PedagogyPedagogy (ˈpɛdəɡɒdʒi,-ɡoʊdʒi,-ɡɒɡi), from Ancient Greek παιδαγωγία (paidagōgía), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political and psychological development of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning.
Philosophy of artificial intelligenceThe philosophy of artificial intelligence is a branch of the philosophy of mind and the philosophy of computer science that explores artificial intelligence and its implications for knowledge and understanding of intelligence, ethics, consciousness, epistemology, and free will. Furthermore, the technology is concerned with the creation of artificial animals or artificial people (or, at least, artificial creatures; see artificial life) so the discipline is of considerable interest to philosophers.
Game designGame design is the process of creating and shaping the mechanics, systems, and rules of a game. Games can be created for entertainment, education, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Critical pedagogyCritical pedagogy is a philosophy of education and social movement that developed and applied concepts from critical theory and related traditions to the field of education and the study of culture. It insists that issues of social justice and democracy are not distinct from acts of teaching and learning. The goal of critical pedagogy is emancipation from oppression through an awakening of the critical consciousness, based on the Portuguese term conscientização.
Applications of artificial intelligenceArtificial intelligence (AI) has been used in applications to alleviate certain problems throughout industry and academia. AI, like electricity or computers, is a general purpose technology that has a multitude of applications. It has been used in fields of language translation, image recognition, credit scoring, e-commerce and other domains. Recommendation system A recommendation system predicts the "rating" or "preference" a user would give to an item.
Mobile gameA mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994. In 1997, Nokia launched Snake.
Artificial general intelligenceAn artificial general intelligence (AGI) is a hypothetical type of intelligent agent. If realized, an AGI could learn to accomplish any intellectual task that human beings or animals can perform. Alternatively, AGI has been defined as an autonomous system that surpasses human capabilities in the majority of economically valuable tasks. Creating AGI is a primary goal of some artificial intelligence research and of companies such as OpenAI, DeepMind, and Anthropic. AGI is a common topic in science fiction and futures studies.
Friendly artificial intelligenceFriendly artificial intelligence (also friendly AI or FAI) is hypothetical artificial general intelligence (AGI) that would have a positive (benign) effect on humanity or at least align with human interests or contribute to fostering the improvement of the human species. It is a part of the ethics of artificial intelligence and is closely related to machine ethics. While machine ethics is concerned with how an artificially intelligent agent should behave, friendly artificial intelligence research is focused on how to practically bring about this behavior and ensuring it is adequately constrained.
LearningLearning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.
Artificial intelligence in healthcareArtificial intelligence in healthcare is an overarching term used to describe the use of machine-learning algorithms and software, or artificial intelligence (AI), to mimic human cognition in the analysis, presentation, and comprehension of complex medical and health care data, or to exceed human capabilities by providing new ways to diagnose, treat, or prevent disease. Specifically, AI is the ability of computer algorithms to approximate conclusions based solely on input data.