Educational Evaluation of Intelligent and Creative Ability with Computer Games: A Case Study for e-Learning (original) (raw)
Abstract
In information ages, a computer is our active intelligent collaborator to work and learn something, so that learner’s intelligent ability must be taken into consideration even in education of information technologies (IT). Aim of this paper is to propose quantitative evaluation of the intelligent ability in computer usage. The author discuses some elements in the intelligent ability (such as quickness, logics, accuracy, memory, discernment, patience, decision, and inference), and formulates quantitative evaluation method of the elements with computer games. A tutor of IT education will be able to apply result of the research to computer assisted education for supporting learner’s intelligent activities.
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Authors and Affiliations
- Graduate School of Economics and Information, Gifu Shotoku Gakuen University, 1-38, Nakauzura, Gifu City, Gifu Prefecture, 500-8288, Japan
Yukuo Isomoto
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Editors and Affiliations
- School of Design, Engineering and Computing, Bournemouth University, UK
Bogdan Gabrys - Centre for SMART Systems, School of Environment and Technology, University of Brighton, BN2 4GJ, Brighton, UK
Robert J. Howlett - School of Electrical and Information Engineering, Knowledge Based Intelligent Engineering Systems Centre, University of South Australia, SA, 5095, Mawson Lakes, Australia
Lakhmi C. Jain
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© 2006 Springer-Verlag Berlin Heidelberg
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Isomoto, Y. (2006). Educational Evaluation of Intelligent and Creative Ability with Computer Games: A Case Study for e-Learning. In: Gabrys, B., Howlett, R.J., Jain, L.C. (eds) Knowledge-Based Intelligent Information and Engineering Systems. KES 2006. Lecture Notes in Computer Science(), vol 4252. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11893004\_126
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- DOI: https://doi.org/10.1007/11893004\_126
- Publisher Name: Springer, Berlin, Heidelberg
- Print ISBN: 978-3-540-46537-9
- Online ISBN: 978-3-540-46539-3
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