Analysis of Game of Homes' logs: A Comparison Between Scripted-Based and Automatically Generated Scenarios.

Autor: Callies, Sophie, Gravel, Mathieu, Beaudry, Eric
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Zdroj: Proceedings of the European Conference on Games Based Learning; 2016, Vol. 1, p108-117, 10p, 3 Charts, 1 Graph
Abstrakt: In a previous paper, we proposed a serious game architecture allowing automatic generation of pedagogical scenarios. The player module of our architecture tracks players’ knowledge progression, and the adaptation module can optimize pedagogical scenarios to enhance skill acquisition taught by the game. In Game of Homes, the player has to become the best real estate agent in a city. In the present study, we hypothesized that automatically generated scenarios lead to better learning as opposed to scripted-based scenarios. We used two Game of Homes configurations: one based on our architecture, which automatically generated pedagogical scenarios, and one in which pedagogical scenarios were scripted. In both versions, the player module was activated to trace skill acquisition. Both configurations targeted the same two essential skills linked to house sales. After rounds of player testing, we analyzed logs files of games of both configurations to be able to compare them. Eighteen adults (10 women and 8 men) played Game of Homes for 80 minutes. Each of them was randomly assigned either the scripted-based or automatically generated version. In our analysis, we focused on (1) knowledge progression data and skills acquisition provided by the player module, (2) the amount of hints and help messages displayed and (3) the pedagogical scenarios proceedings. We also developed a processing tool that allowed us to analyze the game logs and visualize the learning rate of specific strategies taught in the game. The main results of the qualitative analysis highlighted the originality of generated pedagogical scenarios and, more specifically, the optimization of the guidance and presentation of contents to be learned in the game. Generated scenarios were composed of less pedagogical actions of the game system than scripted-based scenarios, leading to faster skill acquisition by the players. [ABSTRACT FROM AUTHOR]
Databáze: Complementary Index