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Odyssy AI Inc.

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Serious Games in Personalized Learning, 1st Edition

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  • Publisher‏: ‎ Routledge; 1st edition (July 13, 2021)
  • Language‏: ‎ English
  • Paperback‏: ‎ 290 pages
  • ISBN-10: ‎ 0367487500
  • ISBN-13‏: ‎ 978-0367487508

Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

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Artificial Intelligence, Mixed Reality, and the Redfinition of the Classroom

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  • Publisher‏: ‎ ‎ Rowman & Littlefield Publishers (June 5, 2019)
  • Language‏: ‎ English
  • Paperback‏: ‎ 190 pages
  • ISBN-10: ‎ 1475847270
  • ISBN-13‏: ‎ 978-1475847277

Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom highlights new interpretations, understandings, and emerging technologies that radically remake traditional educational models, structures, and systems, and upend how faculty teach, and students learn. It explores new educational economic models that no longer depend on buildings to educate, and describes the growing applications of artificial intelligence, machine-learning algorithms in teaching and learning. This book also defines new approaches to personalize learning, including the use of artificial cognitive learning maps that mimic a learners’ biological learning map, that can also be applied to create a learner’s secure silhouette useful for truly personalized academic intervention recommendations. The emerging and maturing technological advances that allow these transformational opportunities may also upend the traditional educational institution: the familiar spaces, walls, and buildings, but also the delivery methods of knowledge, and the learner’s method of knowledge acquisition. Artificial Intelligence, Mixed Reality, and the Redefinition of the Classroom promises to inform the teacher, administrator, and board member to hopefully not just passively read about new and exciting innovations and tools available to improve the practice of education, but also to excite and inspire each to apply these innovations to better prepare our learners to succeed within this 4th Industrial Revolution.

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Learning Engineering for Online Education: Theortical Contexts and Design-Based Examples

Scott M. Martin

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  • Publisher‏: ‎ Routledge; 1st edition (October 24,2018)
  • Language‏: ‎ English
  • Paperback‏: ‎ 232 pages
  • ISBN-10: ‎ 081539442X
  • ISBN-13‏: ‎ 978-0815394426

Learning Engineering for Online Education is a comprehensive overview of the emerging field of learning engineering, a form of educational optimization driven by analytics, design-based research, and fast-paced, large-scale experimentation. Chapters written by instructional design and distance learning innovators explore the theoretical context of learning engineering and provide design-based examples from top educational institutions. Concluding with an agenda for future research, this volume is essential for those interested in using data and high-quality outcome evidence to improve student engagement, instructional efficacy, and results in online and blended settings.

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The State of Functional Games and Education (English to Mandarin)

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Tencent IEG Social Value Insights Publishing. 2019 09 L0190475(6) 2-35.

Not Just for Entertainment Anymore- How mobile games can improve the human condition using the power of creativity and technology


Tencent Game’s Annual Conference. Tencent Publishing International, May 2019. March 21st, 2019, Beijing, China

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