元胞自动机算法在教育游戏开发中的实现

N. Fauzia, D. Rohendi, L. Riza
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引用次数: 7

摘要

在过去的20年里,游戏开发发展迅速。在开发这些游戏时,涉及到各种算法。本研究的目的是通过使用元胞自动机算法(CAA)来构建游戏中的区域来开发一个教育游戏。它用于生成动态迷宫,因此它在每次游戏过程中都会发生变化。因此,它基本上是一个迷宫游戏,包含一些代表任务的障碍,以完成任务。在这个游戏中,有四种类型的教育评价,分别是:选择题,简要回答,排列代码,填空。对于案例研究,这个游戏包含基础编程主题,重点是循环章节。实验结果表明,该方法能使学生的理解力提高0.37倍。最后,它可以用于提高高职学生的认知理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Implementation of the Cellular Automata Algorithm for developing an educational game
During the past two decades, game developments have been increasing rapidly. In developing these games, there are various algorithms involved. The objective of this research is to develop an educational game by using the Cellular Automata Algorithm (CAA) to construct areas in the game. It is used for generating a dynamic labyrinth, so that it always changes in every game play. Therefore, it basically is a labyrinth game involving some obstacles for representing tasks that should be done in order to finish it. In this game, four types of educational evaluations are included, as follows: multiple choice, briefings answer, arranging the code, and filling in the blank. For the case study, this game contains the Fundamental Programming subject, focused on the Looping chapter. According to the experiment, it is capable in increasing student's comprehension with 0.37 gain. Finally, it can be used to increase cognitive comprehension for Vocational High School students.
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