This article examines how emerging pervasive computing and affective computing technologies might enhance the adoption of ICT in e-Learning which takes place in the home and wider ...
3D information systems for education must be investigated and adopted for a more involving form of learning. It is in this context that we propose the use of Second Life as an env...
Multiple-instance learning is a variation on supervised learning, where the task is to learn a concept given positive and negative bags of instances. Each bag may contain many ins...
Deictic representation is a representational paradigm, based on selective attention and pointers, that allows an agent to learn and reason about rich complex environments. In this...
Balaraman Ravindran, Andrew G. Barto, Vimal Mathew
: The use of digital games in education is well documented in the literature. They have been used in preschool, K-12, the university. A specific type of digital games is board game...