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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
Johnson, Marina E.; Misra, Ram; Berenson, Mark – Decision Sciences Journal of Innovative Education, 2022
In the era of artificial intelligence (AI), big data (BD), and digital transformation (DT), analytics students should gain the ability to solve business problems by integrating various methods. This teaching brief illustrates how two such methods--Bayesian analysis and Markov chains--can be combined to enhance student learning using the Analytics…
Descriptors: Bayesian Statistics, Programming Languages, Artificial Intelligence, Data Analysis

Mandell, Alan; Lucking, Robert – Journal of Computers in Mathematics and Science Teaching, 1989
Describes two expert programs including "One-Row NIM" and "TIC-TAC-TOE." Provides two programs written with BASIC and the explanations of the program. (YP)
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computer Games, Computer Software
Jonassen, David H., Ed.; Land, Susan M., Ed. – Routledge, Taylor & Francis Group, 1999
"Theoretical Foundations of Learning Environments" describes the most contemporary psychological and pedagogical theories that are foundations for the conception and design of open-ended learning environments and new applications of educational technologies. In the past decade, the cognitive revolution of the 60s and 70s has been…
Descriptors: Communities of Practice, Constructivism (Learning), Instructional Design, Mathematics Education