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Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments
Game-based learning environments hold significant potential for supporting K-12 computer science (CS) education by providing CS learning experiences embedded within engaging virtual worlds. However, many game-based learning environments do not adaptively support individual students based on their sp...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334711/ http://dx.doi.org/10.1007/978-3-030-52240-7_44 |
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author | Park, Kyungjin Mott, Bradford Min, Wookhee Wiebe, Eric Boyer, Kristy Elizabeth Lester, James |
author_facet | Park, Kyungjin Mott, Bradford Min, Wookhee Wiebe, Eric Boyer, Kristy Elizabeth Lester, James |
author_sort | Park, Kyungjin |
collection | PubMed |
description | Game-based learning environments hold significant potential for supporting K-12 computer science (CS) education by providing CS learning experiences embedded within engaging virtual worlds. However, many game-based learning environments do not adaptively support individual students based on their specific knowledge and skills. Often, this is because creating game levels is highly labor-intensive, which limits the number of levels created to support student learning. Procedural content generation (PCG) is a promising direction for addressing this challenge by dynamically creating game levels that address specific student needs without requiring extensive development effort. In this paper, we investigate a PCG framework driven by answer set programming (ASP), a variant of logic programming that utilizes well-formed logical rules to express constraints for valid game levels. We demonstrate how variations in CS learning objectives and game-playing skills can be incorporated into ASP-based rules to generate learner-adaptive levels in a middle-grades CS game-based learning environment. Evaluations of the generated levels suggest that the ASP-based level generator not only reliably generates desired CS educational game levels but also synthesizes a large set of diverse game levels. The findings suggest that the ASP-based PCG approach has considerable promise for creating highly engaging and adaptive game-based learning experiences for K-12 CS education. |
format | Online Article Text |
id | pubmed-7334711 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
record_format | MEDLINE/PubMed |
spelling | pubmed-73347112020-07-06 Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments Park, Kyungjin Mott, Bradford Min, Wookhee Wiebe, Eric Boyer, Kristy Elizabeth Lester, James Artificial Intelligence in Education Article Game-based learning environments hold significant potential for supporting K-12 computer science (CS) education by providing CS learning experiences embedded within engaging virtual worlds. However, many game-based learning environments do not adaptively support individual students based on their specific knowledge and skills. Often, this is because creating game levels is highly labor-intensive, which limits the number of levels created to support student learning. Procedural content generation (PCG) is a promising direction for addressing this challenge by dynamically creating game levels that address specific student needs without requiring extensive development effort. In this paper, we investigate a PCG framework driven by answer set programming (ASP), a variant of logic programming that utilizes well-formed logical rules to express constraints for valid game levels. We demonstrate how variations in CS learning objectives and game-playing skills can be incorporated into ASP-based rules to generate learner-adaptive levels in a middle-grades CS game-based learning environment. Evaluations of the generated levels suggest that the ASP-based level generator not only reliably generates desired CS educational game levels but also synthesizes a large set of diverse game levels. The findings suggest that the ASP-based PCG approach has considerable promise for creating highly engaging and adaptive game-based learning experiences for K-12 CS education. 2020-06-10 /pmc/articles/PMC7334711/ http://dx.doi.org/10.1007/978-3-030-52240-7_44 Text en © Springer Nature Switzerland AG 2020 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic. |
spellingShingle | Article Park, Kyungjin Mott, Bradford Min, Wookhee Wiebe, Eric Boyer, Kristy Elizabeth Lester, James Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |
title | Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |
title_full | Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |
title_fullStr | Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |
title_full_unstemmed | Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |
title_short | Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments |
title_sort | generating game levels to develop computer science competencies in game-based learning environments |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334711/ http://dx.doi.org/10.1007/978-3-030-52240-7_44 |
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