Please use this identifier to cite or link to this item: http://dspace.mediu.edu.my:8181/xmlui/handle/1721.1/6299
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dc.creatorIhrie, David Wayne-
dc.date2004-10-04T14:49:42Z-
dc.date2004-10-04T14:49:42Z-
dc.date1978-05-01-
dc.date.accessioned2013-10-09T02:44:47Z-
dc.date.available2013-10-09T02:44:47Z-
dc.date.issued2013-10-09-
dc.identifierAIM-477-
dc.identifierhttp://hdl.handle.net/1721.1/6299-
dc.identifier.urihttp://koha.mediu.edu.my:8181/xmlui/handle/1721-
dc.descriptionThe research described in this report is an attempt to evaluate the educational effects of a computer game known as Wumpus. A set of five synthetic computer students was taken as a model of the progress of real students playing a sequence of twenty Wumpus "warrens". Using a combination of observations made of the students, representations drawn by the students and protocols kept by the computer of each session, it was found that the synthetic students are a reasonable static model of real students, but miss completely many of the important dynamic factors which affect a student's play. In spite of this, the Wumpus game was found to be an effective educational tool.-
dc.format18212638 bytes-
dc.format14844826 bytes-
dc.formatapplication/postscript-
dc.formatapplication/pdf-
dc.languageen_US-
dc.relationAIM-477-
dc.titleAnalysis of Synthetic Students as a Model of Human Behavior-
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