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Approaches to Developing Educational Resources Using AI Embedded in Computer Game Technology. A Case Study: Primary School Literacy

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 (Unpublished)

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Abstract

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.

Item Type: Conference or Workshop Item (Paper)
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The full-text cannot be supplied for the confernce paper. The extended abstract can be accessed via the Official URL.

Uncontrolled Keywords: computer games, Serious Games, computer aided learning, adaptive learning, collaborative learning
Divisions: Academic Departments > Worcester Business School
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Depositing User: Tanya Buchanan
Date Deposited: 14 Jul 2016 12:30
Last Modified: 14 Jul 2016 12:30
URI: https://eprints.worc.ac.uk/id/eprint/4640

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