教育游戏化和人工智能促进数字扫盲

Shamini Koravuna, Uday Kumar Surepally
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引用次数: 4

摘要

为实现联合国可持续发展集团(UNSDGs)第4和第5项目标,优质教育和性别平等,有必要促进数字扫盲并为所有人,特别是世界各地的妇女提供教育。教育领域正在不断探索方法,以应对人工智能在包括其自身在内的所有部门和领域迅速逼近的影响。从电子商务到医疗保健再到教育,在每一个领域,人工智能的介入都成倍增加。特别是在教育领域,更多的是由于人工智能系统能够适应学生个体的学习和掌握能力,从而提供超个性化的学习体验。除了人工智能,游戏化将是一个附加功能,可以提高用户参与度,鼓励他们持续学习,它还将传统的课堂体验转化为有竞争力的多人游戏和学习平台,在人工智能和游戏化同时实施的同时,可以努力提高他们的数字素养。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Educational gamification and artificial intelligence for promoting digital literacy
There is a need for promoting digital literacy and providing education for all especially women of the world to achieve the United Nations Sustainable Development Groups (UNSDGs) 4 and 5 quality education and gender equality. The field of education is continuously exploring the methods to respond to the fast-approaching impact of artificial intelligence across all sectors and fields including its own. Right from e- commerce to health care to education, in every sector, the intervention of artificial intelligence has increased multifold. Especially in education, it is more as artificial intelligence systems can adapt to individual student learning and grasping abilities to give hyper-personalized learning experience. In addition to AI, involving gamification would be an add-on that would lead to better user engagement and encourages them to be continuous learners, it also converts the conventional classroom experience into a competitive multi-player gaming and learning platform, and efforts can be put to promote digital literacy among them while both AI and gamification is being implemented.
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