Results 91 to 100 of about 78,726 (342)
Intelligent Tutoring Systems for Adult Learning in STEM Disciplines
ABSTRACT Intelligent tutoring systems (ITS) are reshaping adult learning in STEM by providing adaptive, data‐driven instruction across classrooms, workplaces, and informal environments. In the context of ITS, this article compares generative AI, which creates personalized explanations and practice materials, with explainable AI, which focuses on ...
Jill Zarestky, Amanda R. Lager Gleason
wiley +1 more source
Encouraging learners to drive using game elements and smartphones [PDF]
Young drivers aged 17-24 years are at a risk of death and injury from road crashes primarily due to their age and inexperience on the road. Our research aims to investigate if a gamified mobile tracking and intervention tool can help to address this ...
Wyeth, Peta +2 more
core
ABSTRACT This article examines the evolving role of organizational leadership amidst the rapid advancements in artificial intelligence (AI). It explores a broadly experienced and documented crisis in leadership, due in part to the disruptive nature of AI and emerging technology.
Rachel Wlodarsky, Davin Carr Chellman
wiley +1 more source
Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies ...
Yang Gui +5 more
doaj +1 more source
ABSTRACT Background Accessing brain magnetic resonance imaging (MRI) can be challenging, especially for underserved patients, which may lead to disparities in neurological diagnosis. Method This mixed‐methods study enrolled adults with one of four neurological disorders: mild cognitive impairment or dementia of the Alzheimer type, multiple sclerosis ...
Maya L. Mastick +19 more
wiley +1 more source
Abstrak Video game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif.
Daniel Kurniawan Salamoon +1 more
doaj +1 more source
ABSTRACT Objective This analysis evaluates the effect of successful reperfusion on functional outcomes after MT, stratified by admission National Institutes of Health Stroke Scale (NIHSS) and Alberta Stroke Program Early CT Score (ASPECTS) as surrogates for clinical‐core mismatch, using multicenter registry data.
Felix Schlicht +53 more
wiley +1 more source
Evaluating reinforcement learning for game theory application learning to price airline seats under competition [PDF]
Applied Game Theory has been criticised for not being able to model real decision making situations. A game's sensitive nature and the difficultly in determining the utility payoff functions make it hard for a decision maker to rely upon any game ...
Collins, Andrew
core
Review of: ZUBEK, R.: Elements of Game Design. Cambridge, London : The MIT Press, 2020. 256 p.
Pátík, Ladislav
core
Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises
We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding.
Katinka van der Kooij +7 more
doaj +1 more source

