Intelligent system of a numerical integration problem generator with gamification to ensure the ethics of academic work

A problem that occurs every school period in a numerical methods course is the generation of problems. Problems are required for class examples, assignments, or exams. A wide variety of problems is needed to prevent students from having the answers before the problems are even assigned by the teacher. Preventing this is important to ensure the validity of the problems used as an assessment tool. The problems should have their answer, in addition to their solution, which can be found in a similar time to that given to solve an exam. This paper presents a problem generator for the topic of numerical integration. The developed software allows the generation of a large number of problems with the respective answer, so that the student can solve them in the time given to take the exams. One approach to teaching a course is gamification, which involves using a game environment in contexts as varied as business or education, among many others. The generated problems are numerical integration problems that are interpreted in a gamified context. The algorithms for the development of the software, the implementation, and the results regarding the generation of problems used in the numerical integration unit for the course of Numerical Methods in Engineering at the UAM Azcapotzalco are provided.

Authors

Institutions

Publication Details

Published
2024-09-18
DOI
https://doi.org/10.1109/istas61960.2024.10732768
Primary Topic
Artificial Intelligence in Education
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Intelligent system of a numerical integration problem generator with gamification to ensure the ethics of academic work

Hugo Pablo Leyva, Rafaela Blanca Silva López
Artificial Intelligence in Education
article

Intelligent system of a numerical integration problem generator with gamification to ensure the ethics of academic work

Hugo Pablo Leyva, Rafaela Blanca Silva López
article en

Abstract

A problem that occurs every school period in a numerical methods course is the generation of problems. Problems are required for class examples, assignments, or exams. A wide variety of problems is needed to prevent students from having the answers before the problems are even assigned by the teacher. Preventing this is important to ensure the validity of the problems used as an assessment tool. The problems should have their answer, in addition to their solution, which can be found in a similar time to that given to solve an exam. This paper presents a problem generator for the topic of numerical integration. The developed software allows the generation of a large number of problems with the respective answer, so that the student can solve them in the time given to take the exams. One approach to teaching a course is gamification, which involves using a game environment in contexts as varied as business or education, among many others. The generated problems are numerical integration problems that are interpreted in a gamified context. The algorithms for the development of the software, the implementation, and the results regarding the generation of problems used in the numerical integration unit for the course of Numerical Methods in Engineering at the UAM Azcapotzalco are provided.

Universidad Autónoma Metropolitana (MX)
Openalex Percentile: Top 71%
Artificial Intelligence in Education
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Intelligent system of a numerical integration problem generator with gamification to ensure the ethics of academic work — Hugo Pablo Leyva, Rafaela Blanca Silva López · (2024) | TGRS Research Map | TGRS