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Games and machine learning: a powerful combination in an artificial intelligence course
5 references·2 citing·32 second hop
Games and machine learning: a powerful combination in an artificial intelligence course (2010)Games and machine learning: a powerful co…The Role of interest in Learning and Development (2014)The Role of interest in Learn…Engagement (2009)EngagementGames, Motivation, and Learning: A Research and Practice Model (2002)Games, Motivation, and Learni…An ACM-W literature review on women in computing (2002)An ACM-W literature review on…Abstract Meditations on the Concrete and Concrete Implications for Mathematics Education (1991)Abstract Meditations on the C…Machine Learning and Artificial Intelligence as Educational Games (2022)Machine Learning and Artifici…Gender-based Engagement Model for Serious Games (2018)Gender-based Engagement Model…The origins of intelligence in children. (1952)In A Different Voice: Psychological Theory And Women's Development (1982)In a Different Voice: Psychological Theory and Women's Development. (1983)The Construction of Mathematical Meanings: Connecting the Visual with the Symbolic (1997)Thinking in Levels: A Dynamic Systems Approach to Making Sense of the World (1999)Case Study and Theory (2009)The incredible shrinking pipeline (1997)Unlocking the clubhouse (2002)Unlocking the clubhouse: women in computing (2002)Are Computer Science and Information Technology still masculine fields? High school students’ perceptions and career choices (2007)Why are some STEM fields more gender balanced than others? (2016)Interest and effort in education. (1913)Cognition and instruction: Their historic meeting within educational psychology. (1992)What Good Are Positive Emotions? (1998)The Role of Goal Orientation in Self-Regulated Learning (2000)Handbook of Positive Psychology (2001)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)The role of transportation in the persuasiveness of public narratives. (2000)‘Because it’s boring, irrelevant and I don’t like computers’: Why high school girls avoid professionally-oriented ICT subjects (2007)Game2Learn (2007)Fundamentals of game design (2010)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)"Hey Google is it OK if I eat you?" (2017)A is for Artificial Intelligence (2019)AI Dialog: Utilization, Challenges, and Ethics in the Age of Artificial Intelligence (2023)
this work references cited by second hop

References

  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2014The Role of interest in Learning and Development1,616 cited
  • 2002An ACM-W literature review on women in computing230 cited
  • 1991Abstract Meditations on the Concrete and Concrete Implications for Mathematics Education165 cited
  • 2009Engagement32 cited

Cited by

  • 2022Machine Learning and Artificial Intelligence as Educational Games30 cited
  • 2018Gender-based Engagement Model for Serious Games23 cited

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