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In ill-defined domains, properly assessing learning is, itself, an ill-defined problem. Over the last several years, the domain of interest to us has been teaching Americans about Iraqi business culture via a serious-game-based practice environment. We describe this system and the various measures we used in a series of studies to assess its ability to(More)
We review six virtual learning environments built to support the acquisition of cultural knowledge and communication skills: Croquelandia, ATL, Second China, TLCTS, BiLAT, and VECTOR. Each leverages modern 3D video game engine technology which allows high-fidelity simulation of new cultural settings. This includes representations of buildings, streets, art(More)
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