Results for 'Game based learning'

998 found
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  1.  23
    Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  2. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
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  3. Learning Networks and Connective Knowledge.Stephen Downes - 2010 - In Harrison Hao Yang & Steve Chi-Yin Yuen (eds.), Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking. IGI Global.
    The purpose of this chapter is to outline some of the thinking behind new e-learning technology, including e-portfolios and personal learning environments. Part of this thinking is centered around the theory of connectivism, which asserts that knowledge - and therefore the learning of knowledge - is distributive, that is, not located in any given place (and therefore not 'transferred' or 'transacted' per se) but rather consists of the network of connections formed from experience and interactions with a (...)
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  4. A Bargaining Game Analysis of International Climate Negotiations.John Basl, Ronald Sandler, Rory Smead & Patrick Forber - 2014 - Nature Climate Change 4:442-445.
    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner’s Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to (...)
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  5. Scientism, Philosophy and Brain-Based Learning.Gregory M. Nixon - 2013 - Northwest Journal of Teacher Education 11 (1):113-144.
    [This is an edited and improved version of "You Are Not Your Brain: Against 'Teaching to the Brain'" previously published in *Review of Higher Education and Self-Learning* 5(15), Summer 2012.] Since educators are always looking for ways to improve their practice, and since empirical science is now accepted in our worldview as the final arbiter of truth, it is no surprise they have been lured toward cognitive neuroscience in hopes that discovering how the brain learns will provide a nutshell (...)
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  6.  28
    Validation of Gamified Instructional Materials in Genetics for Grade 12 STEM Students.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Sciences: Basic and Applied Research 47 (2):168-180.
    Instructional material is an integral part of teaching and learning process. Validating instructional materials is imperative to ensure quality before widespread utilization. This study validated the developed Gamified Instructional Material (GIM) in genetics for grade 12 STEM students. It employed the descriptive-developmental research design involving 41 STEM students and 11 Biology education experts chosen through purposive sampling. Findings revealed that students and experts strongly agreed that the GIM satisfied the criteria for a sound and valid instructional material. Further, the (...)
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  7.  70
    Effectiveness of Problem-Based Learning on Secondary Students’ Achievement in Science: A Meta-Analysis.Aaron Funa & Maricar Prudente - 2021 - International Journal of Instruction 14 (4):69-84.
    Preparing students for the real challenges in life is one of the most important goals in education. Constructivism is an approach that uses real-life experiences to construct knowledge. Problem-Based Learning (PBL), for almost five decades now, has been the most innovative constructivist pedagogy used worldwide. However, with the rising popularity, there is a need to revisit empirical studies regarding PBL to serve as a guide and basis for designing new studies, making institutional policies, and evaluating educational curricula. This (...)
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  8. Is Problem-Based Learning Superior to Direct Instruction.Brent Silby - 2013 - Journal of Education.
    In this essay I argue that theorists such as Kohn and Mitra have been too hasty in pronouncing the superiority of problem-based learning over direct instruction.
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  9.  11
    Developing Gamified Instructional Materials in Genetics for Grade 12 STEM.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Engineering Science and Computing 9 (3):20597-20600.
    As technology advances, the demand for innovative instructional materials also increases. As a result, the Department of Education urges teachers to develop instructional materials. This study was conducted at Bulusan National High School, Bulusan, Sorsogon, Philippines SY 2018-2019 which was aimed to develop gamified instructional materials in genetics that would aid in teaching and learning process of grade 12 STEM students. The developed gamified materials were collectively called the GIM in Genetics which is comprised of two parts; namely, Student’s (...)
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  10.  55
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to (...)
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  11. Self and Others in Team-Based Learning: Acquiring Teamwork Skills for Business.Michela Betta - 2015 - Journal of Education for Business:1-6.
    Team-based learning (TBL) was applied within a third-year unit of study about ethics and management with the aim of enhancing students’ teamwork skills. A survey used to collect students’ opinions about their experience with TBL provided insights about how TBL helped students to develop an appreciation for teamwork and team collaboration. The team skills acquired through TBL could strengthen job readiness for business.
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  12.  49
    VALIDITY: A Learning Game Approach to Mathematical Logic.Steven James Bartlett - 1973, 1974, 2014 - Hartford, CT: Lebon Press.
    The first learning game to be developed to help students to develop and hone skills in constructing proofs in both the propositional and first-order predicate calculi. It comprises an autotelic (self-motivating) learning approach to assist students in developing skills and strategies of proof in the propositional and predicate calculus. The text of VALIDITY consists of a general introduction that describes earlier studies made of autotelic learning games, paying particular attention to work done at the Law School (...)
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  13. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more (...)
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  14. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  15. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be (...)
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  16. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2020 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, and speech (...)
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  17. The Transition to Experiencing: II. The Evolution of Associative Learning Based on Feelings.Simona Ginsburg & Eva Jablonka - 2007 - Biological Theory 2 (3):231-243.
    We discuss the evolutionary transition from animals with limited experiencing to animals with unlimited experiencing and basic consciousness. This transition was, we suggest, intimately linked with the evolution of associative learning and with flexible reward systems based on, and modifiable by, learning. During associative learning, new pathways relating stimuli and effects are formed within a highly integrated and continuously active nervous system. We argue that the memory traces left by such new stimulus-effect relations form dynamic, flexible, (...)
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  18. Language Acquisition: Seeing Through Wittgenstein.Sanjit Chakraborty - 2018 - Indian Philosophical Quarterly 45 (2-3):113-126.
    This paper aims to exemplify the language acquisition model by tracing back to the Socratic model of language learning procedure that sets down inborn knowledge, a kind of implicit knowledge that becomes explicit in our language. Jotting down the claims in Meno, Plato triggers a representationalist outline basing on the deductive reasoning, where the conclusion follows from the premises (inborn knowledge) rather than experience. This revolution comes from the pen of Noam Chomsky, who amends the empiricist position on the (...)
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  19.  56
    Egocentric Bias and Doubt in Cognitive Agents.Nanda Kishore Sreenivas & Shrisha Rao - forthcoming - 18th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2019), Montreal, Canada, May 2019.
    Modeling social interactions based on individual behavior has always been an area of interest, but prior literature generally presumes rational behavior. Thus, such models may miss out on capturing the effects of biases humans are susceptible to. This work presents a method to model egocentric bias, the real-life tendency to emphasize one's own opinion heavily when presented with multiple opinions. We use a symmetric distribution, centered at an agent's own opinion, as opposed to the Bounded Confidence (BC) model used (...)
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  20. One Decade of Universal Artificial Intelligence.Marcus Hutter - 2012 - In Pei Wang & Ben Goertzel (eds.), Theoretical Foundations of Artificial General Intelligence. Springer. pp. 67--88.
    The first decade of this century has seen the nascency of the first mathematical theory of general artificial intelligence. This theory of Universal Artificial Intelligence (UAI) has made significant contributions to many theoretical, philosophical, and practical AI questions. In a series of papers culminating in book (Hutter, 2005), an exciting sound and complete mathematical model for a super intelligent agent (AIXI) has been developed and rigorously analyzed. While nowadays most AI researchers avoid discussing intelligence, the award-winning PhD thesis (Legg, 2008) (...)
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  21. Distributed Learning: Educating and Assessing Extended Cognitive Systems.Richard Heersmink & Simon Knight - 2018 - Philosophical Psychology 31 (6):969-990.
    Extended and distributed cognition theories argue that human cognitive systems sometimes include non-biological objects. On these views, the physical supervenience base of cognitive systems is thus not the biological brain or even the embodied organism, but an organism-plus-artifacts. In this paper, we provide a novel account of the implications of these views for learning, education, and assessment. We start by conceptualising how we learn to assemble extended cognitive systems by internalising cultural norms and practices. Having a better grip on (...)
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  22.  21
    Biology at Home: The Six Attributes of Home-Based Biology Experiments (HBEs) for Remote Authentic Learning.Dave Arthur Robledo - 2021 - Psychology and Education 58 (4):4319-43123.
    Home-based biology experiments are activities that utilize household materials that have been adapted for the remote learning environment and are aligned to standard learning competencies. Recognizingthe households and kitchens as extensions of laboratories, HBEs can be used to deliver authentic learning experiences for the students at home. Furthermore, there are several attributes of HBEs that should be considered before the implementation of the activity. These attributes are, it is ethical and safe to perform, it produces tangible (...)
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  23. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
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  24. Machines Learning Values.Steve Petersen - forthcoming - In S. Matthew Liao (ed.), Ethics of Artificial Intelligence. New York, USA: Oxford University Press.
    Whether it would take one decade or several centuries, many agree that it is possible to create a *superintelligence*---an artificial intelligence with a godlike ability to achieve its goals. And many who have reflected carefully on this fact agree that our best hope for a "friendly" superintelligence is to design it to *learn* values like ours, since our values are too complex to program or hardwire explicitly. But the value learning approach to AI safety faces three particularly philosophical puzzles: (...)
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  25. Moral Distance in Dictators Games.Fernando Aguiar, Pablo Brañas-Garza & Luis Miller - 2008 - Judgment and Decision Making 3 (4):344-354.
    We perform an experimental investigation using a dictator game in which individuals must make a moral decision —to give or not to give an amount of money to poor people in the Third World. A questionnaire in which the subjects are asked about the reasons for their decision shows that, at least in this case, moral motivations carry a heavy weight in the decision: the majority of dictators give the money for reasons of a consequentialist nature. Based on (...)
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  26.  35
    Undersampling Aware Learning Based Fetal Health Prediction Using Cardiotocographic Data.M. Shyamala Devi - 2021 - Turkish Online Journal of Qualitative Inquiry (TOJQI) 12 (6):7730-7749.
    With the current improvement of development towards pharmaceutical, distinctive ultrasound methodologies are open to find the fetal prosperity. It is analyzed with diverse clinical parameters with 2-D imaging and other test. In any case, prosperity desire of fetal heart still remains an open issue due to unconstrained works out of the hatchling, the minor heart appraise and inadequate of data in fetal echocardiography. The machine learning strategies can find out the classes of fetal heart rate which can beutilized for (...)
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  27. Effects of Cloud-based M-learning on Student Motivation and Creative Performance: A Case Study on Computer illustration Course.I.-Fan Tsai - unknown
    This study was conducted to explore the effects of cloud-based m- learning on students’ motivation and creative performance in computer illustration course. Variables of motivation, creative behavior, creative process and creative product were conducted to understand the situations, differences, and the predictive power cloud-based m-learning had in creative performance. A nonequivalent pretest–posttest design was adopted, and 123 university students from Taipei City, Taiwan,were recruited as research participants in the study during 10-weeks experiment. They were asked to (...)
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  28. Agent-Based Computational Economics: A Constructive Approach to Economic Theory.Leigh Tesfatsion - 2006 - In Leigh Tesfatsion & Kenneth L. Judd (eds.), Handbook of Computational Economics, Volume 2: Agent-Based Computational Economics. Elsevier.
    Economies are complicated systems encompassing micro behaviors, interaction patterns, and global regularities. Whether partial or general in scope, studies of economic systems must consider how to handle difficult real-world aspects such as asymmetric information, imperfect competition, strategic interaction, collective learning, and the possibility of multiple equilibria. Recent advances in analytical and computational tools are permitting new approaches to the quantitative study of these aspects. One such approach is Agent-based Computational Economics (ACE), the computational study of economic processes modeled (...)
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  29. The Basic Algebra of Game Equivalences.Valentin Goranko - 2003 - Studia Logica 75 (2):221-238.
    We give a complete axiomatization of the identities of the basic game algebra valid with respect to the abstract game board semantics. We also show that the additional conditions of termination and determinacy of game boards do not introduce new valid identities. En route we introduce a simple translation of game terms into plain modal logic and thus translate, while preserving validity both ways game identities into modal formulae. The completeness proof is based on (...)
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  30.  75
    The Virtual Brain: 30 Years of Video-Game Play and Cognitive Abilities.Andrew James Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original (...)
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  31. Two Kinds of Games.Filip Kobiela - 2011 - Acta Universitatis Carolinae Kinanthropologica 47 (1):61-67.
    The article presents an ontological analysis of games. In every game one could distinct four constitutive elements: players, game rules, material substratum of the game and intentional world of the game. The last element correspond with make-believe quality of games. These are two kinds of acts of playing (creating the world of the game): performative and kinetic. The article presents an analysis of these two kinds of acts of playing and present the division of games (...)
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  32. Team Reasoning and a Measure of Mutual Advantage in Games.Jurgis Karpus & Mantas Radzvilas - 0201 - Economics and Philosophy 34 (1):1-30.
    The game theoretic notion of best-response reasoning is sometimes criticized when its application produces multiple solutions of games, some of which seem less compelling than others. The recent development of the theory of team reasoning addresses this by suggesting that interacting players in games may sometimes reason as members of a team – a group of individuals who act together in the attainment of some common goal. A number of properties have been suggested for team-reasoning decision-makers’ goals to satisfy, (...)
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  33. Knowledge-Based Intelligent Tutoring System for Teaching Mongo Database.Mohanad M. Hilles & Samy S. Abu Naser - 2017 - EUROPEAN ACADEMIC RESEARCH 4 (10).
    Recently, Intelligent Tutoring Systems (ITS) got much attention from researchers even though ITS educational technology began in the late 1960s and ITS is just embryonic from laboratories into the field. In this paper we outline an intelligent tutoring system for teaching basics of the databases system called (MDB). The MDB was built as education system by using the authoring tool (ITSB). MDB contains learning materials as a group of lessons for beginner level which include relational database system and lessons (...)
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  34. Understanding Social Norms and Constitutive Rules: Perspectives From Developmental Psychology and Philosophy.Ingar Brinck - 2015 - Phenomenology and the Cognitive Sciences 14 (4):699-718.
    An experimental paradigm that purports to test young children’s understanding of social norms is examined. The paradigm models norms on Searle’s notion of a constitutive rule. The experiments and the reasons provided for their design are discussed. It is argued that the experiments do not provide direct evidence about the development of social norms and that the concepts of a social norm and constitutive rule are distinct. The experimental data are re-interpreted, and suggestions for how to deal with the present (...)
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  35. Modeling Economic Systems as Locally-Constructive Sequential Games.Leigh Tesfatsion - 2017 - Journal of Economic Methodology 24 (4):1-26.
    Real-world economies are open-ended dynamic systems consisting of heterogeneous interacting participants. Human participants are decision-makers who strategically take into account the past actions and potential future actions of other participants. All participants are forced to be locally constructive, meaning their actions at any given time must be based on their local states; and participant actions at any given time affect future local states. Taken together, these essential properties imply real-world economies are locally-constructive sequential games. This paper discusses a modeling (...)
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  36. Potato Classification Using Deep Learning.Abeer A. Elsharif, Ibtesam M. Dheir, Alaa Soliman Abu Mettleq & Samy S. Abu-Naser - 2020 - International Journal of Academic Pedagogical Research (IJAPR) 3 (12):1-8.
    Abstract: Potatoes are edible tubers, available worldwide and all year long. They are relatively cheap to grow, rich in nutrients, and they can make a delicious treat. The humble potato has fallen in popularity in recent years, due to the interest in low-carb foods. However, the fiber, vitamins, minerals, and phytochemicals it provides can help ward off disease and benefit human health. They are an important staple food in many countries around the world. There are an estimated 200 varieties of (...)
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  37. Assessing Concept Possession as an Explicit and Social Practice.Alessia Marabini & Luca Moretti - 2017 - Journal of Philosophy of Education 51 (4):801-816.
    We focus on issues of learning assessment from the point of view of an investigation of philosophical elements in teaching. We contend that assessment of concept possession at school based on ordinary multiple-choice tests might be ineffective because it overlooks aspects of human rationality illuminated by Robert Brandom’s inferentialism––the view that conceptual content largely coincides with the inferential role of linguistic expressions used in public discourse. More particularly, we argue that multiple-choice tests at schools might fail to accurately (...)
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  38. Rule Based System for Diagnosing Wireless Connection Problems Using SL5 Object.Samy S. Abu Naser, Wadee W. Alamawi & Mostafa F. Alfarra - 2016 - International Journal of Information Technology and Electrical Engineering 5 (6):26-33.
    There is an increase in the use of in-door wireless networking solutions via Wi-Fi and this increase infiltrated and utilized Wi-Fi enable devices, as well as smart mobiles, games consoles, security systems, tablet PCs and smart TVs. Thus the demand on Wi-Fi connections increased rapidly. Rule Based System is an essential method in helping using the human expertise in many challenging fields. In this paper, a Rule Based System was designed and developed for diagnosing the wireless connection problems (...)
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  39. Tic-Tac-Toe Learning Using Artificial Neural Networks.Mohaned Abu Dalffa, Bassem S. Abu-Nasser & Samy S. Abu-Naser - 2019 - International Journal of Engineering and Information Systems (IJEAIS) 3 (2):9-19.
    Throughout this research, imposing the training of an Artificial Neural Network (ANN) to play tic-tac-toe bored game, by training the ANN to play the tic-tac-toe logic using the set of mathematical combination of the sequences that could be played by the system and using both the Gradient Descent Algorithm explicitly and the Elimination theory rules implicitly. And so on the system should be able to produce imunate amalgamations to solve every state within the game course to make better (...)
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  40. Introspection as a Game of Make‐Believe.Wolfgang Barz - 2014 - Theoria 80 (4):350-367.
    The aim of this article is to provide an account of introspective knowledge concerning visual experiences that is in accordance with the idea of transparent introspection. According to transparent introspection, a person gains knowledge of her own current mental state M solely by paying attention to those aspects of the external world which M is about. In my view, transparent introspection is a promising alternative to inner sense theories. However, it raises the fundamental question why a person who pays attention (...)
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  41. Building Machines That Learn and Think About Morality.Christopher Burr & Geoff Keeling - 2018 - In Proceedings of the Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB 2018). Society for the Study of Artificial Intelligence and Simulation of Behaviour.
    Lake et al. propose three criteria which, they argue, will bring artificial intelligence (AI) systems closer to human cognitive abilities. In this paper, we explore the application of these criteria to a particular domain of human cognition: our capacity for moral reasoning. In doing so, we explore a set of considerations relevant to the development of AI moral decision-making. Our main focus is on the relation between dual-process accounts of moral reasoning and model-free/model-based forms of machine learning. We (...)
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  42. Biomedical Ontology Alignment: An Approach Based on Representation Learning.Prodromos Kolyvakis, Alexandros Kalousis, Barry Smith & Dimitris Kiritsis - 2018 - Journal of Biomedical Semantics 9 (21).
    While representation learning techniques have shown great promise in application to a number of different NLP tasks, they have had little impact on the problem of ontology matching. Unlike past work that has focused on feature engineering, we present a novel representation learning approach that is tailored to the ontology matching task. Our approach is based on embedding ontological terms in a high-dimensional Euclidean space. This embedding is derived on the basis of a novel phrase retrofitting strategy (...)
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  43.  61
    Improving Algebraic Thinking Skill, Beliefs And Attitude For Mathematics Throught Learning Cycle Based On Beliefs.Widodo Winarso & Toheri - 2017 - Munich University Library.
    In the recent years, problem-solving become a central topic that discussed by educators or researchers in mathematics education. it’s not only as the ability or as a method of teaching. but also, it is a little in reviewing about the components of the support to succeed in problem-solving, such as student's belief and attitude towards mathematics, algebraic thinking skills, resources and teaching materials. In this paper, examines the algebraic thinking skills as a foundation for problem-solving, and learning cycle as (...)
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  44.  33
    Optimal Allocation of Wind Turbines in a Radial Distribution Network Using a Two Step Method Based on Improved Teaching-Learning Algorithm.Mehdi Ershadi Nejad, Masume Hedayati & Sarah Khoei - 2018 - International Journal of Academic and Applied Research (IJAAR) 2 (10):33-39.
    Abstract: In this paper, a two-stage method for the allocation of wind turbines with respect to their maximum capacity is used using the teaching-learning method (ITLBO). The location and capacity of the maximum permitted wind turbines are designed to reduce the distribution network losses and taking into account the operating constraints. The proposed method has been developed in two stages. In the first stage, the installation site of wind turbines in the network is considered as an optimization variable, and (...)
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  45. The Precision of Experienced Action Video-Game Players: Line Bisection Reveals Reduced Leftward Response Bias.Andrew James Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias (...)
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  46.  30
    Overhead Cross Section Sampling Machine Learning Based Cervical Cancer Risk Factors Prediction.A. Peter Soosai Anandaraj, - 2021 - Turkish Online Journal of Qualitative Inquiry (TOJQI) 12 (6): 7697-7715.
    Most forms of human papillomavirus can create alterations on a woman's cervix that can lead to cervical cancer in the long run, while others can produce genital or epidermal tumors. Cervical cancer is a leading cause of morbidity and mortality among women in low- and middle-income countries. The prediction of cervical cancer still remains an open challenge as there are several risk factors affecting the cervix of the women. By considering the above, the cervical cancer risk factor dataset from KAGGLE (...)
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  47.  47
    Gry Komputerowe I Branża Gier a Sztuka Komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and artists working on (...)
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  48. Wisdom of the Crowds Vs. Groupthink: Learning in Groups and in Isolation.Conor Mayo-Wilson, Kevin Zollman & David Danks - 2013 - International Journal of Game Theory 42 (3):695-723.
    We evaluate the asymptotic performance of boundedly-rational strategies in multi-armed bandit problems, where performance is measured in terms of the tendency (in the limit) to play optimal actions in either (i) isolation or (ii) networks of other learners. We show that, for many strategies commonly employed in economics, psychology, and machine learning, performance in isolation and performance in networks are essentially unrelated. Our results suggest that the appropriateness of various, common boundedly-rational strategies depends crucially upon the social context (if (...)
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  49. Teaching Philosophy Through a Role-Immersion Game.Kathryn E. Joyce, Andy Lamey & Noel Martin - 2018 - Teaching Philosophy 41 (2):175-98.
    A growing body of research suggests that students achieve learning outcomes at higher rates when instructors use active-learning methods rather than standard modes of instruction. To investigate how one such method might be used to teach philosophy, we observed two classes that employed Reacting to the Past, an educational role-immersion game. We chose to investigate Reacting because role-immersion games are considered a particularly effective active-learning strategy. Professors who have used Reacting to teach history, interdisciplinary humanities, and (...)
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  50. Cooperative Learning, Critical Thinking and Character. Techniques to Cultivate Ethical Deliberation.Nancy Matchett - 2009 - Public Integrity 12 (1).
    Effective ethics teaching and training must cultivate both the critical thinking skills and the character traits needed to deliberate effectively about ethical issues in personal and professional life. After highlighting some cognitive and motivational obstacles that stand in the way of this task, the article draws on educational research and the author's experience to demonstrate how cooperative learning techniques can be used to overcome them.
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