Filtrer
Antonio Bucchiarone
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General Aspects of Applying Generative AI in Higher Education
Antonio Bucchiarone, Mohamed Lahby, Satu Elisa Schaeffer, Yassine Maleh
- Springer
- 27 Septembre 2024
- 9783031656910
This book explores the transformative impact of generative artificial intelligence (GenAI) on teaching and learning, examining how recent advancements in GenAI are revolutionizing educational practices across disciplines. The book is organized into three parts: an overview of GenAI in education, its application in diverse educational contexts, and future perspectives on how educators and GenAI can interface.
The first part addresses the pressing concerns within the educational landscape, both the bridges GenAI allows us to build and the remaining as well as the emerging gaps. The middle part explores specific academic disciplines, such as history, sports medicine, mathematics, engineering, and the humanities, dissecting the influence of GenAI on each. The final part looks ahead, discussing the ethical implications, the evolving role of prompting, and innovative frameworks for personalized learning.
By presenting a balanced view of the opportunities that are now within reach through GenAI and the challenges such leaps pose to the way we learn and teach, this book allows interested educators to learn from the early-adopting contributors to fruitfully and responsibly integrate such technologies into their pedagogical practices. It serves as a resource for anyone interested in the future of educational practices and research of education, offering insights that can spark further exploration and discussion within the academic community and educational policy makers. -
Software Engineering for Games in Serious Contexts
Antonio Bucchiarone, Kendra M. L. Cooper
- Springer
- 21 Septembre 2023
- 9783031333385
The book highlights several challenges and opportunities in the field of software engineering for serious games. It covers a wide range of topics from game design principles to software architecture, testing, and deployment and is structured into two parts. While Part I delves into various aspects of designing, maintaining, adapting, and evaluating games in serious contexts; Part II focuses on the experiences of realizing and using games in serious contexts.One of the primary challenges is to develop effective methods for evaluating serious games and measuring their impact and outcomes. Another challenge is to design serious games that are both engaging and effective, which requires a deep understanding of game design principles and instructional design. The book also emphasizes the need to develop effective software engineering practices for serious game development and the importance of gamification in improving user engagement and motivation. The potential of seriousgames for addressing societal challenges such as cybersecurity and healthcare is also highlighted. Despite these challenges, the book also identifies several opportunities for the field, including the potential of serious games to provide new and innovative approaches to learning and the potential of serious games to address real-world problems in new and effective ways.This book is intended for software engineers, game developers, educators, and anyone interested in how games in serious contexts can be effectively created. Overall, the chapters in the book provide a valuable snapshot of the current state of the field and offer insights into where it may be headed in the future.
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Domain-Specific Languages in Practice
Alfonso Pierantonio, Antonio Bucchiarone, Antonio Cicchetti, Federico Ciccozzi
- Springer
- 24 Juin 2021
- 9783030737580
This book covers several topics related to domain-specific language (DSL) engineering in general and how they can be handled by means of the JetBrains Meta Programming System (MPS), an open source language workbench developed by JetBrains over the last 15 years.
The book begins with an overview of the domain of language workbenches, which provides perspectives and motivations underpinning the creation of MPS. Moreover, technical details of the language underneath MPS together with the definition of the tool's main features are discussed. The remaining ten chapters are then organized in three parts, each dedicated to a specific aspect of the topic. Part I "MPS in Industrial Applications" deals with the challenges and inadequacies of general-purpose languages used in companies, as opposed to the reasons why DSLs are essential, together with their benefits and efficiency, and summarizes lessons learnt by using MPS. Part II about "MPS in Research Projects" covers the benefits of text-based languages, the design and development of gamification applications, and research fields with generally low expertise in language engineering. Eventually, Part III focuses on "Teaching and Learning with MPS" by discussing the organization of both commercial and academic courses on MPS.
MPS is used to implement languages for real-world use. Its distinguishing feature is projectional editing, which supports practically unlimited language extension and composition possibilities as well as a flexible mix of a wide range of textual, tabular, mathematical and graphical notations. The number and diversity of the presented use-cases demonstrate the strength and malleability of the DSLs defined using MPS. The selected contributions represent the current state of the art and practice in using JetBrains MPS to implement languages for real-world applications. -
Engineering Educational Games for a Sustainable Society
Antonio Bucchiarone, Valentina Rossi, Vanissa Wanick
- Springer
- 14 Novembre 2025
- 9783032025913
This book explores innovative approaches to educational game development, emphasizing practical solutions and transformative learning experiences. As learning increasingly converges with digital culture, game-based learning and serious games offer compelling ways to spark curiosity, cultivate systems thinking and resilience, and create inclusive, sustainable educational experiences.
The book is organized into three parts, Play, Learn, and Transform, which are deliberately interwoven, reflecting the fluid and iterative nature of game-based learning as a holistic approach to education and social change. First, Play advocates for a transformation in educational paradigms towards active, experiential, and playful learning methodologies. The four chapters showcase a variety of strategies to stimulate engagement, starting with hybrid settings and concluding with digital scenarios. Next, Learn delves into the intersection of educational game design and sustainability. Here, the chapters challenge conventional paradigms by introducing more-than-human perspectives, co-creative approaches, and immersive narratives. Lastly, Transform moves towards the broader societal impact of serious games, highlighting their potential in shaping policy, fostering inclusion, and enhancing public understanding of environmental and governance issues. The chapters in this part underscore how games engage diverse audiences and support collaborative learning and reveal how they can become platforms for collective inquiry, systemic reflection, and social change.
This book is intended for those committed to advancing education through purposeful play, whether being a researcher seeking theoretical insights, an educator designing a curriculum or a class intervention, or a developer building the next generation of educational tools. Collectively, the works in this volume reaffirm that game-based learning is not merely a pedagogical technique but a medium for meaningful exploration, practicing collaboration, and supporting transformative learning.