Artificial intelligence in education: Can the AI Teach Them?
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F60460709%3A41110%2F15%3A67444" target="_blank" >RIV/60460709:41110/15:67444 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Artificial intelligence in education: Can the AI Teach Them?
Popis výsledku v původním jazyce
Managerial games are an important tool in teaching strategic management. An experimental tool, enabling to play management games with artificial intelligence, was created at the Czech University of Life Sciences in Prague within the research of possibilities of how to use artificial intelligence instruments. This machine simulates the behaviour of an opponent during a specifically designed management game. To determine and optimise the specific context, it is necessary to ask and answer the following questions: how does a player play in a relatively simple market context; how many rounds does the live player need to optimise playing strategies; in what round a live player wins with certainty over the machine; how to improve the course of the game to allow a player to acquire the necessary tacit knowledge? Answers to the above questions are sought on the basis of an experiment conducted with volunteers. This work deals with the potential of e-learning systems designed on the basis of ar
Název v anglickém jazyce
Artificial intelligence in education: Can the AI Teach Them?
Popis výsledku anglicky
Managerial games are an important tool in teaching strategic management. An experimental tool, enabling to play management games with artificial intelligence, was created at the Czech University of Life Sciences in Prague within the research of possibilities of how to use artificial intelligence instruments. This machine simulates the behaviour of an opponent during a specifically designed management game. To determine and optimise the specific context, it is necessary to ask and answer the following questions: how does a player play in a relatively simple market context; how many rounds does the live player need to optimise playing strategies; in what round a live player wins with certainty over the machine; how to improve the course of the game to allow a player to acquire the necessary tacit knowledge? Answers to the above questions are sought on the basis of an experiment conducted with volunteers. This work deals with the potential of e-learning systems designed on the basis of ar
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
AM - Pedagogika a školství
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Efficiency and Responsibility in education Proceedings
ISBN
978-80-213-2560-9
ISSN
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e-ISSN
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Počet stran výsledku
8
Strana od-do
436-443
Název nakladatele
Czech University of Life Sciences Prague, Faculty of Ecnomics and Management
Místo vydání
Praha
Místo konání akce
Prague
Datum konání akce
4. 6. 2015
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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