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Volumn 125, Issue , 2005, Pages 306-313

Serious Games for Language Learning: How Much Game, How Much AI?

Author keywords

[No Author keywords available]

Indexed keywords

GAME DESIGN; SCAFFOLDS; SOFTWARE DESIGN;

EID: 84983789891     PISSN: 09226389     EISSN: 18798314     Source Type: Book Series    
DOI: None     Document Type: Conference Paper
Times cited : (114)

References (22)
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    • An investigation of computer coaching for informal learning activities
    • D. Sleeman and J. S. Brown Ed, New York: Academic Press
    • Burton, R. R., & Brown, J. S. (1982). An investigation of computer coaching for informal learning activities (pp. 79-98). In D. Sleeman and J. S. Brown (Ed.), Intelligent Tutoring Systems. New York: Academic Press.
    • (1982) Intelligent Tutoring Systems , pp. 79-98
    • Burton, R.R.1    Brown, J.S.2
  • 2
    • 33750557152 scopus 로고    scopus 로고
    • Evaluating a probabilistic model of student affect
    • Berlin: Springer-Verlag
    • Conati, C. and Maclaren, H. (2004). Evaluating a probabilistic model of student affect. Proceedings of ITS'04, 55-66. Berlin: Springer-Verlag.
    • (2004) Proceedings of ITS'04 , pp. 55-66
    • Conati, C.1    Maclaren, H.2
  • 5
    • 0041504749 scopus 로고
    • The Genetic Graph: a Representation for the Evolution of Procedural Knowledge
    • D. Sleeman and J.S. Brown, editors, Academic Press, London, 1982
    • Goldstein, I.P. (1982). The Genetic Graph: a Representation for the Evolution of Procedural Knowledge. In D. Sleeman and J.S. Brown, editors, Intelligent Tutoring Systems, pages 51-78. Academic Press, London, 1982.
    • (1982) Intelligent Tutoring Systems , pp. 51-78
    • Goldstein, I.P.1
  • 7
    • 85139073417 scopus 로고    scopus 로고
    • Guided conversations about leadership: Mentoring with movies and interactive characters
    • Hill, R., Douglas, J., Gordon, A., Pighin, F., & van Velsin, M. (2003). Guided conversations about leadership: Mentoring with movies and interactive characters. Proc. of IAAI.
    • (2003) Proc. of IAAI.
    • Hill, R.1    Douglas, J.2    Gordon, A.3    Pighin, F.4    van Velsin, M.5
  • 9
    • 84937494444 scopus 로고    scopus 로고
    • Tactical Language Training System: Supporting the rapid acquisition of foreign language and cultural skills
    • Venice, Italy
    • Johnson, W.L., Marsella, S., Mote, N., Viljhalmsson, H, Narayanan, S., Choi, S. (2004). Tactical Language Training System: Supporting the rapid acquisition of foreign language and cultural skills. InSTIL/ICALL Symposium, Venice, Italy.
    • (2004) InSTIL/ICALL Symposium
    • Johnson, W.L.1    Marsella, S.2    Mote, N.3    Viljhalmsson, H.4    Narayanan, S.5    Choi, S.6
  • 11
    • 47249159727 scopus 로고    scopus 로고
    • Iterative evaluation of an intelligent game for language learning
    • Amsterdam: IOS Press
    • Johnson, W.L., Beal, C. (2005). Iterative evaluation of an intelligent game for language learning. Proc. of AIED 2005. Amsterdam: IOS Press.
    • (2005) Proc. of AIED 2005
    • Johnson, W.L.1    Beal, C.2
  • 12
    • 10244226521 scopus 로고    scopus 로고
    • Let the Games Begin: Gaming Technology and Entertainment among College Students
    • Jones, S. (2003). “Let the Games Begin: Gaming Technology and Entertainment among College Students,” Pew Internet & American Life Project, http://www.pewinternet.org/report_display.asp?r=93.
    • (2003) Pew Internet & American Life Project
    • Jones, S.1
  • 14
    • 0003301410 scopus 로고    scopus 로고
    • Turning "play" into "work" and "work" into "play": 25 years of research on intrinsic versus extrinsic motivation
    • C. Sansone & J. Harackiewicz Eds, San Diego: Academic Press
    • Lepper, M. R., & Henderlong, J. (2000). Turning "play" into "work" and "work" into "play": 25 years of research on intrinsic versus extrinsic motivation. In C. Sansone & J. Harackiewicz (Eds.), Intrinsic and extrinsic motivation: The search for optimal motivation and performance (pp. 257-307). San Diego: Academic Press.
    • (2000) Intrinsic and extrinsic motivation: The search for optimal motivation and performance , pp. 257-307
    • Lepper, M.R.1    Henderlong, J.2
  • 18
    • 84986146090 scopus 로고    scopus 로고
    • The Motivation of Gameplay: or, the REAL 21st century learning revolution
    • Prensky, M. (2002). The Motivation of Gameplay: or, the REAL 21st century learning revolution. On The Horizon, Volume 10 No 1.
    • (2002) On The Horizon , vol.10 , Issue.1
    • Prensky, M.1
  • 21
    • 77955107300 scopus 로고    scopus 로고
    • THESPIAN: An architecture for interactive pedagogical drama
    • Amsterdam: IOS Press
    • Si, M. & Marsella, S. (2005). THESPIAN: An architecture for interactive pedagogical drama. Proc. Of AIED 2005. Amsterdam: IOS Press.
    • (2005) Proc. Of AIED 2005
    • Si, M.1    Marsella, S.2
  • 22
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    • Harnessing the power of games in education
    • press
    • Squire, K. & Jenkins, H. (in press). Harnessing the power of games in education. Insight.
    • Insight
    • Squire, K.1    Jenkins, H.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.