人工智能游戏演示程序设计与开发_计算机科学与技术.rar

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摘要:人工智能是作为高中信息技术选修模块中的一部分,强调在必修模块的基础上,关注技术能力与人文素养的融合建构,是信息素养培养的继续。模块内容设计既注意技术深度和广度的把握、前沿进展的适度反映,同时关注信息文化理念的表达。大都涉及技术发展的尖端话题,技术理论程度和学习能力要求较高,要求学生掌握一定的技术操作能力,以培养高中生的信息素养和终身学习能力为宗旨,注重学生多元思雏方式的开发,注重学生解决问题能力、推理能力、协作能力等的开发。所以在讲解时,必须配备与之想否的有趣的人工智能游戏程序演示来提高学生兴趣,保证课堂效率性,驱动学习。

   将所学的软件开发知识,及相应语言知识,数据结构知识等学科基础知识为基础,在计算机教育为导向的情况下,有能力向学生生动的,直观的展示人工智能技术的发展。这是该论文的主旨,以15数码和魔方为例。

关键字:高中信息技术  15数码   魔方

 

Abstract:Artificial intelligence, as a part of elective module of high school information technology, emphasizes the combination of technical ability and the humanities concern and literacy cultivation upon compulsory module, and is a continuing part of information cultivation. Design of the content focuses not only on the mastery of technology depth and breadth, reflection of frontier, and progress, but also on the expression of informational-cultural concepts . Mostly involving the heat topics of technology development, higher degrees of technical theory and learning ability, it requires students to master certain technical skills, in order to cultivate the high school students' information literacy and lifelong learning ability; at the same time, it pays attention to the students' development on multi-dimensional thought, and problem solving capabilities, reasoning ability, cooperation ability. Therefore, when explaining, teachers must prepare some interesting artificial-intelligent game program to raise students' interest, thus to demonstration classroom efficiency and study motivation. 

    On the basis of software development knowledge, corresponding language knowledge, and data structure knowledge, orienting computer education, this thesis is aimed at displaying the development of artificial intelligence to students vividly and intuitively, with 15 digital and rubik's cube as examples.

Key words: High School Information Technology,15 digital ,Rubik’s cube

 

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