GAME-BASED LEARNING AS A SUITABLE APPROACH FOR TEACHING DIGITAL ETHICAL THINKING IN THE FIELD OF ARTIFICIAL INTELLIGENCE

Author(s):  
Martin Bloomfield ◽  
Claudia Lemke ◽  
Dagmar Monett
2021 ◽  
Vol 12 (1) ◽  
pp. 209-214
Author(s):  
Stefani Paunova ◽  
◽  
Vilyana Doychevska ◽  
Valentin Yordanov ◽  
Stanimir Stoyanov ◽  
...  

The article presents a game-based learning environment that is being deeloped as a component of the ATOS platform (the platform is an article described for the same conference). The proposed environment is an adaptation of a component for serious games, developed within two projects – the National Research Program „Intelligent Agriculture (2021-2024)“ and the university project „ViSCoD – environment for modeling systems for intelligent agriculture“. The opportunities for game-based learning in integrated domains (in this case intelligent agriculture – STEAM center) are demonstrated with a version of the well-known game „Twenty question game“, adapted for the Bulgarian flora. The system is fully implemented in the logic programming language Prolog and thus can also be used to teach students in the discipline „Artificial Intelligence“.


Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


2021 ◽  
Vol 12 (1) ◽  
pp. 222-228
Author(s):  
Irina Krasteva ◽  
◽  
Yordan Todorov ◽  
Ivan Stoyanov ◽  
◽  
...  

The article presents a conceptual model and architecture of the ATOS (Artificial intelligence for agriculture TO Steam center) platform, designed for STEAM centers. The theoretical basis of the platform is the concept of „integrated domains“, developed in accordance with the work program of the National Scientific Program „Intelligent Agriculture (2021-2024)“ (NSP). The basic component in this program is ViPS, which is a reference architecture for building cyber-physical applications, which is adapted for different domains as e-learning, digitization of cultural and historical heritage, smart agriculture and smart city. One of the main goals of the program is to involve young researchers (including school students) in the problems of intelligent agriculture. The idea of ATOS is to maintain an integrated domain „intelligent agriculture – STEAM Center“, using the information resources of the NSP to provide training units mainly on the subject of biology and its applications in intelligent agriculture, as well as on topics such as artificial intelligence, robotics, game-based learning. A key component of the ATOS platform is a personal intelligent student assistant mounted on a third-generation Robobo robot.


2020 ◽  
Vol 10 (1) ◽  
pp. 37-53
Author(s):  
Werner Siegfried Ravyse ◽  
A. Seugnet Blignaut ◽  
Chrisna R. Botha-Ravyse

This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and data-driven codebook, applying the constant comparison method for data analysis. The theory-driven codes stemmed from literature while the data-driven codes emerged from a heuristic user interface evaluation of a comic book style game, named ExMan. This article identifies five fidelity themes, with functional fidelity as most important, and postulates that functional fidelity is most suited to AI integration. This study delivers a fidelity-for-serious-games codebook and concludes that observing the suggested fidelity hierarchy could safeguard that neither digital game-based learning is watered down, nor the lustre of digital gameplay dulled. Furthermore, the authors hold that AI for serious games should be given a high design priority.


Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


AI Magazine ◽  
2013 ◽  
Vol 34 (3) ◽  
pp. 10-12 ◽  
Author(s):  
Vinay K. Chaudhri ◽  
H. Chad Lane ◽  
Dave Gunning ◽  
Jeremy Roschelle

This special issue of AI Magazine presents articles on some of the most interesting projects at the intersection of AI and Education. Included are articles on integrated systems such as virtual humans, an intellgent textbook a game-based learning environment as well as technology focused components such as student models and data mining. The issue concludes with an article summarizing the contemporary and emerging challenges at the intersection of AI and education.


AI Magazine ◽  
2013 ◽  
Vol 34 (4) ◽  
pp. 10-12 ◽  
Author(s):  
Vinay K. Chaudhri ◽  
H. Chad Lane ◽  
Dave Gunning ◽  
Jeremy Roschelle

Part Two of the special issue of AI Magazine presents articles on some of the most interesting projects at the intersection of AI and Education. Included are articles on integrated systems such as virtual humans, an intellgent textbook a game-based learning environment as well as technology focused components such as student models and data mining. The issue concludes with an article summarizing the contemporary and emerging challenges at the intersection of AI and education.


Author(s):  
David L. Poole ◽  
Alan K. Mackworth

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