Authors: David Wortley
This extended abstract describes the emerging characteristics of immersive technologies such as video games, virtual worlds and social networking and their impact on learning. It describes the historical context of games based learning and the importance of games within learning activities and discusses how modern digital technologies are shaping the use of games within learning and creating new opportunities and challenges. The paper examines some examples of both serious games and interface devices to show how our relationship with technology is becoming increasingly personalised through the use of sensor devices and artificial intelligence, and speculates on how these tools are likely to shape all aspects of learning over the coming years.
Keywords: component; learning; personalisation; serious games;