Serious games in 2025 : towards intelligent learning in Virtual Worlds
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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.
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 , United States , 27/06/16 . https://doi.org/10.3217/978-3-85125-472-3conference
Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference (iLRN 2016 Santa Barbara)
© 2016, IOS Press / the Author(s). This work is made available online in accordance with the publisher’s policies. This is the author created, accepted version manuscript following peer review and may differ slightly from the final published version. The final published version of this work is available at ebooks.iospress.nl
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