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Artificial Intelligence a Major Asset for Serious Games

EasyChair Preprint no. 5283

10 pagesDate: April 6, 2021

Abstract

Serious games have been around for a very long time, and the development of information technology and the digitization of our societies have fostered the development of serious games over the past 2 decades. Robotics, virtual reality or artificial intelligence have all made it possible to provide more facilities for the learner, but also more knowledge for the teacher who can transmit the necessary knowledge at the pace of each learner. Artificial intelligence in serious games enhances their attractiveness but above all should help improve learning outcomes to be transmitted through serious games. In this study, we will present a definition of serious games while presenting the diversity of uses in various sectors and towards different targets. A definition of artificial intelligence and the possibilities it offers to improve the efficiency of serious games. A zoom will be made on the European Opensource Marketplace "gamecompenents.eu" and our project to integrate some of its A.I modules into our adaptive pedagogical hypermedia model through the development of some serious mini games.

Keyphrases: Adaptative pedagogical hypermedia, adaptive pedagogical hypermedia, Artificial Intelligence, game-based learning, Information Technology, machine learning, serious game, serious games, serious mini game

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
@Booklet{EasyChair:5283,
  author = {Okba Kamal and Tmimi Mehdi and Ouazzani Kamar and Benslimane Mohamed},
  title = {Artificial Intelligence a Major Asset for Serious Games},
  howpublished = {EasyChair Preprint no. 5283},

  year = {EasyChair, 2021}}
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