3,979 research outputs found

    Building Artificially Intelligent Learning Games

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    The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs)

    Profiling the educational value of computer games

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    There are currently a number of suggestions for educators to include computer games in formal teaching and learning contexts. Educational value is based on claims that games promote the development of complex learning. Very little research, however, has explored what features should be present in a computer game to make it valuable or conducive to learning. We present a list of required features for an educational game to be of value, informed by two studies, which integrated theories of Learning Environments and Learning Styles. A user survey showed that some requirements were typical of games in a particular genre, while other features were present across all genres. The paper concludes with a proposed framework of games and features within and across genres to assist in the design and selection of games for a given educational scenari

    Magiclearning: a serious game for learning based in a magic world

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    This paper presents a new software educational system called MagicLearning that we have designed and implemented. Magic Learning enables each student to be in a multimedia virtual world in which he/she is a magician. The magician has to find several educational challenges (such as questions, crosswords, or reading contents) that are in the magic world and, depending on his/her performance, can then obtain various magic powers (such as invisibility, different types of attacks, or robbing colleagues' notes). The student can apply these powers against monsters, other players or himself/herself. As a result, students will experience more enjoyment while they are learning, so we can expect student learning and motivation to improve. The MagicLearning system also generates adaptive notes for each student related to the specific student interactions, meaning that the better notes a student produces, the better their performance in the game will be.Work partially funded by the Learn3 project TIN2008-05163/TSI and the EEE project TIN2011-28308-C03-1 within the Spanish \Plan Nacional de I+D+I", and the Madrid regional community project eMadrid S2009/TIC-1650.Publicad

    PlayPhysics: an emotional games learning environment for teaching Physics

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    Improving conversational dynamics with reactive speech synthesis

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    The active exchange of ideas and/or information is a crucial feature of human-human conversation. Yet it is a skill that present-day ‘conversational’ interfaces are lacking, which effectively hampers the dynamics of interaction and makes it feel artificial. In this paper, we present a reactive speech synthesis system that can handle user’s interruptions. Initial results of evaluation of our interactive experiment indicate that participants prefer a reactive system to a non-reactive one. Based on participants’ feedback, we suggest potential applications for reactive speech synthesis systems (i.e. interactive tutor and adventure game) and propose further interactive user experiments to evaluate them. We anticipate that the reactive system can offer more engaging and dynamic interaction and improve user experience by making it feel more like a natural human-human conversation

    AEINS: Interactive Narrative Role in Fostering Character Education

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    Promoting ethical, responsible, and caring young people is a perennial aim of education. Efforts have been done to find other teaching ways other than traditional ones such as games and role play. Narrative-based computer games have found their way as engaging learning platforms that allow collaboration of humans and computers in the creation of innovative experiences. In this paper, we focus on the design of an adaptive, interactive narrative model that makes use of a student model to provide an individualized story-path and an individualized learning process. In other words, we aim to have strong learning objectives underpinned by effective story telling. The adaptive narrative model has been deployed in the educational game environment, AEINS, along with the use of the Socratic Method and pedagogical agents to help teaching in the ethics domain. Evaluation results indicate the usefulness of the design and provide evidence on the development of moral reasoning and the transfer of moral virtues to its users

    Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies

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    This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game

    Games, Simulations, Immersive Environments, and Emerging Technologies

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    International audienceThis entry presents an overview of advanced technologies to support teaching and learning. The use of innovative interactive systems for education has never been higher. Far from being just a trend, the objective is to use the current technology to cover educational needs and create relevant pedagogical situations. The arguments in their favor are generally their positive effects on learners’ motivation and the necessity to provide learning methods adapted to our growing digital culture. The new learning technologies and emerging trends are first reviewed hereunder. We thus define and discuss learning games, gamification, simulation, immersive environments and other emerging technologies. Then, the current limits and remaining scientific challenges are highlighted
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