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Learning Kruskal’s Algorithm, Prim’s Algorithm and Dijkstra’s Algorithm by Board Game

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Advances in Web Based Learning - ICWL 2008 (ICWL 2008)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5145))

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Abstract

This paper describes the reasons about why it is beneficial to combine with graph theory and board game. Forbye, it also descants three graph theories: Dijkstra’s, Prim’s, and Kruskal’s minimum spanning tree. Then it would describe the information about the board game we choose and how to combine the game with before-mentioned three graph theories. At last, we would account for the advantage of combining with these three graph theories and the game specifically.

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References

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  8. Mathematical Programming in Teaching Dijkstra’s Minimum Spanning Tree, http://www-b2.is.tokushima-u.ac.jp/~ikeda/suuri/dijkstra/Dijkstra.shtml

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  10. Mathematical Programming in Teaching Kruskal’s Minimum Spanning Tree, http://www-b2.is.tokushima-u.ac.jp/~ikeda/suuri/kruskal/Kruskal.shtml

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Authors

Editor information

Frederick Li Jianmin Zhao Timothy K. Shih Rynson Lau Qing Li Dennis McLeod

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© 2008 Springer-Verlag Berlin Heidelberg

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Chang, WC., Chiu, YD., Li, MF. (2008). Learning Kruskal’s Algorithm, Prim’s Algorithm and Dijkstra’s Algorithm by Board Game. In: Li, F., Zhao, J., Shih, T.K., Lau, R., Li, Q., McLeod, D. (eds) Advances in Web Based Learning - ICWL 2008. ICWL 2008. Lecture Notes in Computer Science, vol 5145. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-85033-5_27

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  • DOI: https://doi.org/10.1007/978-3-540-85033-5_27

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-85032-8

  • Online ISBN: 978-3-540-85033-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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