Issue No. 04 - October-December (2010 vol. 3)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TLT.2010.32
James M. Thomas , North Carolina State University, Raleigh
R. Michael Young , 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.
R. M. Young and J. M. Thomas, "Annie: Automated Generation of Adaptive Learner Guidance for Fun Serious Games," in IEEE Transactions on Learning Technologies, vol. 3, no. , pp. 329-343, 2010.