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Serious games in 2025 : towards intelligent learning in Virtual Worlds
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dc.contributor.author | Duncan, Ishbel Mary Macdonald | |
dc.contributor.author | Fabola, Adeola Ezekiel | |
dc.contributor.author | Miller, Alan Henry David | |
dc.contributor.editor | Allison, Colin | |
dc.contributor.editor | Morgado, Leonel | |
dc.contributor.editor | Pirker, Johanna | |
dc.contributor.editor | Beck, Dennis | |
dc.contributor.editor | Richter, Jonathon | |
dc.contributor.editor | Gütl, Christian | |
dc.date.accessioned | 2016-05-27T10:30:06Z | |
dc.date.available | 2016-05-27T10:30:06Z | |
dc.date.issued | 2016-07-01 | |
dc.identifier | 242951599 | |
dc.identifier | d16dbefa-7642-46d5-96f5-73a6c6d8d8e4 | |
dc.identifier.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 | en |
dc.identifier.citation | conference | en |
dc.identifier.isbn | 9783851254723 | |
dc.identifier.other | ORCID: /0000-0001-7297-9199/work/56639020 | |
dc.identifier.other | ORCID: /0000-0003-1209-9063/work/40546703 | |
dc.identifier.uri | https://hdl.handle.net/10023/8885 | |
dc.description.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. | |
dc.format.extent | 124805 | |
dc.language.iso | eng | |
dc.publisher | Verlag der Technischen Universität Graz | |
dc.relation.ispartof | Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference (iLRN 2016 Santa Barbara) | en |
dc.subject | Serious Games, AI, Game Based Learning; Virtual Worlds | en |
dc.subject | AI | en |
dc.subject | Game based learning | en |
dc.subject | Virtual Worlds | en |
dc.subject | LB2300 Higher Education | en |
dc.subject | QA75 Electronic computers. Computer science | en |
dc.subject | Computer Science(all) | en |
dc.subject | Education | en |
dc.subject | NDAS | en |
dc.subject.lcc | LB2300 | en |
dc.subject.lcc | QA75 | en |
dc.title | Serious games in 2025 : towards intelligent learning in Virtual Worlds | en |
dc.type | Conference item | en |
dc.contributor.institution | University of St Andrews. School of Computer Science | en |
dc.contributor.institution | University of St Andrews. Centre for Higher Education Research | en |
dc.contributor.institution | University of St Andrews. Centre for Ancient Environmental Studies | en |
dc.identifier.doi | 10.3217/978-3-85125-472-3 | |
dc.identifier.url | http://castor.tugraz.at/doku/iLRN2016/iLRN2016OnlineProceedings.pdf | en |
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