Proceedings of the ACL-02 Workshop on Effective Tools and Methodologies for Teaching Natural Language Processing and Computatio 2002
DOI: 10.3115/1118108.1118109
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Teaching NLP/CL through games

Abstract: This paper advocates the use of games in teaching NLP/CL in cases where computational experiments are impossible because the students lack the necessary skills. To show the viability of this approach, three games are described which together teach students about the parsing process. The paper also shows how the specific game formats and rules can be tuned to the teaching goals and situations, thus opening the way to the creation of further teaching games.

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Cited by 4 publications
(3 citation statements)
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“…After splitting the data, the ensemble classifiers (RF + GBM) were trained on the train data. In this experiment, (RF + GBM) were implemented using NLTK and Scikit-learn library [53]. (RF + GBM) were tuned with different hyper-parameters as shown in Tab.…”
Section: Experiments and Resultsmentioning
confidence: 99%
“…After splitting the data, the ensemble classifiers (RF + GBM) were trained on the train data. In this experiment, (RF + GBM) were implemented using NLTK and Scikit-learn library [53]. (RF + GBM) were tuned with different hyper-parameters as shown in Tab.…”
Section: Experiments and Resultsmentioning
confidence: 99%
“…Since the workshop here presented is the first activity of this kind in the Italian context, we took inspiration from games and problems such as those outlined in Radev and Pustejovsky (2013) and used for the North American Computational Linguistics Olympiads, similar to the ones described in Van Halteren (2002) and Iomdin et al (2013). Particularly, we were inspired by the institution of (Computational) Linguistic Olympiads in making our workshop a problem-solving game with different activities, each related to a different aspect of computational language processing.…”
Section: Genesis and Goalsmentioning
confidence: 99%
“…Since the workshop here presented is the first activity of this kind in the Italian context, we took inspiration from games and problems such as those outlined in and used for the North American Computational Linguistics Olympiads, similar to the ones described in Van Halteren (2002) and Iomdin et al (2013). Particularly, we were inspired by the institution of (Computational) Linguistic Olympiads in making our workshop a problem-solving game with different activities, each related to a different aspect of computational language processing.…”
Section: Genesis and Goalsmentioning
confidence: 99%