Serious games in 2025: towards intelligent learning in Virtual Worlds

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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.
Original languageEnglish
Title of host publicationWorkshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference (iLRN 2016 Santa Barbara)
EditorsColin Allison, Leonel Morgado, Johanna Pirker, Dennis Beck, Jonathon Richter, Christian Gütl
PublisherVerlag der Technischen Universität Graz
Pages129-136
Edition2nd
ISBN (Electronic)9783851254723
DOIs
Publication statusPublished - 1 Jul 2016
EventiLRN 2016 Conference - Santa Barbara, United States
Duration: 27 Jun 20161 Jul 2016
https://immersivelrn.org/ilrn2016/

Conference

ConferenceiLRN 2016 Conference
Country/TerritoryUnited States
CitySanta Barbara
Period27/06/161/07/16
Internet address

Keywords

  • Serious Games, AI, Game Based Learning; Virtual Worlds
  • AI
  • Game based learning
  • Virtual Worlds

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