Report

Workshop on Intelligent Educational Games

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CALL   FOR   PAPERS   AND   DEMOS:   Workshop   on   Intelligent   Educational   Games   At   The   14 th   International   Conference   on   Artificial   Intelligence   in   Education   (AIED   2009)   Thistle   Hotel,   Brighton,   England   July   6 0 10,   2009   http://projects.ict.usc.edu/aied09 0 edgames/      Overview:   Interest   in   so 0 called   educational   games   has   increased   dramatically   in   the   last   decade.   Not   only   are   games   growing   in   acceptance   as   learning   tools   in   homes,   schools,   museums,   and   corporations,   they   have   also   become   a   target   for   educational   researchers   across   the   globe.   Unfortunately,   studies   of   their   effectiveness   have   produced   mixed   results   and   new   fundamental   questions   continue   to   emerge.

  Many   of   these   questions   take   us   back   to   the   basics ... more. less.

  of   developing   computer 0 based   learning   environments,   such   as   how   to   design   effective   learning   environments,   evaluate   their   effectiveness,   and   manage   the   tension   between   discovery   and   guided   learning.   So   why   the   need   to   revisit   these   issues?   What   makes   games   different?<br><br>   Why   do   many   believe   that   games   provide   new   and   important   learning   opportunities   for   players?   We   will   ask   these   questions   with   a   focus   on   the   role   of   artificial   intelligence   techniques   (e.g.,   modeling   and   adaptive   algorithms)   within   game   design.   Because   many   educational   games   that   are   currently   available   in   the   marketplace   actually   do   not   adequately   support   the   learner,   such   intelligent   techniques   may   need   to   play   a   larger   role   in   the   future   of   educational   games.<br><br>   Given   the   conference   theme   of   Building   Systems   that   Care ,   it   is   especially   important   to   consider   games   that   may   be   capable   of   stirring   emotions   in   powerful   ways   through   the   use   of   narrative,   sound,   graphics,   and   challenge.     Topics   of   Interest:   Although   the   literature   on   educational   games   is   vast,   authors   are   encouraged   to   focus   on   factors   that   relate   closely   to   learning,   the   role   of   artificial   intelligence,   and   on   games   that   are   built   with   the   primary   intention   to   teach.   General   topics   of   interest   include,   but   are   not   limited   to:     Motivation:   It   is   often   claimed   that   games   can   be   made   intrinsically   motivating,   which   can   be   used   to   keep   learners   on   task   for   longer   periods   of   time   or   help   them   become   deeply   engaged.<br><br>   What   is   the   nature   of   this   motivation   and   how   does   it   translate   into   learning?   What   are   the   design   principles   behind   creating   motivating   games   that   foster   learning?   What   impact   do   personalization   and   choice,   well 0 known   findings   based   on   simple   twenty   year 0 old   games,   have   on   motivation   in   a   world   where   games   are   commonplace?<br><br>       Assessment:   What   approaches   have   been   taken   to   embed   assessments   in   games?   How   can   learners   be   accurately   assessed   based   on   the   activities   inherent   to   the   game?   What   are   appropriate   measures   and   methods   for   conducting   formative   and   summative   assessment   of   the   teaching   power   of   games   and   ensuing   learning   of   players?<br><br>     Guidance:   What   are   the   best   approaches   to   providing   guidance   in   game 0 based   learning   environments?   How   should   this   feedback   be   constructed   and   delivered?   How   does   the   guidance   promote   learning?<br><br>   Do   established   findings   on   feedback   hold   up   in   game 0 based   environments?     Affect:   In   what   ways   can   games   influence   a   learner's   affect?   Should   variables   such   as   fun,   fantasy,   and   frustration   be   explicitly   considered   in   the   design   of   such   games?<br><br>   What   roles   do   narrative,   sound,   graphics,   and   challenge   play   in   relation   to   learning?   And   how   can   they   be   intelligently   controlled   to   influence   learner   affect?     Classroom   use:   A   number   of   commercial   off 0 the 0 shelf   games   have   been   put   to   use   in   the   classroom   as   educational   tools.<br><br>   Do   such   games   have   a   positive   effect   on   learning?   If   so,   what   are   the   attributes   of   the   games   that   contribute   most   to   learning?   How   can   games   be   integrated   into   the   classroom   and   used   effectively   with   other   resources?<br><br>   What   are   the   best   roles   for   teachers   in   game 0 based   learning   environments?       Workshop   activities:   The   Educational   Games   workshop   will   combine   paper   presentations,   discussions,   demonstrations,   and   an   interactive   activity.   In   this   activity,   participants   will   be   divided   into   groups   and   given   the   opportunity   to   conceptualize   a   game   for   a   particular   domain.<br><br>   The   goal   is   to   give   participants   a   chance   to   address   basic   questions   involved   in   the   design   of   educational   games   in   a   concrete   way,   to   discuss   the   trade 0 offs,   and   defend   their   decisions   to   the   group.      Submission   instructions:   Submissions   are   invited   as   full   papers   (up   to   10   pages)   or   demos   (up   to   4   pages),   and   are   due   April   16,   2009 .   Authors   should   use   the   same   format   as   the   main   conference   ( http://www.aied2009.com/aied 0 submissions.html )   and   submit   through   the   Easychair   system   (accessible   through   the   workshop   website:    http://projects.ict.usc.edu/aied09 0 edgames/ ).<br><br>      Authors   of   full   papers   will   be   allocated   20 0 25   minutes   during   the   workshop   to   present   their   papers   and   have   the   option   to   present   a   demo.   Demo 0 only   papers   will   be   given   5   minutes   to   describe   their   system   to   workshop   attendees   before   the   demo   session.      Organizers:   H.<br><br>   Chad   Lane,   University   of   Southern   California,   Institute   for   Creative   Technologies   (lane   <AT>   ict.usc.edu)    Amy   Ogan,   Carnegie   Mellon   University,   Human 0 Computer   Interaction   Institute   (aeo   <AT>   andrew.cmu.edu)   Valerie   Shute,   Florida   State   University,   Ed   Psych   and   Learning   Systems   Department   (vshute   <AT>   fsu.edu)     Program   Committee:   Vincent   Aleven,   Carnegie   Mellon   University   Jim   Belanich,   U.S.   Army   Research   Institute   Cristina   Conati,   University   of   British   Columbia   Paula   Durlach,   U.S.   Army   Research   Institute   Reva   Freedman,   Northern   Illinois   University   James   Gee,   Arizona   State   University   Peter   Hastings,   DePaul   University   Randy   Hill,   University   of   Southern   California   Bob   Hausmann,   University   of   Pittsburgh   Lewis   Johnson,   Alelo,   Inc.<br><br>   James   Lester,   University   of   North   Carolina   Scott   McQuiggan,   SAS   Brian   Nelson,   Arizona   State   University   Mark   Riedl,   Georgia   Institute   of   Technology   Jody   Underwood,   Pragmatic   Solutions,   Inc.   Mike   van   Lent,   Soar   Technologies      

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