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Integrating games and machine learning in the undergraduate computer science classroom

Published: 27 February 2008 Publication History

Abstract

A student will be more likely motivated to pursue a field of study if they encounter relevant and interesting challenges early in their studies. The authors are PIs on two NSF funded course curriculum development projects (CCLI). Each project seeks to provide compelling curricular modules for use in the Computer Science classroom starting as soon as CS 1. In this paper, we describe one curriculum module which is the synergistic result of these two projects. This module provides a series of challenges for undergraduate students by using a game environment to teach machine learning and classic Artificial Intelligence concepts.

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      cover image ACM Other conferences
      GDCSE '08: Proceedings of the 3rd international conference on Game development in computer science education
      February 2008
      83 pages
      ISBN:9781605580579
      DOI:10.1145/1463673
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      New York, NY, United States

      Publication History

      Published: 27 February 2008

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      Author Tags

      1. CS1
      2. CS2
      3. artificial intelligence
      4. computer games
      5. machine learning

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      View all
      • (2022)Digital Board Games as a Tool to Boost Speaking in Foreign Language E-classes During COVID-19: Students’ PerspectivesPandemi Döneminde Çevrimiçi Yabancı Dil Eğitiminde Dijital Oyunların Konuşma Becerilerine Etkisi: Öğrencilerin Bakış AçılarıBoğaziçi Üniversitesi Eğitim Dergisi10.52597/buje.106806239-1(137-159)Online publication date: 31-Dec-2022
      • (2020)What is AI Literacy? Competencies and Design ConsiderationsProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376727(1-16)Online publication date: 21-Apr-2020
      • (2020)Utilizing Web Scraping and Natural Language Processing to Better Inform Pedagogical Practice2020 IEEE Frontiers in Education Conference (FIE)10.1109/FIE44824.2020.9274270(1-9)Online publication date: 21-Oct-2020
      • (2017)Analysis of student characteristics and feeling of efficacy in a first undergraduate artificial intelligence course2017 IEEE International Conference on Electro Information Technology (EIT)10.1109/EIT.2017.8053322(010-015)Online publication date: May-2017
      • (2014)Learning and practicing decision structures in a gameJournal of Computing Sciences in Colleges10.5555/2591468.259148029:4(60-67)Online publication date: 1-Apr-2014
      • (2013)Learning computer science in the "comfort zone of proximal development"Proceeding of the 44th ACM technical symposium on Computer science education10.1145/2445196.2445344(495-500)Online publication date: 6-Mar-2013
      • (2012)Outreach for improved student performanceProceedings of the 17th ACM annual conference on Innovation and technology in computer science education10.1145/2325296.2325348(209-214)Online publication date: 3-Jul-2012
      • (2009)Engaging students through mobile game developmentACM SIGCSE Bulletin10.1145/1539024.150888141:1(44-48)Online publication date: 4-Mar-2009
      • (2009)Engaging students through mobile game developmentProceedings of the 40th ACM technical symposium on Computer science education10.1145/1508865.1508881(44-48)Online publication date: 4-Mar-2009

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