Mapping Facts to Concrete Game Elements for Generation Purposes: A Conceptual Approach - IUT de Laval
Communication Dans Un Congrès Année : 2023

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.
Fichier sous embargo
Fichier sous embargo
0 0 25
Année Mois Jours
Avant la publication
vendredi 29 novembre 2024
Fichier sous embargo
vendredi 29 novembre 2024
Connectez-vous pour demander l'accès au fichier

Dates et versions

hal-04434158 , version 1 (02-02-2024)
hal-04434158 , version 2 (16-02-2024)

Identifiants

Citer

Bérénice Lemoine, Pierre Laforcade. Mapping Facts to Concrete Game Elements for Generation Purposes: A Conceptual Approach. Games and Learning Alliance - 12th International Conference, Nov 2023, Dublin, Ireland. pp.342-352, ⟨10.1007/978-3-031-49065-1_33⟩. ⟨hal-04434158v2⟩
231 Consultations
61 Téléchargements

Altmetric

Partager

More