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Authors: Oksana Arnold 1 and Klaus P. Jantke 2

Affiliations: 1 Fachhochschule Erfurt, Germany ; 2 ADICOM Software, Weimar, Germany

Keyword(s): Technology-enhanced Learning, Artificial Intelligence in Education, Game-based Learning, Didactic Design, Game Design, Pedagogical Patterns, Design of Experience, Dynamic Planning, Digital Storyboarding, Storyboard Interpretation Technology, Time Travel Prevention Games, Time Travel Exploratory Games, Exploratory Learning, Collaborative Learning, Environmental Education.

Abstract: All good human educators behave adaptively and treat their students individually different according to their needs and desires. And good educators take context conditions such as disturbances from outside into account. They react even to unforeseeable events. The more surprising a situation, the more important is the adaptivity. In technology-enhanced learning, there is abundant evidence for the necessity of adaptive learning technology. But how to prepare for the unforeseeable? This problem becomes even more intriguing in advanced approaches such as, by way of illustrattion, in learning environments that allow for unusual human learner experiences like virtual time travel. How might a learner behave when finding herself back in time in a foreign virtual world? The authors design digital games for environmental education that enable learners to find data from the past. The narrative is traveling back in time and exploring the past. Successful learners return with valuable findings. But sometimes they fail. Not everyone is familiar with time travel. Preparing the exploratory digital game – more precisely: the time travel exploratory game – for unforeseeable behavior is an involved planning task. For this purpose, advanced technologies of Artificial Intelligence for planning in dynamic environments such as complex industrial processes is adopted and adapted. This leads to storyboarding of learners’ experiences. (More)

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Paper citation in several formats:
Arnold, O. and Jantke, K. (2021). AI Planning for Unique Learning Experiences: The Time Travel Exploratory Games Approach. In Proceedings of the 13th International Conference on Computer Supported Education - Volume 1: CSEDU; ISBN 978-989-758-502-9; ISSN 2184-5026, SciTePress, pages 124-132. DOI: 10.5220/0010453001240132

@conference{csedu21,
author={Oksana Arnold. and Klaus P. Jantke.},
title={AI Planning for Unique Learning Experiences: The Time Travel Exploratory Games Approach},
booktitle={Proceedings of the 13th International Conference on Computer Supported Education - Volume 1: CSEDU},
year={2021},
pages={124-132},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010453001240132},
isbn={978-989-758-502-9},
issn={2184-5026},
}

TY - CONF

JO - Proceedings of the 13th International Conference on Computer Supported Education - Volume 1: CSEDU
TI - AI Planning for Unique Learning Experiences: The Time Travel Exploratory Games Approach
SN - 978-989-758-502-9
IS - 2184-5026
AU - Arnold, O.
AU - Jantke, K.
PY - 2021
SP - 124
EP - 132
DO - 10.5220/0010453001240132
PB - SciTePress