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

  • Hooshyar, D.; 
  • Yousefi, M.; 
  • Wang, M.; 
  • Lim, H.
Citations

WEB OF SCIENCE

37
Citations

SCOPUS

59

초록

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.

키워드

data-driven approach; early English-reading skills; educational game; procedural contents generation
제목
A data-driven procedural-content-generation approach for educational games
저자
Hooshyar, D.; Yousefi, M.; Wang, M.; Lim, H.
DOI
10.1111/jcal.12280
발행일
2018-12
유형
Article
저널명
Journal of Computer Assisted Learning
권
34
호
6
페이지
731 ~ 739