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Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
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Ruipérez-Valiente, Jose A.; Muñoz-Merino, Pedro J.; Kloos, Carlos Delgado; Niemann, Katja; Scheffel, Maren; Wolpers, Martin – IEEE Transactions on Learning Technologies, 2016
Self-regulated learning (SRL) environments provide students with activities to improve their learning (e.g., by solving exercises), but they might also provide optional activities (e.g., changing an avatar image or setting goals) where students can decide whether they would like to use or do them and how. Few works have dealt with the use of…
Descriptors: Metacognition, Learning Processes, Case Studies, Learning Activities
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
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Yang, Mau-Tsuen; Liao, Wan-Che – IEEE Transactions on Learning Technologies, 2014
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Nonverbal Communication
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Patel, K. K.; Vij, S. – IEEE Transactions on Learning Technologies, 2012
The inability to navigate independently and interact with the wider world is one of the most significant handicaps that can be caused by blindness, second only to the inability to communicate through reading and writing. Many difficulties are encountered when visually impaired people (VIP) need to visit new and unknown places. Current speech or…
Descriptors: Foreign Countries, Computer Simulation, Computer Assisted Instruction, Simulated Environment
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Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T. – IEEE Transactions on Learning Technologies, 2011
In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…
Descriptors: Foreign Countries, Comparative Analysis, Statistical Analysis, Control Groups