Publication: An Overview of Electronic Games in the Academic Areas
Date
2020
Authors
Alfarsi G.
Bin Mohd. Yusof A.
Tawafak R.M.
Iqbal Malik S.
Mathew R.
Waseem Ashfaque M.
Journal Title
Journal ISSN
Volume Title
Publisher
Institute of Electrical and Electronics Engineers Inc.
Abstract
This paper describes the present best in class in computerized reasoning (AI) and its latent capacity sway for getting the hang of, instructing, and training. It gives good establishments to very much educated arrangement situated work, investigate, and forward-looking exercises that address the changes and difficulties made by late improvements in AI such as an electronic game. The report focused on strategy causes, yet it likewise makes commitments that are of enthusiasm for AI innovation designers and analysts contemplating the effect of AI on society and the eventual fate of instruction and learning. The education sector has witnessed remarkable developments in recent years due to the development of technology. Research on the Internet has become part of school learning, and tablets have replaced books or some of them in "vanguard"schools. But all of these developments that surprised us yesterday may lose its lustre in the anticipated entry of Artificial Intelligence into the education sector, which started to appear, promising unprecedented transformations in the field of this sector. � 2020 IEEE.
Description
Education sectors; Electronic games; Forward looking; Latent capacity; Artificial intelligence