Serious Games impact on behaviour in school and the web

When so-called serious games for learning purposes first was introduced the focus was set on its benefits to provide a purposeful, fun way to develop cognitive change and knowledge. But can this non-traditional teaching tool also be a source of behavioural change? Research from the eConfidence project and Schoolnet shows …

Social Robot for research – Developing interaction with humans

Haru is a big-eyed robot developed by Honda Research Institute that can take the concept of social robotics to the next level. Where the design is aiming to create an emotional and expressive companion for long term human-robot relationships with similarities of human-pet relations. Haru is designed both for telepresence …

School children interacting with Social Robot on Cybersecurity

The University of Delaware is now introducing Zenbo, a social robot that is teaching school children cybersecurity. With a focus on becoming safer digital citizens and how to safeguard information online. Zenbo is about 60 centimetres tall and is using preprogrammed well-known children stories, like Little Red Riding Hood, that …

5C preparing kids for a future digital professional life

“Einfach Digital – Zukunftskompetenze fir staark Kanner” is a new initiative from the Luxembourg Minister of Education, Children and Youth, Claude Meisch. The focus is to provide a series of measures to empower 21th century skills for the new generations. As the future society will be increasingly more digital than …

Human versus Artificial Intelligence – Pedagogy better adapted for …

According to research from Carnegie Mellon University kids solve math problems by going through four distinct stages: encoding (reading and understanding the problem); planning (working out how to tackle it); solving (crunching the numbers) and responding (typing in the correct answer). This follows the general path that is set out …