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Building Artificially Intelligent Learning Games

Building Artificially Intelligent Learning Games
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Author(s): Richard Van Eck (University of North Dakota, USA)
Copyright: 2007
Pages: 37
Source title: Games and Simulations in Online Learning: Research and Development Frameworks
Source Author(s)/Editor(s): David Gibson (University of Vermont, USA), Clark Aldrich (SimuLearn Inc., USA) and Marc Prensky (games2train, USA)
DOI: 10.4018/978-1-59904-304-3.ch014

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Abstract

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).

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