Reference Hub5
Building Artificially Intelligent Learning Games

Building Artificially Intelligent Learning Games

Richard Van Eck
ISBN13: 9781599049410|ISBN10: 1599049414|EISBN13: 9781599049427
DOI: 10.4018/978-1-59904-941-0.ch048
Cite Chapter Cite Chapter

MLA

Van Eck, Richard. "Building Artificially Intelligent Learning Games." Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications, edited by Vijayan Sugumaran, IGI Global, 2008, pp. 793-825. https://doi.org/10.4018/978-1-59904-941-0.ch048

APA

Van Eck, R. (2008). Building Artificially Intelligent Learning Games. In V. Sugumaran (Ed.), Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications (pp. 793-825). IGI Global. https://doi.org/10.4018/978-1-59904-941-0.ch048

Chicago

Van Eck, Richard. "Building Artificially Intelligent Learning Games." In Intelligent Information Technologies: Concepts, Methodologies, Tools, and Applications, edited by Vijayan Sugumaran, 793-825. Hershey, PA: IGI Global, 2008. https://doi.org/10.4018/978-1-59904-941-0.ch048

Export Reference

Mendeley
Favorite

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).

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.