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Westera, Wim; Prada, Rui; Mascarenhas, Samuel; Santos, Pedro A.; Dias, João; Guimarães, Manuel; Georgiadis, Konstantinos; Nyamsuren, Enkhbold; Bahreini, Kiavash; Yumak, Zerrin; Christyowidiasmoro, Chris; Dascalu, Mihai; Gutu-Robu, Gabriel; Ruseti, Stefan – Education and Information Technologies, 2020
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game…
Descriptors: Artificial Intelligence, Educational Games, Educational Technology, Computer Software
Chiaráin, Neasa Ní – Research-publishing.net, 2022
"An Corpas Cliste" ('Clever Corpus') is an Irish language learner corpus. The corpus data comes from a purpose-built intelligent Computer Assisted Language Learning (iCALL) platform called "An Scéalaí" ('the Storyteller') and comprises both audio and text, produced by second and third level learners of Irish. Metadata (e.g. L1,…
Descriptors: Computational Linguistics, Irish, Computer Assisted Instruction, Second Language Learning
Fletcher, J. D.; Sottilare, Robert A. – International Journal of Artificial Intelligence in Education, 2018
Teams and teamwork are ubiquitous in military and civilian organizations. Their importance to organizational success cannot be overstated. This article describes the relationship and effect of three concepts: Intelligent Tutoring Systems (ITSs), shared mental models, and teamwork. The nexus between these concepts is examined to determine its…
Descriptors: Teamwork, Teaching Methods, Intelligent Tutoring Systems, Schemata (Cognition)
Charlton, Patricia; Magoulas, George; Laurillard, Diana – Technology, Pedagogy and Education, 2012
The paper advocates an approach to learning design that considers it as creating digital artefacts that can be extended, modified and used for different purposes. This is realised through an "act becoming artefact" cycle, where users' actions in the authors' software environment, named Learning Designer, are automatically interpreted on…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Computer Software