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A data-driven procedural-content-generation approach for educational games

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dc.contributor.authorHooshyar, D.-
dc.contributor.authorYousefi, M.-
dc.contributor.authorWang, M.-
dc.contributor.authorLim, H.-
dc.date.accessioned2021-09-02T02:38:57Z-
dc.date.available2021-09-02T02:38:57Z-
dc.date.created2021-06-19-
dc.date.issued2018-12-
dc.identifier.issn0266-4909-
dc.identifier.urihttps://scholar.korea.ac.kr/handle/2021.sw.korea/71445-
dc.description.abstractLay Description Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents applicable to various objectives. In this paper, we advanced a data-driven PCG approach benefiting from a genetic algorithm and support vector machines to automatically generate educational-game contents tailored to individuals' abilities. In contrast to other content generation approaches, the proposed method is not dependent on designer's intuition in applying game contents to fit a player's abilities. We assessed this data-driven PCG approach at length and showed its effectiveness by conducting an empirical study of children who played an educational language-learning game to cultivate early English-reading skills. To affirm the efficacy of our proposed method, we evaluated the data-driven approach against a heuristic-based approach. Our results clearly demonstrated two things. First, users realized greater performance gains from playing contents tailored to their abilities compared with playing uncustomized game contents. Second, this data-driven approach was more effective in generating contents closely matching a specific player-performance target than the heuristic-based approach.-
dc.languageEnglish-
dc.language.isoen-
dc.publisherWILEY-
dc.titleA data-driven procedural-content-generation approach for educational games-
dc.typeArticle-
dc.contributor.affiliatedAuthorLim, H.-
dc.identifier.doi10.1111/jcal.12280-
dc.identifier.scopusid2-s2.0-85055314082-
dc.identifier.wosid000449518900009-
dc.identifier.bibliographicCitationJOURNAL OF COMPUTER ASSISTED LEARNING, v.34, no.6, pp.731 - 739-
dc.relation.isPartOfJOURNAL OF COMPUTER ASSISTED LEARNING-
dc.citation.titleJOURNAL OF COMPUTER ASSISTED LEARNING-
dc.citation.volume34-
dc.citation.number6-
dc.citation.startPage731-
dc.citation.endPage739-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.journalRegisteredClassssci-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaEducation & Educational Research-
dc.relation.journalWebOfScienceCategoryEducation & Educational Research-
dc.subject.keywordAuthordata-driven approach-
dc.subject.keywordAuthorearly English-reading skills-
dc.subject.keywordAuthoreducational game-
dc.subject.keywordAuthorprocedural contents generation-
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