Analyzing a new learning strategy according to different knowledge levels
Computers & Education
People Power: A Human-Computer Collaborative Learning System
ITS '92 Proceedings of the Second International Conference on Intelligent Tutoring Systems
ITS '96 Proceedings of the Third International Conference on Intelligent Tutoring Systems
ICALT '01 Proceedings of the IEEE International Conference on Advanced Learning Technologies
Expertise, Motivation and Teaching in Learning Companion Systems
International Journal of Artificial Intelligence in Education
Simulating Instructional Roles through Pedagogical Agents
International Journal of Artificial Intelligence in Education
Integration-Kid: a learning companion system
IJCAI'91 Proceedings of the 12th international joint conference on Artificial intelligence - Volume 2
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The development of learner' activities is a key element in the design of a pedagogy based on constructivism. A classic way to implement this pedagogy in practice consists in using simulation. When the simulation is a game, the learner is stimulated by competition with other learners. But, sometimes, there are not enough human players. In order to increase the "playability", we need to introduce virtual players. These virtual players must be defined with respect to 4 properties: (i) to play in a normal way, neither too well nor too poorly, (ii) their behaviour must be unpredictable, (iii) they must not cheat and (iv) they must not be distinguishable from human players. In this paper, we propose a methodology to define such virtual players and we illustrate it in the case of the SIMPLUS project, a business game.