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Issue No.04 - October-December (2010 vol.3)
pp: 329-343
James M. Thomas , North Carolina State University, Raleigh
This paper describes some of the difficulties inherent in building intelligent educational games, specifically the challenge of integrating pedagogy with core game play. We introduce a plan-based knowledge representation that provides a novel framework for infusing the core mechanics of a game with pedagogical content. We describe, in detail, a system that leverages this framework to dynamically adapt a game to individual learners at runtime.
Artificial intelligence, intelligent tutoring, plan generation, games, computer-managed instruction.
James M. Thomas, "Annie: Automated Generation of Adaptive Learner Guidance for Fun Serious Games", IEEE Transactions on Learning Technologies, vol.3, no. 4, pp. 329-343, October-December 2010, doi:10.1109/TLT.2010.32
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