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Machine Learning and Artificial Intelligence as Educational Games
8 references·1 citing·41 second hop
Machine Learning and Artificial Intelligence as Educational Games (2022)Machine Learning and Artificial Intellige…A is for Artificial Intelligence (2019)A is for Artificial Intellige…Toys that Listen (2017)Toys that Listen"Hey Google is it OK if I eat you?" (2017)"Hey Google is it OK if I eat…Educational Games in Practice The Challenges Involved in Conducting a Game-Based Curriculum (2016)Educational Games in Practice…Challenges and opportunities: using a science-based video game in secondary school settings (2012)Challenges and opportunities:…Games and machine learning: a powerful combination in an artificial intelligence course (2010)Games and machine learning: a…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…Robocode: using games to teach artificial intelligence (2004)Robocode: using games to teac…AI Dialog: Utilization, Challenges, and Ethics in the Age of Artificial Intelligence (2023)AI Dialog: Utilization, Chall…An ACM-W literature review on women in computing (2002)Games, Motivation, and Learning: A Research and Practice Model (2002)The Role of interest in Learning and Development (2014)Gender-based Engagement Model for Serious Games (2018)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)What Video Games Have to Teach Us about Learning and Literacy (2004)Video game discourses and implications for game-based education (2015)Case Study Research: Design and Methods (1984)Using thematic analysis in psychology (2006)Game-Based Learning in Project Sustainability Management Education (2021)How to Implement Game-Based Learning in a Smart Classroom? A Model Based on a Systematic Literature Review and Delphi Method (2021)Teaching with digital games: How intentions to adopt digital game‐based learning are related to personal characteristics of pre‐service teachers (2022)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)THE DISCOVERY OF GROUNDED THEORY: STRATEGIES FOR QUALITATIVE RESEARCH. By Barney G. Glaser and Anselm L. Strauss. Chicago: Aldine Publishing Company, 1967. 271 pp. $6.75 (1968)Zero to eight: young children and their internet use (2013)End User Security and Privacy Concerns with Smart Homes (2017)“Won’t Somebody Think of the Children?” Examining COPPA Compliance at Scale (2018)The privacy implications of social robots: Scoping review and expert interviews (2019)The Second Self: Computers and the Human Spirit (1986)Meta-Analysis of Theory-of-Mind Development: The Truth about False Belief (2001)Measurement Instruments for the Anthropomorphism, Animacy, Likeability, Perceived Intelligence, and Perceived Safety of Robots (2008)"Phantom Friend" or "Just a Box with Information" (2019)How perceptions of intelligence and anthropomorphism affect adoption of personal intelligent agents (2020)The second self: Computers and the human spirit (1985)Scaling of Theory-of-Mind Tasks (2004)“Robovie, you'll have to go into the closet now”: Children's social and moral relationships with a humanoid robot. (2012)“Alexa, Can I Program You?”: Student Perceptions of Conversational Artificial Intelligence Before and After Programming Alexa (2021)"An Ideal Human" (2021)Emerging Technologies in K–12 Education: A Future HCI Research Agenda (2022)Ignorance and the regulation of artificial intelligence (2021)Managing Digital Transformation in Marketing: "Fusion of Traditional Marketing and Digital Marketing" (2022)The role of artificial intelligence in the procurement process: State of the art and research agenda (2023)RoboCode & problem-based learning (2006)Just for Fun: Using Programming Games in Software Programming Training and Education--A Field Study of IBM Robocode Community. (2007)Games for Artificial Intelligence and Machine Learning Education: Review and Perspectives (2020)
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References

  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2017"Hey Google is it OK if I eat you?"328 cited
  • 2019A is for Artificial Intelligence231 cited
  • 2017Toys that Listen221 cited
  • 2016Educational Games in Practice The Challenges Involved in Conducting a Game-Based Curriculum75 cited
  • 2004Robocode: using games to teach artificial intelligence50 cited
  • 2012Challenges and opportunities: using a science-based video game in secondary school settings33 cited
  • 2010Games and machine learning: a powerful combination in an artificial intelligence course31 cited

Cited by

  • 2023AI Dialog: Utilization, Challenges, and Ethics in the Age of Artificial Intelligence11 cited

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