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dc.contributor.authorGibson, David
dc.date.accessioned2017-01-30T12:43:45Z
dc.date.available2017-01-30T12:43:45Z
dc.date.created2013-12-30T20:00:32Z
dc.date.issued2009
dc.identifier.citationGibson, David. 2009. Designing a Computational Model of Learning, in R.E. Ferdig (ed), Handbook of Research on Effective Electronic Gaming in Education, pp. 671-701. Hershey, PA: Information Science Reference.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/24551
dc.description.abstract

What would a game or simulation need to have in order to teach a teacher how people learn? This chapter uses a four-part framework of knowledge, learner, assessment and community (Bransford, Brown, & Cocking, 2000) to discuss design considerations for building a computational model of learning. A teaching simulation – simSchool - helps illustrate selected psychological, physical and cognitive models and how intelligence can be represented in software agents. The design discussion includes evolutionary perspectives on artificial intelligence and the role of the conceptual assessment framework (Mislevy, Steinberg, & Almond, 2003) for automating feedback to the simulation user. The purpose of the chapter is to integrate a number of theories into a design framework for a computational model of learning.

dc.publisherInformation Science Reference
dc.titleDesigning a Computational Model of Learning
dc.typeBook Chapter
dcterms.source.startPage671
dcterms.source.endPage701
dcterms.source.titleHandbook of Research on Effective Electronic Gaming in Education
dcterms.source.isbn9781599048086
dcterms.source.placeHershey, PA, USA
dcterms.source.chapter39
curtin.department
curtin.accessStatusFulltext not available


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