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Issue No. 04 - October-December (2010 vol. 3)
ISSN: 1939-1382
pp: 329-343
R. Michael Young , North Carolina State University, Raleigh
James M. Thomas , North Carolina State University, Raleigh
ABSTRACT
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.
INDEX TERMS
Artificial intelligence, intelligent tutoring, plan generation, games, computer-managed instruction.
CITATION
R. Michael Young, James M. Thomas, "Annie: Automated Generation of Adaptive Learner Guidance for Fun Serious Games", IEEE Transactions on Learning Technologies, vol. 3, no. , pp. 329-343, October-December 2010, doi:10.1109/TLT.2010.32
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