designed to enhance engagement in children with neurodevelopmental disorders through serious games. The proposed framework incorporates real-time biophysical [...] Read more.
Neuro-Affective Intelligence (NAI) integrates neuroscience, psychology, and artificial intelligence to support neurodivergent children through personalized Child–Machine Interaction (CMI). This paper presents an adaptive neuro-affective system designed to enhance engagement in children with neurodevelopmental disorders through serious games. The proposed framework incorporates real-time biophysical signals—including EEG-based concentration, facial expressions, and in-game performance—to compute a personalized engagement score. We introduce a novel mechanism, Bayesian Immediate Feedback Learning (BIFL), which dynamically selects visual, auditory, or textual stimuli based on real-time neuro-affective feedback. A multimodal CNN-based classifier detects mental states, while a probabilistic ensemble merges affective state classifications derived from facial expressions. A multimodal weighted engagement function continuously updates stimulus–response expectations. The system adapts in real time by selecting the most appropriate cue to support the child’s cognitive and emotional state. Experimental validation with 40 children (ages 6–10) diagnosed with Autism Spectrum Disorder (ASD) and Attention Deficit Hyperactivity Disorder (ADHD) demonstrates the system’s effectiveness in sustaining attention, improving emotional regulation, and increasing overall game engagement. The proposed framework—combining neuro-affective state recognition, multimodal engagement scoring, and BIFL—significantly improved cognitive and emotional outcomes: concentration increased by 22.4%, emotional engagement by 24.8%, and game performance by 32.1%. Statistical analysis confirmed the significance of these improvements (p<0.001, Cohen’s d>1.4). These findings demonstrate the feasibility and impact of probabilistic, multimodal, and neuro-adaptive AI systems in therapeutic and educational applications. Full article
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20 pages, 1810 KiB  
Article
Optimization of Arrangements of Heat-Storage Bricks in a Regenerative Combustion System by Tree Search
by Tsai-Jung Chen, Ying-Ji Hong, Sheng-Chuan Chung and Chern-Shuh Wang
Appl. Sci. 2025, 15(13), 7490; https://doi.org/10.3390/app15137490 - 3 Jul 2025
Viewed by 168
Abstract
When there are several different types of heat-storage ceramic bricks (checkers) that can be arranged in a regenerative combustion system, one must find an optimal arrangement (with the highest long-term Waste Heat Recovery Ratio) of these checkers, possibly of different types, in this [...] Read more.
When there are several different types of heat-storage ceramic bricks (checkers) that can be arranged in a regenerative combustion system, one must find an optimal arrangement (with the highest long-term Waste Heat Recovery Ratio) of these checkers, possibly of different types, in this regenerative combustion system. However, the number of possible arrangements of checkers in a heat regenerator could be huge. For example, when 5 different types of checkers are available for each of 14 positions in a heat regenerator, the total number of possible arrangements of checkers is 6,103,515,625. It is impractical to completely evaluate the efficiency of each of the 6,103,515,625 arrangements of checkers by 3D CFD simulations on Ansys Fluent. Here, we propose an optimization algorithm by tree search to tackle this optimization problem. This tree search method is motivated by the recent applications of Artificial Intelligence, based on combination of Deep Learning with Monte-Carlo Tree Search, to the incredibly complicated board game Go. Empirical evidence shows that this simple tree search algorithm leads to fast convergence of an optimization search and successfully suggests the optimal arrangement of checkers. This simple tree search method/algorithm may effectively enhance the thermal efficiency of a regenerative combustion system. Full article
(This article belongs to the Section Applied Thermal Engineering)
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20 pages, 1688 KiB  
Article
Unveiling the Shadows—A Framework for APT’s Defense AI and Game Theory Strategy
by Pedro Brandão and Carla Silva
Algorithms 2025, 18(7), 404; https://doi.org/10.3390/a18070404 - 1 Jul 2025
Viewed by 311
Abstract
Advanced persistent threats (APTs) pose significant risks to critical systems and infrastructures due to their stealth and persistence. While several studies have reviewed APT characteristics and defense mechanisms, this paper goes further by proposing a hybrid defense framework based on artificial intelligence and [...] Read more.
Advanced persistent threats (APTs) pose significant risks to critical systems and infrastructures due to their stealth and persistence. While several studies have reviewed APT characteristics and defense mechanisms, this paper goes further by proposing a hybrid defense framework based on artificial intelligence and game theory. First, a literature review outlines the evolution, methodologies, and known incidents of APTs. Then, a novel conceptual framework is presented, integrating unsupervised anomaly detection (isolation forest) and strategic defense modeling (Stackelberg game). Experimental results on simulated data demonstrate the robustness and scalability of the approach. In addition to reviewing current APT detection techniques, this work presents a defense model that integrates machine learning-based anomaly detection with predictive game-theoretic modeling. Full article
(This article belongs to the Section Algorithms for Multidisciplinary Applications)
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29 pages, 366 KiB  
Article
Video-Driven Artificial Intelligence for Predictive Modelling of Antimicrobial Peptide Generation: Literature Review on Advances and Challenges
by Jielu Yan, Zhengli Chen, Jianxiu Cai, Weizhi Xian, Xuekai Wei, Yi Qin and Yifan Li
Appl. Sci. 2025, 15(13), 7363; https://doi.org/10.3390/app15137363 - 30 Jun 2025
Viewed by 425
Abstract
How video-based methodologies and advanced computer vision algorithms can facilitate the development of antimicrobial peptide (AMP) generation models should be further reviewed, structural and functional patterns should be elucidated, and the generative power of in silico pipelines should be enhanced. AMPs have drawn [...] Read more.
How video-based methodologies and advanced computer vision algorithms can facilitate the development of antimicrobial peptide (AMP) generation models should be further reviewed, structural and functional patterns should be elucidated, and the generative power of in silico pipelines should be enhanced. AMPs have drawn significant interest as promising therapeutic agents because of their broad-spectrum efficacy, low resistance profile, and membrane-disrupting mechanisms. However, traditional discovery methods are hindered by high costs, lengthy synthesis processes, and difficulty in accessing the extensive chemical space involved in AMP research. Recent advances in artificial intelligence—especially machine learning (ML), deep learning (DL), and pattern recognition—offer game-changing opportunities to accelerate AMP design and validation. By integrating video analysis with computational modelling, researchers can visualise and quantify AMP–microbe interactions at unprecedented levels of detail, thereby informing both experimental design and the refinement of predictive algorithms. This review provides a comprehensive overview of these emerging techniques, highlights major breakthroughs, addresses critical challenges, and ultimately emphasises the powerful synergy between video-driven pattern recognition, AI-based modelling, and experimental validation in the pursuit of next-generation antimicrobial strategies. Full article
(This article belongs to the Section Computing and Artificial Intelligence)
10 pages, 1153 KiB  
Proceeding Paper
Coordination Contracts and Their Impact on Supply Chain Performance: A Systematic Literature Review
by Yassine Tahiri, Zitouni Beidouri and Mohamed El Oumami
Eng. Proc. 2025, 97(1), 10; https://doi.org/10.3390/engproc2025097010 - 9 Jun 2025
Viewed by 477
Abstract
With the increasing complexity of supply chain structures, effective coordination among stakeholders remains essential to maximize performance. This paper presents a systematic literature review of coordination contracts. Fourteen types were explored, ranging from traditional to smart contracts. This study includes a bibliometric analysis [...] Read more.
With the increasing complexity of supply chain structures, effective coordination among stakeholders remains essential to maximize performance. This paper presents a systematic literature review of coordination contracts. Fourteen types were explored, ranging from traditional to smart contracts. This study includes a bibliometric analysis addressing technological, environmental, and risk management challenges. Despite significant progress in the field, most studies focus on dyadic supply chains, failing to cover the multi-echelon complexity. The study concludes by identifying research perspectives, particularly the combined adoption of artificial intelligence and game theory to enhance the analysis and execution of these contracts, thereby fostering resilient logistical systems. Full article
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24 pages, 20634 KiB  
Article
WarehouseGame Training: A Gamified Logistics Training Platform Integrating ChatGPT, DeepSeek, and Grok for Adaptive Learning
by Juan José Romero Marras, Luis De la Torre and Dictino Chaos García
Appl. Sci. 2025, 15(12), 6392; https://doi.org/10.3390/app15126392 - 6 Jun 2025
Viewed by 455
Abstract
Modern warehouses play a fundamental role in today’s logistics, serving as strategic hubs for the reception, storage, and distribution of goods. However, training warehouse operators presents a significant challenge due to the complexity of logistics processes and the need for efficient and engaging [...] Read more.
Modern warehouses play a fundamental role in today’s logistics, serving as strategic hubs for the reception, storage, and distribution of goods. However, training warehouse operators presents a significant challenge due to the complexity of logistics processes and the need for efficient and engaging learning methods. Training in logistics operations requires practical experience and the ability to adapt to real-world scenarios, which can result in high training costs. In this context, gamification and artificial intelligence emerge as innovative solutions to enhance training by increasing operator motivation, reducing learning time, and optimizing costs through personalized approaches. But is it possible to effectively apply these techniques to logistics training? This study introduces WarehouseGame Training, a gamified training tool developed in collaboration with Mecalux Software Solutions and implemented in Unity 3D. The solution integrates large language models (LLMs) such as ChatGPT, DeepSeek, and Grok to enhance adaptive learning. These models dynamically adjust challenge difficulty, provide contextual assistance, and evaluate user performance in logistics training scenarios. Through this gamified training tool, the performance of these AI models is analyzed and compared, assessing their ability to improve the learning experience and determine which one best adapts to this type of training. Full article
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18 pages, 1693 KiB  
Article
AI-Powered Analysis of Eye Tracker Data in Basketball Game
by Daniele Lozzi, Ilaria Di Pompeo, Martina Marcaccio, Michela Alemanno, Melanie Krüger, Giuseppe Curcio and Simone Migliore
Sensors 2025, 25(11), 3572; https://doi.org/10.3390/s25113572 - 5 Jun 2025
Viewed by 721
Abstract
This paper outlines a new system for processing of eye-tracking data in basketball live games with two pre-trained Artificial Intelligence (AI) models. blueThe system is designed to process and extract features from data of basketball coaches and referees, recorded with the Pupil Labs [...] Read more.
This paper outlines a new system for processing of eye-tracking data in basketball live games with two pre-trained Artificial Intelligence (AI) models. blueThe system is designed to process and extract features from data of basketball coaches and referees, recorded with the Pupil Labs Neon Eye Tracker, a device that is specifically optimized for video analysis. The research aims to present a tool useful for understanding their visual attention patterns during the game, what they are attending to, for how long, and their physiological responses, blueas is evidenced through pupil size changes. AI models are used to monitor events and actions within the game and correlate these with eye-tracking data to provide understanding into referees’ and coaches’ cognitive processes and decision-making. This research contributes to the knowledge of sport psychology and performance analysis by introducing the potential of Artificial Intelligence (AI)-based eye-tracking analysis in sport with wearable technology and light neural networks that are capable of running in real time. Full article
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11 pages, 1662 KiB  
Article
Engagement-Oriented Dynamic Difficulty Adjustment
by Qingwei Mi and Tianhan Gao
Appl. Sci. 2025, 15(10), 5610; https://doi.org/10.3390/app15105610 - 17 May 2025
Viewed by 644
Abstract
As an emerging and lively research field, game designers are employing Dynamic Difficulty Adjustment (DDA) in Game Artificial Intelligence (Game AI) to improve player experience. Traditional DDA methods focus little on player churn, which cannot always lead to enhanced player engagement. Hence, we [...] Read more.
As an emerging and lively research field, game designers are employing Dynamic Difficulty Adjustment (DDA) in Game Artificial Intelligence (Game AI) to improve player experience. Traditional DDA methods focus little on player churn, which cannot always lead to enhanced player engagement. Hence, we propose the Engagement-oriented Dynamic Difficulty Adjustment (EDDA) to meet the urgent need for a highly general and customizable solution in the game industry. EDDA directly considers players’ churn trend to ensure player engagement during gameplay. Its real-time monitoring algorithm and common parameter set are effective in quantifying and preventing player churn. We developed a prototype system integrating seven major game genres to verify the difficulty, gameplay time, and scores of the Game Engagement Questionnaire (GEQ) in multiple dimensions. EDDA has the largest mean and median of all genres in the above metrics with the highest confidence level and effect size, which demonstrates its generality and availability in improving player experience. It is fair to say that EDDA not only provides game designers with targeted player churn monitoring and intervention means, but also offers a deeper level of thinking for the generalized application of DDA and other Game AI technologies. Full article
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10 pages, 233 KiB  
Article
AI-Based Intervention to Enhance Self-Control in Adolescents Studying Drama—A Pilot Study
by Alina Mihaela Munteanu, Teodor Cristian Rădoi, Cristiana Susana Glavce, Monica Petrescu, Suzana Turcu and Adriana Borosanu
J. Mind Med. Sci. 2025, 12(1), 34; https://doi.org/10.3390/jmms12010034 - 12 May 2025
Viewed by 854
Abstract
(1) Background: Self-control is an essential capacity in educating young generations for the good management of personal resources and a healthy life adapted to the constantly changing demands of technological society. Artificial intelligence is an economical and efficient solution for designing medical education [...] Read more.
(1) Background: Self-control is an essential capacity in educating young generations for the good management of personal resources and a healthy life adapted to the constantly changing demands of technological society. Artificial intelligence is an economical and efficient solution for designing medical education programs aimed at optimizing this capacity, which can be personalized according to each personal needs and characteristics. (2) Methodology: This research is a sequential intervention study that aims to investigate if the level of impulsivity decreases and consequently the self-control in adolescents studying drama can be improved by using an online program designed for this purpose. The program’s effectiveness is evaluated by analyzing its impact on vocational performance and the reduction in unhealthy lifestyle habits. A sample of 90 subjects aged between 14 and 17 years, enrolled in the compulsory vocational education system was included in this study. The study was conducted over a five-month period and was organized in three stages: 1. The preparatory stage in which the Barratt Impulsiveness Scale was initially applied (pre-test scores); 2. Selecting the tasks for the online self-control education program and uploading the artificial intelligence network; the application of the program lasted for three months; 3. Applying Barratt Impulsiveness Scale (post-test scores). (3) Results: The results indicated both a statistically significant decrease in self-reported impulsivity and an improvement in the self-control of the sample of adolescents after three months of training on the online platform, compared to the pretest scores of impulsivity. (4) Conclusion: A comparative analysis between the initial and the final BIS scores showed a statistically significant decrease in teens‘ impulsivity, suggesting that the program was effective for this sample of adolescents. Consequently, the study findings indicate significant improvements in adolescents’ self-control after completing the three-month training program, which included cognitive-behavioral games. Full article
19 pages, 1151 KiB  
Case Report
Educational Games and the Potential of AI to Transform Writing Across the Curriculum
by Anya S. Evmenova, Kelley Regan, Reagan Mergen and Roba Hrisseh
Educ. Sci. 2025, 15(5), 567; https://doi.org/10.3390/educsci15050567 - 2 May 2025
Viewed by 1567
Abstract
Game-based learning has emerged as a promising tool in education, particularly for students with disabilities. Educational games can significantly enhance student engagement, motivation, and skill development across subjects by providing personalized learning experiences and immediate feedback. New developments in generative AI offer opportunities [...] Read more.
Game-based learning has emerged as a promising tool in education, particularly for students with disabilities. Educational games can significantly enhance student engagement, motivation, and skill development across subjects by providing personalized learning experiences and immediate feedback. New developments in generative AI offer opportunities to embed advanced features into educational games. Drawing on focus group insights from educators and families (N = 21), we highlight the key features that teachers and parents want to see in educational games. We then discuss how generative AI can potentially supplement and ensure that those key features are included. A case study of applying these features to a game-based tool to support writing across curriculum is provided. This article offers a glimpse into the informal exploration phase of a larger design research project aimed to develop a proof-of-concept for an intervention that builds a bridge between AI, educational games, and scaffolding STEM content for students with all abilities. Full article
(This article belongs to the Special Issue Application of AI Technologies in STEM Education)
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