TY - JOUR
T1 - A Procedural Content Generation-Based Framework for Educational Games
T2 - Toward a Tailored Data-Driven Game for Developing Early English Reading Skills
AU - Hooshyar, Danial
AU - Yousefi, Moslem
AU - Lim, Heuiseok
N1 - Funding Information:
The authors disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by the ICT R&D program of MSIP/IITP in the Republic of Korea (grant number 2016(B0101-16-0340b and the National Research Foundation of Korea (NRF) grant funded by the Korea government (MSIP) (grant number R1610941).
Publisher Copyright:
© 2017, © The Author(s) 2017.
PY - 2018/4/1
Y1 - 2018/4/1
N2 - Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by means of genetic algorithm, and thereby offers designers the ability to control the process of content generation for various learning goals according to their preferences. It further takes into consideration how the content can adapt according to the skill of the users. We demonstrate effectiveness of the framework by way of an empirical study of human players in an educational language learning game aiming at developing early English reading skills of young children. The results of our study confirm that users’ performance measurably improves when game contents are customized to their individual ability, in contrast to their improvement in uncustomized games. Moreover, the results show that the lowest proficiency participants demonstrated greater improvements in performance while playing the customized game than did the more highly proficient participants.
AB - Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by means of genetic algorithm, and thereby offers designers the ability to control the process of content generation for various learning goals according to their preferences. It further takes into consideration how the content can adapt according to the skill of the users. We demonstrate effectiveness of the framework by way of an empirical study of human players in an educational language learning game aiming at developing early English reading skills of young children. The results of our study confirm that users’ performance measurably improves when game contents are customized to their individual ability, in contrast to their improvement in uncustomized games. Moreover, the results show that the lowest proficiency participants demonstrated greater improvements in performance while playing the customized game than did the more highly proficient participants.
KW - early English reading skills
KW - educational game
KW - genetic algorithm
KW - procedural contents generation
UR - http://www.scopus.com/inward/record.url?scp=85044137246&partnerID=8YFLogxK
U2 - 10.1177/0735633117706909
DO - 10.1177/0735633117706909
M3 - Article
AN - SCOPUS:85044137246
SN - 0735-6331
VL - 56
SP - 293
EP - 310
JO - Journal of Educational Computing Research
JF - Journal of Educational Computing Research
IS - 2
ER -