AHCI RESEARCH GROUP
Publications
Papers published in international journals,
proceedings of conferences, workshops and books.
OUR RESEARCH
Scientific Publications
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You can expand the Abstract, Links and BibTex record for each paper.
2025
Gianni, A. M.; Nikolakis, N.; Antoniadis, N.
An LLM based learning framework for adaptive feedback mechanisms in gamified XR Journal Article
In: Computers and Education: X Reality, vol. 7, 2025, ISSN: 29496780 (ISSN), (Publisher: Elsevier B.V.).
Abstract | Links | BibTeX | Tags: Adaptive Learning, Artificial intelligence, Extended reality, Gamification, Personalized feedback
@article{gianni_llm_2025,
title = {An LLM based learning framework for adaptive feedback mechanisms in gamified XR},
author = {A. M. Gianni and N. Nikolakis and N. Antoniadis},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105015425040&doi=10.1016%2Fj.cexr.2025.100116&partnerID=40&md5=998fa7ee14d83b931673309dc82e31ab},
doi = {10.1016/j.cexr.2025.100116},
issn = {29496780 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Computers and Education: X Reality},
volume = {7},
abstract = {Rapid technological advancements present challenges in computer science education, as traditional instructional approaches often fail to maintain learner engagement or adapt effectively to diverse learning needs. To address these limitations, this study proposes an innovative adaptive learning framework integrating real-time feedback from large language models (LLMs), personalized learning via model-agnostic meta-learning (MAML), and game-theoretic incentives in an immersive XR environment. Learners are modeled as strategic agents whose individual and collaborative behaviors dynamically align with course objectives. Preliminary evaluation in a real-world computer science course demonstrated a 22 % increase in student-reported motivation and over 40 % fewer task retries compared to a traditional digital baseline. These early findings highlight the framework's practical potential to significantly enhance engagement, personalization, and effectiveness in technical education. © 2025 Elsevier B.V., All rights reserved.},
note = {Publisher: Elsevier B.V.},
keywords = {Adaptive Learning, Artificial intelligence, Extended reality, Gamification, Personalized feedback},
pubstate = {published},
tppubtype = {article}
}
Rapid technological advancements present challenges in computer science education, as traditional instructional approaches often fail to maintain learner engagement or adapt effectively to diverse learning needs. To address these limitations, this study proposes an innovative adaptive learning framework integrating real-time feedback from large language models (LLMs), personalized learning via model-agnostic meta-learning (MAML), and game-theoretic incentives in an immersive XR environment. Learners are modeled as strategic agents whose individual and collaborative behaviors dynamically align with course objectives. Preliminary evaluation in a real-world computer science course demonstrated a 22 % increase in student-reported motivation and over 40 % fewer task retries compared to a traditional digital baseline. These early findings highlight the framework's practical potential to significantly enhance engagement, personalization, and effectiveness in technical education. © 2025 Elsevier B.V., All rights reserved.