8,540 research outputs found

    Bringing Authoring Tools for Intelligent Tutoring Systems and Serious Games Closer Together: Integrating GIFT with the Unity Game Engine

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    In an effort to bring intelligent tutoring system (ITS) authoring tools closer to content authoring tools, the authors are working to integrate GIFT with the Unity game engine and editor. The paper begins by describing challenges faced by modern intelligent tutors and the motivation behind the integration effort, with special consideration given to how this work will better meet the needs of future serious games. The next three sections expand on these major hurdles more thoroughly, followed by proposed design enhancements that would allow GIFT to overcome these issues. Finally, an overview is given of the authors’ current progress towards implementing the proposed design. The key contribution of this work is an abstraction of the interface between intelligent tutoring systems and serious games, thus enabling ITS authors to implement more complex training behaviors

    Adaptive Augmented Reality Serious Game to Foster Problem Solving Skills

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    This paper describes the design of an adaptive intelligent augmented reality serious game which aims to foster problem solving skills in young learners. Studies show that our students lack computational thinking skills in high school, which raises the need to establish new methods to develop these skills in our younger learners. We believe that problem solving skills are the fundamental skills of computational thinking and are critical for STEM, in addition to a broad range of other fields. Therefore we decided to focus on those meta-cognitive skills acquired to foster problem solving, such as strategic knowledge. The game described in this paper provides a unique adaptive learning environment that aims to develop learners’ meta-cognitive skills by utilizing augmented reality technology, believable pedagogical agents and intelligent tutoring modules. It offers a great user experience and entertainment which we hope will encourage learners to invest more time in the learning process. This paper describes the architecture and design of the game from the viewpoint of educational pedagogies and frameworks for serious game design

    Creating Bridges: The Role of Exploratory Design Research in an Intelligent Tutoring System Project

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    Designers of Intelligent Tutoring Systems (ITS) have long been interested in delivering personalised teaching to individual students, typically by ensuring that the student receives content appropriate to their skills and knowledge. Nonetheless, a more holistic view on what constitutes good teaching practice has challenged whether this approach to user modelling is sufficient. Teaching is not only defined by what is taught, but also by how it is taught. In this paper, we demonstrate that exploratory design research can support this view by generating a more inclusive set of user attributes for purposes of user modelling. Through a case study, we show that design research for user modelling can function as a boundary object serving three important roles, that underpin more specifically the design of user modelling and more broadly ITS design. First, design research can establish common ground by encapsulating domain knowledge in an accessible form. This can support diverse project stakeholders to make decisions on what is to be modelled. Second, design research can reveal a wide range of teaching and learning perspectives that in turn introduce transparency to the decision-making process of user modelling and provoke a sense of criticality and accountability amongst project stakeholders. Third, design research can build new bridges between the design of the technology and the user model that underpins it. To this end, user attributes deemed important, yet too complex or cumbersome to develop, can become design principles in the context of the overall ITS design

    No Grice: Computers that Lie, Deceive and Conceal

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    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud \ud Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud \ud This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications

    Serious Refactoring Games

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    Software design issues can severely impede software development and maintenance. Thus, it is important for the success of software projects that developers are aware of bad smells in code artifacts and improve their skills to reduce these issues via refactoring. However, software refactoring is a complex activity and involves multiple tasks and aspects. Therefore, imparting competences for identifying bad smells and refactoring code efficiently is challenging for software engineering education and training. The approaches proposed for teaching software refactoring in recent years mostly concentrate on small and artificial tasks and fall short in terms of higher level competences, such as analysis and evaluation. In this paper, we investigate the possibilities and challenges of designing serious games for software refactoring on real-world code artifacts. In particular, we propose a game design, where students can compete either against a predefined benchmark (technical debt) or against each other. In addition, we describe a lightweight architecture as the technical foundation for the game design that integrates pre-existing analysis tools such as test frameworks and software-quality analyzers. Finally, we provide an exemplary game scenario to illustrate the application of serious games in a learning setting

    Chapter 35 Digital Learning for Developing Asian Countries

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    Education – that is, the development of knowledge, skills, and values – is an important means by which to empower individuals in a society. As both a means towards and an outcome of gaining the capabilities necessary to participate in and contribute to society, education is an essential enabler in many social aspects, such as economic growth, poverty reduction, public health, and sustainable development, especially in today’s knowledge society. At the same time, however, education can still be a social institution that reflects and reproduces the social, cultural, and economic disadvantages that prevail in the rest of society (Bourdieu & Passeron, 1990). For example, students who are discriminated against socio-culturally or who are economically poor are more likely to receive an education that is characterized by inadequate infrastructure, few qualified teachers and encouraging peers, and outmoded pedagogical practices, which often results in a lower quality of life
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