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

Price, Colin ORCID: https://orcid.org/0000-0002-2173-9897 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 (Unpublished)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)
Additional Information:

The full-text cannot be supplied for the confernce paper. The extended abstract can be accessed via the Official URL.

Uncontrolled Discrete Keywords: computer games, Serious Games, computer aided learning, adaptive learning, collaborative learning
Divisions: College of Business, Psychology and Sport > Worcester Business School
Related URLs:
Depositing User: Tanya Buchanan
Date Deposited: 14 Jul 2016 12:30
Last Modified: 17 Jun 2020 17:12
URI: https://eprints.worc.ac.uk/id/eprint/4640

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