A Domain-Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge

IF 5.1 2区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Bérénice Lemoine, Pierre Laforcade, Sébastien George
{"title":"A Domain-Independent, Extensible Framework for Generators of Training Game Activities on Declarative Knowledge","authors":"Bérénice Lemoine,&nbsp;Pierre Laforcade,&nbsp;Sébastien George","doi":"10.1111/jcal.70082","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>Training the memorization of declarative knowledge requires the repetitive presentation of various forms of factual questions to learners. Educational games designed for this purpose should offer activities that are both tailored to individual learners and varied to prevent boredom. Whilst the Technology-Enhanced Learning (TEL) literature already suggests several techniques for implementing adaptations, the concept of generation remains underexplored, particularly when considering the adaptation of both educational and game dimensions simultaneously. Therefore, research focused on the design and implementation of ‘generators' as integral components of training games, which are responsible for creating varied and adapted training activities, remains pertinent.</p>\n </section>\n \n <section>\n \n <h3> Objectives</h3>\n \n <p>Our research aims to propose tools and techniques that facilitate the design and development of these generators from a computer science perspective.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>We employed model driven engineering (MDE) theories and practises to initially characterise a generator as a model transformation that uses input models to produce an output model. We identified all these models through both a concrete case study and a literature review, with each model capturing a different facet of the information. By generalising the domain-specific aspects of the case study and selecting a game genre along with certain game design choices, we subsequently identified the metamodels that describe all these models and the generation rules.</p>\n </section>\n \n <section>\n \n <h3> Results and Conclusions</h3>\n \n <p>The proposed framework supports the design and implementation of Roguelite-oriented, adaptive, and varied activity generators for declarative knowledge (DK) training. It includes metamodels, models, code generation, and extension mechanisms to assist software engineers in addressing specific domains of declarative knowledge. By extending the framework, engineers are guided in the design process and can produce a software generator capable of generating adaptive and varied training activities in the form of dungeon levels within a Roguelite game. This framework is a domain-independent tool intended to support the development of training games targeting the acquisition of declarative knowledge. To illustrate its domain independence, the framework has been extended to multiple didactic domains. In this article, the domain of multiplication tables is used as a guiding thread, as it is directly connected to the AdapTABLES research project, which served as the primary driver for this work.</p>\n </section>\n </div>","PeriodicalId":48071,"journal":{"name":"Journal of Computer Assisted Learning","volume":"41 4","pages":""},"PeriodicalIF":5.1000,"publicationDate":"2025-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/jcal.70082","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computer Assisted Learning","FirstCategoryId":"95","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/jcal.70082","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Background

Training the memorization of declarative knowledge requires the repetitive presentation of various forms of factual questions to learners. Educational games designed for this purpose should offer activities that are both tailored to individual learners and varied to prevent boredom. Whilst the Technology-Enhanced Learning (TEL) literature already suggests several techniques for implementing adaptations, the concept of generation remains underexplored, particularly when considering the adaptation of both educational and game dimensions simultaneously. Therefore, research focused on the design and implementation of ‘generators' as integral components of training games, which are responsible for creating varied and adapted training activities, remains pertinent.

Objectives

Our research aims to propose tools and techniques that facilitate the design and development of these generators from a computer science perspective.

Methods

We employed model driven engineering (MDE) theories and practises to initially characterise a generator as a model transformation that uses input models to produce an output model. We identified all these models through both a concrete case study and a literature review, with each model capturing a different facet of the information. By generalising the domain-specific aspects of the case study and selecting a game genre along with certain game design choices, we subsequently identified the metamodels that describe all these models and the generation rules.

Results and Conclusions

The proposed framework supports the design and implementation of Roguelite-oriented, adaptive, and varied activity generators for declarative knowledge (DK) training. It includes metamodels, models, code generation, and extension mechanisms to assist software engineers in addressing specific domains of declarative knowledge. By extending the framework, engineers are guided in the design process and can produce a software generator capable of generating adaptive and varied training activities in the form of dungeon levels within a Roguelite game. This framework is a domain-independent tool intended to support the development of training games targeting the acquisition of declarative knowledge. To illustrate its domain independence, the framework has been extended to multiple didactic domains. In this article, the domain of multiplication tables is used as a guiding thread, as it is directly connected to the AdapTABLES research project, which served as the primary driver for this work.

Abstract Image

基于陈述性知识的训练游戏活动生成器的领域独立、可扩展框架
训练陈述性知识的记忆需要向学习者反复提出各种形式的事实性问题。为此目的而设计的教育游戏应该提供既适合个体学习者的活动,又能防止无聊。虽然技术增强学习(TEL)文献已经提出了一些实施适应的技术,但世代概念仍未得到充分探索,特别是在同时考虑教育和游戏维度的适应时。因此,将“生成器”的设计和执行作为训练游戏的组成部分(游戏邦注:它负责创造各种各样的训练活动)的研究仍然是有意义的。我们的研究旨在从计算机科学的角度提出促进这些生成器设计和开发的工具和技术。方法:我们采用模型驱动工程(MDE)理论和实践,最初将发电机描述为使用输入模型产生输出模型的模型转换。我们通过具体的案例研究和文献综述确定了所有这些模型,每个模型捕获信息的不同方面。通过概括案例研究的特定领域并选择游戏类型以及特定的游戏设计选择,我们随后确定了描述所有这些模型和生成规则的元模型。所提出的框架支持面向roguelite的、自适应的和各种活动生成器的设计和实现,用于声明性知识(DK)训练。它包括元模型、模型、代码生成和扩展机制,以帮助软件工程师处理声明性知识的特定领域。通过扩展框架,工程师可以在设计过程中得到指导,并能够创造出能够在Roguelite游戏中以地下城关卡的形式生成适应性和多样化训练活动的软件生成器。这个框架是一个独立于领域的工具,旨在支持以获取陈述性知识为目标的训练游戏的开发。为了说明其领域独立性,该框架已扩展到多个教学领域。在本文中,乘法表领域被用作指导线索,因为它与AdapTABLES研究项目直接相关,该项目是本工作的主要驱动因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Journal of Computer Assisted Learning
Journal of Computer Assisted Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
9.70
自引率
6.00%
发文量
116
期刊介绍: The Journal of Computer Assisted Learning is an international peer-reviewed journal which covers the whole range of uses of information and communication technology to support learning and knowledge exchange. It aims to provide a medium for communication among researchers as well as a channel linking researchers, practitioners, and policy makers. JCAL is also a rich source of material for master and PhD students in areas such as educational psychology, the learning sciences, instructional technology, instructional design, collaborative learning, intelligent learning systems, learning analytics, open, distance and networked learning, and educational evaluation and assessment. This is the case for formal (e.g., schools), non-formal (e.g., workplace learning) and informal learning (e.g., museums and libraries) situations and environments. Volumes often include one Special Issue which these provides readers with a broad and in-depth perspective on a specific topic. First published in 1985, JCAL continues to have the aim of making the outcomes of contemporary research and experience accessible. During this period there have been major technological advances offering new opportunities and approaches in the use of a wide range of technologies to support learning and knowledge transfer more generally. There is currently much emphasis on the use of network functionality and the challenges its appropriate uses pose to teachers/tutors working with students locally and at a distance. JCAL welcomes: -Empirical reports, single studies or programmatic series of studies on the use of computers and information technologies in learning and assessment -Critical and original meta-reviews of literature on the use of computers for learning -Empirical studies on the design and development of innovative technology-based systems for learning -Conceptual articles on issues relating to the Aims and Scope
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信