GAME-BASED LEARNING IN INTEGRATED DOMAINS WITH AN APPLICATION FOR STEAM CENTERS

2021 ◽  
Vol 12 (1) ◽  
pp. 209-214
Author(s):  
Stefani Paunova ◽  
◽  
Vilyana Doychevska ◽  
Valentin Yordanov ◽  
Stanimir Stoyanov ◽  
...  

The article presents a game-based learning environment that is being deeloped as a component of the ATOS platform (the platform is an article described for the same conference). The proposed environment is an adaptation of a component for serious games, developed within two projects – the National Research Program „Intelligent Agriculture (2021-2024)“ and the university project „ViSCoD – environment for modeling systems for intelligent agriculture“. The opportunities for game-based learning in integrated domains (in this case intelligent agriculture – STEAM center) are demonstrated with a version of the well-known game „Twenty question game“, adapted for the Bulgarian flora. The system is fully implemented in the logic programming language Prolog and thus can also be used to teach students in the discipline „Artificial Intelligence“.

1984 ◽  
Vol 1 (1) ◽  
pp. 26-38 ◽  
Author(s):  
Robert Kowalski

The Japanese Fifth Generation Computer Systems (FGCS) project has chosen logic programming for its core programming language. It has recognized the major contribution that logic programming has to make not only in artificial intelligence but in database systems and software specification as well. It has recognized and intends to exploit the greater potential that logic programming has to offer for taking advantage of the parallelism possible with innovative multiprocessor computer architectures.


Author(s):  
Roberto Perez-Rodriguez ◽  
Jorge Fontenla-Gonzalez ◽  
Manuel Caeiro-Rodriguez

The employment of serious games in educational settings is a hot research topic nowadays. Many research results from a few different research fields are quite promising, and Game Based Learning is thus gaining momentum. This chapter presents the GameTel project, carried out (among other partners) by the University of Vigo, aiming to develop a software system that enables the composition of lesson plans that include serious games. The main focus in GameTel is placed in the flexibility: users may access the GameTel platform to play/learn from different devices (the computer and the digital television so far); the GameTel platform may adapt to different users who have different backgrounds and preferences; and GameTel may integrate different externally hosted games that are online all over the Internet. This chapter goes through these issues, and describes the solutions adopted in GameTel.


2021 ◽  
Vol 12 (1) ◽  
pp. 222-228
Author(s):  
Irina Krasteva ◽  
◽  
Yordan Todorov ◽  
Ivan Stoyanov ◽  
◽  
...  

The article presents a conceptual model and architecture of the ATOS (Artificial intelligence for agriculture TO Steam center) platform, designed for STEAM centers. The theoretical basis of the platform is the concept of „integrated domains“, developed in accordance with the work program of the National Scientific Program „Intelligent Agriculture (2021-2024)“ (NSP). The basic component in this program is ViPS, which is a reference architecture for building cyber-physical applications, which is adapted for different domains as e-learning, digitization of cultural and historical heritage, smart agriculture and smart city. One of the main goals of the program is to involve young researchers (including school students) in the problems of intelligent agriculture. The idea of ATOS is to maintain an integrated domain „intelligent agriculture – STEAM Center“, using the information resources of the NSP to provide training units mainly on the subject of biology and its applications in intelligent agriculture, as well as on topics such as artificial intelligence, robotics, game-based learning. A key component of the ATOS platform is a personal intelligent student assistant mounted on a third-generation Robobo robot.


2020 ◽  
Vol 10 (1) ◽  
pp. 37-53
Author(s):  
Werner Siegfried Ravyse ◽  
A. Seugnet Blignaut ◽  
Chrisna R. Botha-Ravyse

This study aimed to identify and rank the serious game fidelity themes that should be considered for retaining both the learning potential and predicted market growth of serious games. The authors also investigated existing links between fidelity and AI. The methodology unraveled serious game fidelity through the co-development of a theory- and data-driven codebook, applying the constant comparison method for data analysis. The theory-driven codes stemmed from literature while the data-driven codes emerged from a heuristic user interface evaluation of a comic book style game, named ExMan. This article identifies five fidelity themes, with functional fidelity as most important, and postulates that functional fidelity is most suited to AI integration. This study delivers a fidelity-for-serious-games codebook and concludes that observing the suggested fidelity hierarchy could safeguard that neither digital game-based learning is watered down, nor the lustre of digital gameplay dulled. Furthermore, the authors hold that AI for serious games should be given a high design priority.


Author(s):  
Athanasios Tsadiras

Artificial Intelligence Applications are becoming crucial for enterprises that want to be successful by having the advantage of using high information technology. The development of such applications is assisted by the use of high level computer programming languages that are closer to the programmer than to the computer. Such a programming language is Prolog. Prolog is a logic programming language (Clocksin & Mellish 2003) that was invented by Alain Colmerauer and Phillipe Roussel at the University of Aix-Marseille in 1971. The name Prolog comes from programmation en logique (i.e., “programming in logic” in French). Together with LISP, they are the most popular Artificial Intelligence programming languages. Prolog was generated by an attempt to develop a programming language that extensively uses expressions of logic instead of developing a program by providing a specific sequence of instructions to the computer. Theoretically, it is based on a subset of first-order predicate calculus that allows only Horn clauses (Bratko, 2000). The control of the program execution is based on Prolog’s built-in search mechanism that in fact is an application of theorem proving by first-order resolution.


Author(s):  
Jorge Lobo ◽  
Jack Minker

During the past 20 years, logic programming has grown from a new discipline to a mature field. Logic programming is a direct outgrowth of work that started in automated theorem proving. The first programs based on logic were developed by Colmerauer and his students [Colmerauer et al., 1973] at the University of Marseilles in 1972 where the logic programming language PROLOG was developed. Kowalski [1974] published the first paper that formally described logic as a programming language in 1974. Alain Colmerauer and Robert Kowalski are considered the founders of the field of logic programming, van Emden and Kowalski [van Emden and Kowalski, 1976] laid down the theoretical foundation for logic programming. In the past decade the field has witnessed rapid progress with the publication of several theoretical results which have provided a strong foundation for logic programming and extended the scope of logic as a programming language. The objective of this article is to outline theoretical results that have been developed in the field of logic programming with particular emphasis to disjunctive logic programming. Disjunctive logic programming is an extension of logic programming and is useful in representing and reasoning with indefinite information. A disjunctive logic program consists of a finite set of implicitly quantified universal clauses of the form: . . . A1 , . . . , Am ← B1 , . . . , Bn m > 0 and n ≥ 0 (1) . . . where the Ai’s and the Bj’S are atoms. The atoms in the left of the implication sign form a disjunction and is called the head of the formula and those on the right form a conjunction and is called the body of the formula. The formula is read as “A1 or A2 or ... or Am if B1 and B2 and ... and Bn.” There are several forms of the formula that one usually distinguishes. If the body of the formula is empty, and the head is not, the formula is referred to as a fact. If both are not empty the formula is referred to as a procedure.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Tyler Hamby ◽  
W. Paul Bowman ◽  
Don P. Wilson ◽  
Riyaz Basha

Abstract Context Medical students, especially at osteopathic medical schools, have limited research exposure. Systematic instruction in research, supervised by qualified mentors, could motivate osteopathic medical students to pursue research in their careers, thereby increasing the number of future clinician-scientists. Recruiting and retaining suitable research mentors are crucial to sustaining such programs, but this task is also particularly challenging for osteopathic medical schools. Objectives To assess mentors' experiences in a voluntary student-mentor medical research program. Methods An online survey was sent to 76 university- or hospital-based participants who previously mentored 219 medical students between 2014 and 2019. The questionnaire consisted of 13 items with responses in checklist, five-point Likert scale, and categorical multiple-choice formats, assessing motivation for participation, satisfaction with the program, and interest in future participation. Data were analyzed descriptively, and responses from mentors at the university and hospital were compared using univariate logistic and ordinal regression analyses. Results Among 70 (92.1%) mentors who responded to the survey, 61 (87.1%) reported being motivated by a desire to help medical students learn research. Forty-nine (70.0%) mentors indicated that furthering their own research productivity was a motivation, and hospital-based mentors were statistically significantly more likely to endorse this source of motivation (OR=2.02; 95% CI=1.18–3.45; p=0.01). Most respondents were satisfied with the quality of the students' work (59 [84.3%]) and with the program (59 [85.5%]). However, 46 (65.7%) suggested the program could be enhanced by requiring medical students to be physically present in the clinic or laboratory for a minimum amount of time. Importantly, most (58 [84.1%]) mentors reported that they would be interested in participating in future mentored research programs. Conclusions Mentors were motivated to participate in the voluntary research program for both altruistic and professional reasons. Since most mentors reported being satisfied with the program, it is likely they would participate in future mentored research programs. Our results suggest that mentors viewed this voluntary research program as mutually beneficial.


1970 ◽  
Author(s):  
A. FANCHIOTTI ◽  
S. FANTO ◽  
V. NASO ◽  
F. PIPERNO ◽  
G. SIMONI ◽  
...  

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