Generating Game Levels to Develop Computer Science Competencies in Game-Based Learning Environments

在基于游戏的学习环境中,通过生成游戏关卡来培养计算机科学能力

阅读:1

Abstract

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.

特别声明

1、本页面内容包含部分的内容是基于公开信息的合理引用;引用内容仅为补充信息,不代表本站立场。

2、若认为本页面引用内容涉及侵权,请及时与本站联系,我们将第一时间处理。

3、其他媒体/个人如需使用本页面原创内容,需注明“来源:[生知库]”并获得授权;使用引用内容的,需自行联系原作者获得许可。

4、投稿及合作请联系:info@biocloudy.com。