Assessing Intrapersonal and Interpersonal Competencies with Games and Simulations

Author(s):  
Joan L. Herman ◽  
Katerina Schenke ◽  
Noelle Griffin
Author(s):  
Louise Sauvé ◽  
Louis Villardier ◽  
Wilfried Probst

This chapter describes an online video teleconferencing tool the authors have created that allows learners to collaborate, negotiate, discuss, share ideas and emotions, and establish relationships while engaged in educational games and simulations. The ENJEUX-S (L’Environnement multimédia évolué de JEUX éducatifs et de Simulations en ligne) multimedia environment relies on Web Services for the management and operation of online games and simulations and on real-time communication services (audio- and video-conferencing, chat) to support a collaborative working environment for players. The authors first describe the components of ENJEUX-S, their technological choices, and the environment’s architecture. Then, they present the results of ENJEUX-S testing to correct problems and measure ease of use and functionality for target users. Finally, they outline the pedagogical contributions of such an environment in the context of online games and simulations, notably to development of interpersonal competencies including cooperation, communication, and teamwork.


AI Magazine ◽  
2019 ◽  
Vol 40 (3) ◽  
pp. 67-78
Author(s):  
Guy Barash ◽  
Mauricio Castillo-Effen ◽  
Niyati Chhaya ◽  
Peter Clark ◽  
Huáscar Espinoza ◽  
...  

The workshop program of the Association for the Advancement of Artificial Intelligence’s 33rd Conference on Artificial Intelligence (AAAI-19) was held in Honolulu, Hawaii, on Sunday and Monday, January 27–28, 2019. There were fifteen workshops in the program: Affective Content Analysis: Modeling Affect-in-Action, Agile Robotics for Industrial Automation Competition, Artificial Intelligence for Cyber Security, Artificial Intelligence Safety, Dialog System Technology Challenge, Engineering Dependable and Secure Machine Learning Systems, Games and Simulations for Artificial Intelligence, Health Intelligence, Knowledge Extraction from Games, Network Interpretability for Deep Learning, Plan, Activity, and Intent Recognition, Reasoning and Learning for Human-Machine Dialogues, Reasoning for Complex Question Answering, Recommender Systems Meet Natural Language Processing, Reinforcement Learning in Games, and Reproducible AI. This report contains brief summaries of the all the workshops that were held.


2016 ◽  
Vol 10 (4) ◽  
pp. 1-28 ◽  
Author(s):  
Javier Cámara ◽  
Gabriel A. Moreno ◽  
David Garlan ◽  
Bradley Schmerl

2008 ◽  
Vol 2008 ◽  
pp. 1-6 ◽  
Author(s):  
Tng C. H. John ◽  
Edmond C. Prakash ◽  
Narendra S. Chaudhari

This paper proposes a novel method to generate strategic team AI pathfinding plans for computer games and simulations using probabilistic pathfinding. This method is inspired by genetic algorithms (Russell and Norvig, 2002), in that, a fitness function is used to test the quality of the path plans. The method generates high-quality path plans by eliminating the low-quality ones. The path plans are generated by probabilistic pathfinding, and the elimination is done by a fitness test of the path plans. This path plan generation method has the ability to generate variation or different high-quality paths, which is desired for games to increase replay values. This work is an extension of our earlier work on team AI: probabilistic pathfinding (John et al., 2006). We explore ways to combine probabilistic pathfinding and genetic algorithm to create a new method to generate strategic team AI pathfinding plans.


2016 ◽  
Vol 71 (1) ◽  
pp. 16-30
Author(s):  
Suleyman Goksoy

The research aims to determine the leadership levels the deputy principals feel, their perceptions of their personal features and the environment of the organization in which they demonstrate leadership role. In the research, case study method from qualitative research methods was used. The data were collected by one of the qualitative data collection tools; interviewing. The data were analysed with descriptive analysis techniques. The following results were obtained in the research: Deputy Principals consider themselves as leaders in terms of personal features and behaviours. The competencies of deputy principals in terms of leadership are; technical competencies, interpersonal competencies, conceptual and cognitive competencies. The aspects that deputy principals think that they need to improve and enhance are; human relations, determinedness, consistency, sensitivity, talkativeness and hurriedness. According to research results, it is found that deputy principals are of the opinion that schools have the centralist, inflexible, disaggregated, officialised and non-creative features of the organizational structure in terms of institution, culture, legislation and management. Key words: case study, deputy principals, leadership roles and attitudes, leadership competencies.


2017 ◽  
Vol 1 (2) ◽  
pp. 111 ◽  
Author(s):  
Ismail Darimi

Adapting to the technological era, learning activities are required to reduce the use of lecture methods and can be enriched in the use of instructional media, the role of learning media becomes increasingly important. ICT is a program, for tools, manipulation and convey information. The learning process of PAI can further facilitate the search for information, manipulation, management and transfer of science or transfer of information, so that the integration of ICT in the learning process becomes an important role in developing students' thinking ability, developing skills in the field of ICT to smooth the learning process, ICT especially in PAI lessons, and transforming schools into creative and dynamic learning institutions so that students are motivated, always curious in PAI learning. Broadly speaking media can be classified into graphics, audio, silent projections, games and simulations. Effective learning requires good planning of one of the media that will be used in the learning process. ICT is a very effective medium in learning PAI in the era of technology


Author(s):  
Kevin Kee ◽  
Tamara Vaughan ◽  
Shawn Graham

As gaming technology for personal computers has advanced over the last two decades, the text-adventures that predominated in the 1980s ceased to be commercially viable. However, the easy availability of powerful authoring systems developed by enthusiasts and distributed free over the Internet has led to a renaissance in text-adventures, now called “Interactive Fiction.” The educational potential in playing these text-based games and simulations was recognised when they were first popular; the new authoring systems now allow educators to explore the educational potential of creating these works. The authors present here a case-study using the ADRIFT authoring system to create a work of interactive fiction in a split grade 4/5 class (9 and 10 year-olds) in Quebec. They find that the process of creating the game helped improve literary and social skills amongst the students.


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