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

Authors
Hooshyar, D.Yousefi, M.Wang, M.Lim, H.
Issue Date
12월-2018
Publisher
WILEY
Keywords
data-driven approach; early English-reading skills; educational game; procedural contents generation
Citation
JOURNAL OF COMPUTER ASSISTED LEARNING, v.34, no.6, pp.731 - 739
Indexed
SSCI
SCOPUS
Journal Title
JOURNAL OF COMPUTER ASSISTED LEARNING
Volume
34
Number
6
Start Page
731
End Page
739
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/71445
DOI
10.1111/jcal.12280
ISSN
0266-4909
Abstract
Lay 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.
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