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A data-driven procedural-content-generation approach for educational games
- Hooshyar, D.;
- Yousefi, M.;
- Wang, M.;
- Lim, H.
WEB OF SCIENCE
37SCOPUS
59초록
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
- 제목
- A data-driven procedural-content-generation approach for educational games
- 저자
- Hooshyar, D.; Yousefi, M.; Wang, M.; Lim, H.
- 발행일
- 2018-12
- 유형
- Article
- 권
- 34
- 호
- 6
- 페이지
- 731 ~ 739