Educational Evaluation of Intelligent and Creative Ability with Computer Games: A Case Study for e-Learning

  • Yukuo Isomoto
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4252)


In information ages, a computer is our active intelligent collaborator to work and learn something, so that learner’s intelligent ability must be taken into consideration even in education of information technologies (IT). Aim of this paper is to propose quantitative evaluation of the intelligent ability in computer usage. The author discuses some elements in the intelligent ability (such as quickness, logics, accuracy, memory, discernment, patience, decision, and inference), and formulates quantitative evaluation method of the elements with computer games. A tutor of IT education will be able to apply result of the research to computer assisted education for supporting learner’s intelligent activities.


Computer Game Intelligence Test Achievement Score Generative Grammar Educational Evaluation 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Yukuo Isomoto
    • 1
  1. 1.Graduate School of Economics and InformationGifu Shotoku Gakuen UniversityGifu CityJapan

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