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Minimax (Maximin) with Special Approach of Gamification in Higher Education

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ICT Based Innovations

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 653))

Abstract

Gamification is the technique by which user can understand and solve complex problems easily. The main objective of the gamification is to enhance the learning capability of user; this is done by providing the topics in the form of game elements rather than providing as tutorials. It focuses on the play so as to give choice and information to learner for encouraging. It deals with the process of engaging the user with some sort of game with the motive of understanding some task or a problem. When the user is engaged more and more with it, the more the user will mastered the contents. This paper proposes the method of gamification of minimax (maximin) problem in higher education to help students to move in the depth of the minimax (maximin) problem. Minimax (maximin) gamification provides a clear and concise environment so that the learner would completely understand the minimax (maximin) problem while playing the game.

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Correspondence to Babita Pandey .

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Lone, S.N., Pandey, B., Khamparia, A. (2018). Minimax (Maximin) with Special Approach of Gamification in Higher Education. In: Saini, A., Nayak, A., Vyas, R. (eds) ICT Based Innovations. Advances in Intelligent Systems and Computing, vol 653. Springer, Singapore. https://doi.org/10.1007/978-981-10-6602-3_2

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  • DOI: https://doi.org/10.1007/978-981-10-6602-3_2

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-6601-6

  • Online ISBN: 978-981-10-6602-3

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