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

D Hooshyar, M Yousefi, M Wang… - Journal of Computer …, 2018 - Wiley Online Library
Journal of Computer Assisted Learning, 2018Wiley Online Library
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 …
Abstract
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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