What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
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
THESPIAN: An Architecture for Interactive Pedagogical Drama
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Natural Language Engineering
Making things public: democracy and government-funded videogames and virtual reality simulations
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Tracking dragon-hunters with language models
CIKM '06 Proceedings of the 15th ACM international conference on Information and knowledge management
The palace of memory: virtual tourism and tours of duty in Tactical Iraqi and Virtual Iraq
Proceedings of the 2006 international conference on Game research and development
Adaptive Hypermedia Techniques for 3D Educational Virtual Environments
IEEE Intelligent Systems
Realistic agent populations for large-scale virtual training environments
Proceedings of the 2008 Spring simulation multiconference
Assessing Aptitude for Learning with a Serious Game for Foreign Language and Culture
ITS '08 Proceedings of the 9th international conference on Intelligent Tutoring Systems
Designing Narratology-Based Educational Games with Non-players
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
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
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Promoting Metacognition in Immersive Cultural Learning Environments
Proceedings of the 13th International Conference on Human-Computer Interaction. Part IV: Interacting in Various Application Domains
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Designing games to address 'Mute English' among children in China
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
Serious Use of a Serious Game for Language Learning
International Journal of Artificial Intelligence in Education
Evaluating multimodal human-robot interaction: a case study of an early humanoid prototype
Proceedings of the 7th International Conference on Methods and Techniques in Behavioral Research
A cognition-based interactive game platform for learning Chinese characters
Proceedings of the 2011 ACM Symposium on Applied Computing
From acoustic cues to an expressive agent
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
Measuring the flow experience of gamers: An evaluation of the DFS-2
Computers in Human Behavior
SPRING: speech and pronunciation improvement through games, for Hispanic children
Proceedings of the 4th ACM/IEEE International Conference on Information and Communication Technologies and Development
An end-to-end evaluation of two situated dialog systems
SIGDIAL '12 Proceedings of the 13th Annual Meeting of the Special Interest Group on Discourse and Dialogue
Interactive stories and motivation to read in the raft dyslexia fluency tutor
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
"Can I ask you a favour?": a relational model of socio-cultural behaviour
Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
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Modern computer games show potential not just for engaging and entertaining users, but also in promoting learning. Game designers employ a range of techniques to promote long-term user engagement and motivation. These techniques are increasingly being employed in so-called serious games, games that have non-entertainment purposes such as education or training. Although such games share the goal of AIED of promoting deep learner engagement with subject matter, the techniques employed are very different. Can AIED technologies complement and enhance serious game design techniques, or does good serious game design render AIED techniques superfluous? This paper explores these questions in the context of the Tactical Language Training System (TLTS), a program that supports rapid acquisition of foreign language and cultural skills. The TLTS combines game design principles and game development tools with learner modelling, pedagogical agents, and pedagogical dramas. Learners carry out missions in a simulated game world, interacting with non-player characters. A virtual aide assists the learners if they run into difficulties, and gives performance feedback in the context of preparatory exercises. Artificial intelligence plays a key role in controlling the behaviour of the non-player characters in the game; intelligent tutoring provides supplementary scaffolding.