Digital Game-Based Learning
Iterative Evaluation of a Large-Scale, Intelligent Game for Language Learning
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Serious Games for Language Learning: How Much Game, How Much AI?
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Serious Use of a Serious Game for Language Learning
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Serious Use of a Serious Game for Language Learning
International Journal of Artificial Intelligence in Education
An alternate reality game for language learning: ARGuing for multilingual motivation
Computers & Education
Lost in the Middle Kingdom: a second language acquisition video game
Proceedings of the 49th Annual Southeast Regional Conference
Assessment of learners' attention while overcoming errors and obstacles: an empirical study
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Modeling narrative-centered tutorial decision making in guided discovery learning
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Optimizing story-based learning: an investigation of student narrative profiles
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
Players' motivation and EEG waves patterns in a serious game environment
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
Expecting the unexpected: warehousing and analyzing data from ITS field use
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part II
A different approach to teaching Chinese through serious games
Proceedings of the 6th International Conference on Foundations of Digital Games
Director agent intervention strategies for interactive narrative environments
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
How to evaluate competencies in game-based learning systems automatically?
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Real-Time narrative-centered tutorial planning for story-based learning
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Addressing teachers' concerns about the Prog&Play serious game with context adaptation
International Journal of Learning Technology
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The Tactical Language and Culture Training System is interactive environment for learning foreign language and culture, designed to help people quickly acquire spoken communication skills. It is a serious game, combining interactive game experiences as well as interactive lessons. As part of our research, we wish to understand what individual learner characteristics predict successful learning with this approach, and investigate whether the approach can be improved so that a wider range of learners can learn effectively with it. This paper reports on an experiment, to assess which learners learn most effectively with TLCTS, and attempt to identify the individual factors that predict successful training with TLCTS. A group of US Marines participated in a session of focused training with Tactical IraqiTM, an Iraqi Arabic course designed for military use. Performance scores and interaction logs were analyzed to determine which learners were most successful, and why.