基于技能的教育电子游戏内容生成和呈现框架

Britton Horn
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引用次数: 0

摘要

我们经常遇到由基本技能组成的复杂活动——有意识的和潜意识的。充分执行这些复杂的活动需要掌握个人的基本技能,并有能力将它们无缝地集成在一起。游戏就是这样一个复杂活动的例子,很难分解成所需的基本技能,但游戏的粘性依赖于设计师引入与玩家技能相称的挑战。程序生成的关卡会带来额外的问题,因为很难估计特定玩家的关卡难度。这一建议提出了一个框架,用于确定成功完成游戏所需的技能,创建具有这些技能的基于ai的bot,以反映具有相同技能的玩家,并确定和生成最佳关卡顺序,以促进游戏中每种技能的学习。提议的框架将在三个公民科学游戏——paradox、Foldit和Nanocrafter——和一个名为GrACE的计算机科学教育游戏中实施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Skill-Based Framework for the Generation and Presentation of Educational Videogame Content
We regularly encounter complex activities consisting of basic skills— both conscious and subconscious. Adequately performing these complex activities involves mastering the individual basic skills and having the ability to seamlessly integrate them together. Games are one such example of a complex activity that is difficult to break down into the basic skills required, but engagement in games relies on designers introducing challenges proportionate to a player's skill. Procedurally generated levels cause additional problems since it is hard to estimate level difficulty for a particular player. This proposal suggests a framework for determining the skills necessary to successfully complete a game, creating AI-based bots with those skills to reflect players with the same skills, and identifying and generating optimal orderings of levels to promote learning each skill of a game. The proposed framework will be implemented in three citizen science games—Paradox, Foldit, and Nanocrafter — and one computer science educational game called GrACE.
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