Bio-inspired computational algorithms can be effectively employed to develop games for learning. In the present paper we will introduce different approaches to embed this kind of models in Serious and Educational Games. According to a multi-level description of game design process, bio-inspired computational algorithms can be visible to the user, residing at an external, shell level; can be invisible to the user, residing at the core, internal level; can be employed in the evaluation and tutoring level pertaining to user profiling and supporting learning and teaching processes. This different approaches are explained by introducing some educational games example: BreedBot in which bio-inspired computational algorithms are used to develop the player-game interaction and are explicitly visible by the user; Learn2lead, where these techniques are used to model the game mechanics and are invisible to the user; and Infanzia Digi.tales project in which these techniques are functional to develop smart educational materials by implementing adaptive tutoring systems. © 2018 CEUR-WS. All rights reserved.

Approaches to embed bio-inspired computational algorithms in educational and serious games

Rega Angelo;
2018-01-01

Abstract

Bio-inspired computational algorithms can be effectively employed to develop games for learning. In the present paper we will introduce different approaches to embed this kind of models in Serious and Educational Games. According to a multi-level description of game design process, bio-inspired computational algorithms can be visible to the user, residing at an external, shell level; can be invisible to the user, residing at the core, internal level; can be employed in the evaluation and tutoring level pertaining to user profiling and supporting learning and teaching processes. This different approaches are explained by introducing some educational games example: BreedBot in which bio-inspired computational algorithms are used to develop the player-game interaction and are explicitly visible by the user; Learn2lead, where these techniques are used to model the game mechanics and are invisible to the user; and Infanzia Digi.tales project in which these techniques are functional to develop smart educational materials by implementing adaptive tutoring systems. © 2018 CEUR-WS. All rights reserved.
2018
Artificial intelligence
Learning algorithms
Teaching
Computational algorithm
Educational game
Educational materials
Games for learning
Learning and teachings
Multilevels
Tutoring system
User profiling
Serious games
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12607/22041
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