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QuILT 2.0 – Layer-integration – or Food-Kaleidoscope-based knowledge tests in 2DM-frames

Leading article: 2020. May (MIAU No. 261.)
(Previous article: MIAU No. 260.)

Keywords: gamification, log-based evaluations about log-based evaluations, robot-teacher, knowledge acquisition, knowledge management

Abstract: The asynchronous distance education delivers seemingly closed knowledge layers in frame of the separated learning modules. It seems to be trivial. Each learning module needs a clear focus (e.g. how to identify databases for an article, how to create pivot-report from data in long-format, how to involve online solver-based engines into the modelling, etc.). On the other hand, these separation effects are risky. The world around us is not a box with LEGO-elements without any connection between them. There are universal, general rules – there are connections between the seemingly closed learning modules. This paper tries to demonstrate a lot of potential connection between the gamification- and log-generation-based 2DM-game and the Food-Kaleidoscope (being capable of interpreting the human history in a robotized way). The fusion of a gamified frame and the knowledge elements of the Robot-Historian is the phenomenon – “knowledge test”. The gamified frame of 2DM produce log-data about the test-behaviour of the Students. Based on these logs, it will be possible to generate a big-data-force-field leading to similar analyses as before in case of the Food-Kaleidoscope (interpreting the FAO data about the food supply statistics in country-level.) So, the potential connections build a “perpetum mobile” of the knowledge acquisition and management. More (DOC) *** More (PDF)


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