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AI-Enabled Gamification in Education

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Abstract

With the right game design, gamification has the ability not just to improve education but also to revolutionize it. Although the incorporation of AI into games is nothing new, the technology has the potential to alter classroom dynamics significantly. Integrating AI into classrooms is a chance to offer students more flexible and individualized instruction. This chapter will explore how artificial intelligence (AI) can be used with gamification in the classroom.

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Authors and Affiliations

  1. Department of Computer Science & Engineering, Anantha Lakshmi Institute of Technology & Sciences, Anantapuramu, India

    Muralidhar Kurni

  2. Department of Computer Science & Engineering, Malla Reddy Institute of Technology & Science, Hyderabad, India

    Mujeeb Shaik Mohammed

  3. IIIT-Naya Raipur, Raipur, Chhattisgarh, India

    K G Srinivasa

Authors
  1. Muralidhar Kurni
  2. Mujeeb Shaik Mohammed
  3. K G Srinivasa

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© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

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Kurni, M., Mohammed, M.S., Srinivasa, K.G. (2023). AI-Enabled Gamification in Education. In: A Beginner's Guide to Introduce Artificial Intelligence in Teaching and Learning. Springer, Cham. https://doi.org/10.1007/978-3-031-32653-0_6

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Chapter
JPY 3498
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  • Available as PDF
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  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide -see info
Hardcover Book
JPY 9294
Price includes VAT (Japan)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
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Tax calculation will be finalised at checkout

Purchases are for personal use only


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