Try to make your title an assertive statement, such as:
and not
Rule of thumb: if your title would look weird with a period at the end, it is probably a poor title.
Don’t do this.
Try to tell a story here, no matter what your field. You are writing for human beings, not computers. What’s the area, what’s the problem you are trying to understand. How? What have you found?
(You are summarizing your core results, not cramming them into this tiny space).
The idea here is to start at the far left, and clarify what the core of what you want to say is first, and then expand on it by moving to the right, one column at a time.
After a couple of “passes” of expanding, you will end up with your complete, and well structured paper on column 5, which you can export separately.
Here’s a (somewhat dated) video which might help.
Write a summary of the question(s) you are trying to answer.
What is the state of the world before your research came along?
Also, answer the harsh but important question: Who cares?
In writing this, you can start general, but make sure clearly define the “before” state of the world’s knowledge for the specific area this paper is addressing.
Results are objective, but science isn’t about listing data, it’s about extracting meaning from what we observe.
What do your results tell you about the core problem you were investigating?
Bring it back to the big picture. How do your results fit into the current body of knowledge?
Most importantly, how can these results help you ask better questions?
Here you can expand on your introduction. To guide your writing, title this card with assertive statements:
Instead of “Problem Description”, be direct: “The problem is that X doesn’t do Y.”
Expand on your conclusion summary, and add more details to it.
This section explains the purpose of the study while helping the reader understand what is currently known about the topic. It also details the hypotheses within the context of the background literature. A successful introduction will:
Final text for conclusion goes here
in as many
cards as you like.
#review
[1]J. Beck, M. Stern, and E. Haugsjaa, “Applications of AI in Education,” Crossroads, vol. 3, no. 1, pp. 11–15, Sep. 1996.
#importance
[1]J. Kay, “AI and Education: Grand Challenges,” IEEE Intelligent Systems, vol. 27, no. 5, pp. 66–69, Sep. 2012.
#learning_by_teaching
[1]F. Tanaka and S. Matsuzoe, “Learning Verbs by Teaching a Care-receiving Robot by Children: An Experimental Report,” in Proceedings of the Seventh Annual ACM/IEEE International Conference on Human-Robot Interaction, New York, NY, USA, 2012, pp. 253–254.
#reinforcement_learning #game
[1]F. Bellotti, R. Berta, A. D. Gloria, and L. Primavera, “Adaptive Experience Engine for Serious Games,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 1, no. 4, pp. 264–280, Dec. 2009.
#TODO
[1]K. E. Merrick and M. L. Maher, “Motivated Reinforcement Learning for Adaptive Characters in Open-ended Simulation Games,” in Proceedings of the International Conference on Advances in Computer Entertainment Technology, New York, NY, USA, 2007, pp. 127–134.
#TODO
[1]M. Sanders and A. George, “Viewing the changing world of educational technology from a different perspective: Present realities, past lessons, and future possibilities,” Educ Inf Technol, vol. 22, no. 6, pp. 2915–2933, Nov. 2017.
#TODO
[1]M. El Fouki, N. Aknin, and K. E. El. Kadiri, “Intelligent Adapted e-Learning System Based on Deep Reinforcement Learning,” in Proceedings of the 2Nd International Conference on Computing and Wireless Communication Systems, New York, NY, USA, 2017, p. 85:1–85:6.
#TODO
[1]T. Mandel, Y.-E. Liu, S. Levine, E. Brunskill, and Z. Popovic, “Offline Policy Evaluation Across Representations with Applications to Educational Games,” in Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems, Richland, SC, 2014, pp. 1077–1084.
#TODO
[1]C. Tekin, K. Moon, and M. van der Schaar, “Staged Multi-armed Bandits,” arXiv:1508.00641 [cs, stat], Aug. 2015.
#motivation #game
[1]N. Yee, “Motivations for Play in Online Games,” CyberPsychology & Behavior, vol. 9, no. 6, pp. 772–775, Dec. 2006.
#game
DMLResearchHub, Games and Education Scholar James Paul Gee on Video Games, Learning, and Literacy.
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