Approaches to Developing Educational Resources Using AI Embedded in Computer Game Technology. A Case Study: Primary School Literacy
Data(s) |
01/11/2008
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Resumo |
In this extended abstract, we discuss recent research at Worcester into the inclusion of AI into ‘Serious Games’. Serious Games research intends to harness the power of computer game technology to produce educational and training materials. We prefer the name ‘Immersive Environments’ (IEs) since this emphasises the human psychological dimension. Creation of compelling and convincing learning software requires a rich engagement of the learner, and a convincing learning experience. We believe that various aspects of the AI tradition can inform the production of such learning. |
Formato |
text |
Identificador |
Price, Colin and Moore, June S. (2008) Approaches to Developing Educational Resources Using AI Embedded in Computer Game Technology. A Case Study: Primary School Literacy. In: AI-2008 Twenty-eighth SGAI International Conference on Artificial Intelligence, 9th - 11th December 2008, Peterhouse College, Cambridge, England. (Unpublished) |
Idioma(s) |
en |
Relação |
http://eprints.worc.ac.uk/4640/ http://dces.essex.ac.uk/staff/mfasli/eventorganisation/AIinEducation4/Paper6-Price.pdf |
Tipo |
Conference or Workshop Item NonPeerReviewed |