Abstract: Virtual characters (including educational pedagogy agents and NPCs in games) are significant endeavors to benefit students ’ learning in technology-enhanced learning. In this paper, we propose a concept of character-driven learning, to address two related issues: how to establish close relationship with virtual characters and how to enhance students ’ learning opportunities based on such relationship. A game-based learning system, named My-Pet-My-Quest, is further implemented to support this concept
An analysis of the characteristics of the use of virtual characters in hypermedia study materials is...
Abstract—Incorporating intelligence and social behaviours into virtual worlds for learning is becomi...
want to be able to create virtual humans that look, commu-nicate, and behave like real people as muc...
Pedagogical theory of today gives high priority to social components of learning. Within the field o...
[[abstract]]Virtual character is a significant application in the research field of technology‐enhan...
Abstract. In this paper we explore a new direction for pedagogical computer characters, which we bel...
Curiosity is the best driving force for learning; keeping learners curious by engaging them via gami...
This paper provides an overview of ongoing research on cultural and emotional learning, thereby util...
This chapter describes the development of four versions of a game for learning and comparative study...
This chapter describes the development of four versions of a game for learning and comparative study...
Virtual characters have been employed for many purposes including interacting with players of seriou...
In the past few years advancements in internet and communication technologies have contributed to re...
The term "digital native" coined by Prensky in 2001-perfectly describes the nowadays students that c...
Many current video games feature virtual worlds inhabited by autonomous 3D animated characters. Thes...
This paper explores and discusses arguments for the use of virtual environments and interactive avat...
An analysis of the characteristics of the use of virtual characters in hypermedia study materials is...
Abstract—Incorporating intelligence and social behaviours into virtual worlds for learning is becomi...
want to be able to create virtual humans that look, commu-nicate, and behave like real people as muc...
Pedagogical theory of today gives high priority to social components of learning. Within the field o...
[[abstract]]Virtual character is a significant application in the research field of technology‐enhan...
Abstract. In this paper we explore a new direction for pedagogical computer characters, which we bel...
Curiosity is the best driving force for learning; keeping learners curious by engaging them via gami...
This paper provides an overview of ongoing research on cultural and emotional learning, thereby util...
This chapter describes the development of four versions of a game for learning and comparative study...
This chapter describes the development of four versions of a game for learning and comparative study...
Virtual characters have been employed for many purposes including interacting with players of seriou...
In the past few years advancements in internet and communication technologies have contributed to re...
The term "digital native" coined by Prensky in 2001-perfectly describes the nowadays students that c...
Many current video games feature virtual worlds inhabited by autonomous 3D animated characters. Thes...
This paper explores and discusses arguments for the use of virtual environments and interactive avat...
An analysis of the characteristics of the use of virtual characters in hypermedia study materials is...
Abstract—Incorporating intelligence and social behaviours into virtual worlds for learning is becomi...
want to be able to create virtual humans that look, commu-nicate, and behave like real people as muc...