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Analysis of Synthetic Students as a Model of Human Behavior

dc.date.accessioned2004-10-04T14:49:42Z
dc.date.accessioned2018-11-24T10:12:49Z
dc.date.available2004-10-04T14:49:42Z
dc.date.available2018-11-24T10:12:49Z
dc.date.issued1978-05-01en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/6299
dc.identifier.urihttp://repository.aust.edu.ng/xmlui/handle/1721.1/6299
dc.description.abstractThe 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.en_US
dc.format.extent18212638 bytes
dc.format.extent14844826 bytes
dc.language.isoen_US
dc.titleAnalysis of Synthetic Students as a Model of Human Behavioren_US


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