Mapping Facts to Concrete Game Elements for Generation Purposes: A Conceptual Approach
Résumé
Designing serious games or serious game activities requires mapping the educational elements and the game elements.
This mapping is mainly addressed from a high-level game design perspective.
Moreover, low-level mapping methods are generally domain-specific.
Our aim is to address this problem, at an algorithmic level, in the context of activity generation (i.e., automatic creation of activities) for declarative knowledge training.
This paper presents a generic modelling approach of questioned facts and gameplays, and an algorithm for the automatic and domain-independent generation of various gameplays for training purposes.
The approach has been applied to multiplication tables training.