Serious games in 2025 : towards intelligent learning in Virtual Worlds
Abstract
This paper outlines the current state of learning, the problems arising and research needed by developers and educators using Virtual Worlds as an intelligent learning environment. Artificially intelligent avatars are required for virtual on-line problem and case based learning. However, the use of AI requires supportive frameworks, models and both staff and student goals. Natural simulations and avatar interactions are all part of the learning environment but realism, student paced learning, adaptive goals, natural language interaction, feedback and assessment are active goals for the next decade of virtual education research.
Citation
Duncan , I M M , Fabola , A E & Miller , A H D 2016 , Serious games in 2025 : towards intelligent learning in Virtual Worlds . in C Allison , L Morgado , J Pirker , D Beck , J Richter & C Gütl (eds) , Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference (iLRN 2016 Santa Barbara) . 2nd edn , Verlag der Technischen Universität Graz , pp. 129-136 , iLRN 2016 Conference , Santa Barbara , California , United States , 27/06/16 . https://doi.org/10.3217/978-3-85125-472-3 conference
Publication
Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference (iLRN 2016 Santa Barbara)
Type
Conference item
Collections
Items in the St Andrews Research Repository are protected by copyright, with all rights reserved, unless otherwise indicated.