This chapter includes extensive literature and papers related to games, educational tools, and student modeling techniques. We describe the various categories of games and their characteristics and provide typical examples of popular games. In education, we present Intelligent Tutoring Systems (ITS) that identify students’ learning needs and adapt their content accordingly. Educational games that function as ITSs are charged with the additional role of entertaining the player. Adventure games, in particular, a category whose main features are the development of a story through exploration and conversations with non-playable characters (NPCs), are ideal for use as educational tools. They help the player engage in trial-and-error exercises at their own pace and provide motivation to solve problems and puzzles to unfold the story. The chapter also describes student modeling techniques, particularly fuzzy logic. Fuzzy logic simulates human thinking and can handle concepts that involve ambiguity, such as whether the student knows a lesson. Finally, the chapter contains an extensive list of authoring tools that have been implemented both for educational applications and for educational games.

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Computer Games for Entertainment and Education: A Literature Review and Exploration on Artificial Intelligence Integration

  • Spyros Papadimitriou,
  • Maria Virvou

摘要

This chapter includes extensive literature and papers related to games, educational tools, and student modeling techniques. We describe the various categories of games and their characteristics and provide typical examples of popular games. In education, we present Intelligent Tutoring Systems (ITS) that identify students’ learning needs and adapt their content accordingly. Educational games that function as ITSs are charged with the additional role of entertaining the player. Adventure games, in particular, a category whose main features are the development of a story through exploration and conversations with non-playable characters (NPCs), are ideal for use as educational tools. They help the player engage in trial-and-error exercises at their own pace and provide motivation to solve problems and puzzles to unfold the story. The chapter also describes student modeling techniques, particularly fuzzy logic. Fuzzy logic simulates human thinking and can handle concepts that involve ambiguity, such as whether the student knows a lesson. Finally, the chapter contains an extensive list of authoring tools that have been implemented both for educational applications and for educational games.