A Math Educational Computer Game Using Procedural Content Generation
Resumo
This paper presents an educational game, MentalMath, with the goal of motivating its users to practice math by solving problems. It uses, besides gamification, procedural content generation, which aims to increase the game’s scenarios and problems diversity, tackling some gamification limitations. A preliminary study was conducted with 40 students from a Brazilian school with pre and post written tests, and gameplays data. The results demonstrated that our tool aroused the volunteers’ interest in math, had a higher impact on the ones which played for longer and imposed hard scenarios. We conclude that MentalMath is a reliable tool to motivate children, that our study gave interest insights on its usability and our approach innovates using procedural content generation.
Palavras-chave:
Educational game, Mathematics, Procedural content generation, Gamification
Referências
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Andrade, J. and Canese, M. (2013). Elementar: Aplicando gamificação ao processo de ensino-aprendizagem da lógica formal. Conferencias LACLO, 4(1).
Araújo, J.P.P., Costa, G., and Júnior, J.G.R. (2016). Matematech: Plataforma de apoio à aprendizagem de matemática nos anos iniciais do ensino fundamental. In SBIE 2016, volume 27, page 110.
Ashlock, D. and McGuinness, C. (2013). Landscape automata for search-based procedural content generation. In 2013 CIG, pages 1–8.
Balasubramanian, N. and Wilson, B.G. (2007). Learning by design: Teachers and students as co-creators of knowledge. Educational Technology: Opportunities and Challenges, Oulu, Finland: University of Oulu, 30:51.
Boulet, G. (2016). Gamificação is simply bells and whistles. eLearn, 2016(11).
Carli, D., Bevilacqua, F., Pozzer, C., and d’Ornellas, M. (2011). A survey of procedural content generation techniques suitable to game development. In SBGAMES 2011, pages 26–35.
da Rocha Seixas, L., Gomes, A.S., Melo Filho, I.J., and Rodrigues, R.L. (2014). Gamificação como estratégia no engajamento de estudantes do ensino fundamental. In SBIE 2014, volume 25, page 559.
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Doran, J. and Parberry, I. (2010). Controlled procedural terrain generation using software agents. Computational Intelligence and AI in Games, IEEE Transactions on, 2(2): 111–119.
Farias, M., Gasparini, I., and Hounsell, M. (2016). Jogos digitais educacionais para alfabetização matemática: Levantamento de habilidades e level design. In SBIE 2016, volume 27, page 430.
Font, J.M., Izquierdo, R., Manrique, D., and Togelius, J. (2016). Constrained Level Generation Through Grammar-Based Evolutionary Algorithms, pages 558–573. Springer International Publishing, Cham.
Gurria, A. (2016). Pisa 2015 results in focus. PISA in Focus, (67): 1.
Hendrikx, M., Meijer, S., Van Der Velden, J., and Iosup, A. (2013). Procedural content generation for games: A survey. ACM Trans. Multimedia Comput. Commun. Appl., 9(1): 1:1–1:22.
Hsiao, H.-C. (2007). A brief review of digital games and learning. In DIGITEL’07, pages 124–129. IEEE.
Huang, W.H.-Y. and Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
Karavolos, D., Bouwer, A., and Bidarra, R. (2015). Mixed-initiative design of game levels: integrating mission and space into level generation. In FDG 2015.
Khalifa, A., Liebana, D.P., Lucas, S.M., and Togelius, J. (2016). General video game level generation. In 2016 GECCO, pages 253–259.
Linden, R. v. d., Lopes, R., and Bidarra, R. (2013). Designing procedurally generated levels. In IDPv22013-Workshop on Artificial Intelligence in the Game Design Process, pages 41–47, AAAI Press, Palo Alto, CA. AAAI, AAAI Press. ISBN 978-1-57735-635-6.
Menezes, S. and da Roza, J. (2016). Genius math: uma aplicação mobile para auxiliar a aprendizagem da matemática na pré-escola. In SBIE 2016, volume 27, page 250.
Moita, F., Luciano, A., Costa, A., and Barboza, W. (2013). Angry birds como contexto digital educativo para ensino e aprendizagem de conceitos matemáticos: relato de um projeto. SBC – Proceedings of SBGames.
Nacionais, I.a.P.c. (1998). terceiro e quarto ciclos do ensino fundamental. Brasília: MEC-Secretaria de Educação Fundamental.
Neufeld, X., Mostaghim, S., and Perez-Liebana, D. (2015). Procedural level generation with answer set programming for general video game playing. In 2015 CEEC, pages 207–212.
R Core Team (2014). R: A Language and Environment for Statistical Computing. R Foundation for Statistical Computing, Vienna, Austria.
Rodrigues, F.C.M., Neto, J.B.C., and Vidal, C.A. (2015). Split grammar evolution for procedural modeling of virtual buildings. In SVR 2015, pages 75–83.
Savi, R. and Ulbricht, V.R. (2008). Jogos digitais educacionais: benefícios e desafios. Revista Novas Tecnologias na Educação, 6(2): 10.
Shaker, N., Togelius, J., and Nelson, M.J. (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer.
Smith, A. and Mateas, M. (2011). Answer set programming for procedural content generation: A design space approach. Computational Intelligence and AI in Games, IEEE Transactions on, 3(3): 187–200.
Toda, A.M., do Carmo, R.S., Neto, J.C., Silva, A.L., and Brancher, J.D. (2014). Desenvolvimento de uma aplicação web para auxiliar no ensino da matemática para alunos do ensino fundamental. In SBIE 2014, volume 25, page 392.
Togelius, J., Yannakakis, G., Stanley, K., and Browne, C. (2011). Search-based procedural content generation: A taxonomy and survey. Computational Intelligence and AI in Games, IEEE Transactions on, 3(3): 172–186.
Andrade, J. and Canese, M. (2013). Elementar: Aplicando gamificação ao processo de ensino-aprendizagem da lógica formal. Conferencias LACLO, 4(1).
Araújo, J.P.P., Costa, G., and Júnior, J.G.R. (2016). Matematech: Plataforma de apoio à aprendizagem de matemática nos anos iniciais do ensino fundamental. In SBIE 2016, volume 27, page 110.
Ashlock, D. and McGuinness, C. (2013). Landscape automata for search-based procedural content generation. In 2013 CIG, pages 1–8.
Balasubramanian, N. and Wilson, B.G. (2007). Learning by design: Teachers and students as co-creators of knowledge. Educational Technology: Opportunities and Challenges, Oulu, Finland: University of Oulu, 30:51.
Boulet, G. (2016). Gamificação is simply bells and whistles. eLearn, 2016(11).
Carli, D., Bevilacqua, F., Pozzer, C., and d’Ornellas, M. (2011). A survey of procedural content generation techniques suitable to game development. In SBGAMES 2011, pages 26–35.
da Rocha Seixas, L., Gomes, A.S., Melo Filho, I.J., and Rodrigues, R.L. (2014). Gamificação como estratégia no engajamento de estudantes do ensino fundamental. In SBIE 2014, volume 25, page 559.
da Silva Marinho, A., Melo, A.V.C., Poggi, G.H., Kosiur, M.B., Marrane, W.R., and Boghi, C. (2016). Mathematics of mobile application in basic education for teaching children of fundamental 1st to 3rd year. Research, Society and Development, 3(1): 69–90.
Doran, J. and Parberry, I. (2010). Controlled procedural terrain generation using software agents. Computational Intelligence and AI in Games, IEEE Transactions on, 2(2): 111–119.
Farias, M., Gasparini, I., and Hounsell, M. (2016). Jogos digitais educacionais para alfabetização matemática: Levantamento de habilidades e level design. In SBIE 2016, volume 27, page 430.
Font, J.M., Izquierdo, R., Manrique, D., and Togelius, J. (2016). Constrained Level Generation Through Grammar-Based Evolutionary Algorithms, pages 558–573. Springer International Publishing, Cham.
Gurria, A. (2016). Pisa 2015 results in focus. PISA in Focus, (67): 1.
Hendrikx, M., Meijer, S., Van Der Velden, J., and Iosup, A. (2013). Procedural content generation for games: A survey. ACM Trans. Multimedia Comput. Commun. Appl., 9(1): 1:1–1:22.
Hsiao, H.-C. (2007). A brief review of digital games and learning. In DIGITEL’07, pages 124–129. IEEE.
Huang, W.H.-Y. and Soman, D. (2013). Gamification of education. Research Report Series: Behavioural Economics in Action, Rotman School of Management, University of Toronto.
Karavolos, D., Bouwer, A., and Bidarra, R. (2015). Mixed-initiative design of game levels: integrating mission and space into level generation. In FDG 2015.
Khalifa, A., Liebana, D.P., Lucas, S.M., and Togelius, J. (2016). General video game level generation. In 2016 GECCO, pages 253–259.
Linden, R. v. d., Lopes, R., and Bidarra, R. (2013). Designing procedurally generated levels. In IDPv22013-Workshop on Artificial Intelligence in the Game Design Process, pages 41–47, AAAI Press, Palo Alto, CA. AAAI, AAAI Press. ISBN 978-1-57735-635-6.
Menezes, S. and da Roza, J. (2016). Genius math: uma aplicação mobile para auxiliar a aprendizagem da matemática na pré-escola. In SBIE 2016, volume 27, page 250.
Moita, F., Luciano, A., Costa, A., and Barboza, W. (2013). Angry birds como contexto digital educativo para ensino e aprendizagem de conceitos matemáticos: relato de um projeto. SBC – Proceedings of SBGames.
Nacionais, I.a.P.c. (1998). terceiro e quarto ciclos do ensino fundamental. Brasília: MEC-Secretaria de Educação Fundamental.
Neufeld, X., Mostaghim, S., and Perez-Liebana, D. (2015). Procedural level generation with answer set programming for general video game playing. In 2015 CEEC, pages 207–212.
R Core Team (2014). R: A Language and Environment for Statistical Computing. R Foundation for Statistical Computing, Vienna, Austria.
Rodrigues, F.C.M., Neto, J.B.C., and Vidal, C.A. (2015). Split grammar evolution for procedural modeling of virtual buildings. In SVR 2015, pages 75–83.
Savi, R. and Ulbricht, V.R. (2008). Jogos digitais educacionais: benefícios e desafios. Revista Novas Tecnologias na Educação, 6(2): 10.
Shaker, N., Togelius, J., and Nelson, M.J. (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer.
Smith, A. and Mateas, M. (2011). Answer set programming for procedural content generation: A design space approach. Computational Intelligence and AI in Games, IEEE Transactions on, 3(3): 187–200.
Toda, A.M., do Carmo, R.S., Neto, J.C., Silva, A.L., and Brancher, J.D. (2014). Desenvolvimento de uma aplicação web para auxiliar no ensino da matemática para alunos do ensino fundamental. In SBIE 2014, volume 25, page 392.
Togelius, J., Yannakakis, G., Stanley, K., and Browne, C. (2011). Search-based procedural content generation: A taxonomy and survey. Computational Intelligence and AI in Games, IEEE Transactions on, 3(3): 172–186.
Publicado
30/10/2017
Como Citar
RODRIGUES, Luiz A. L.; BONIDIA, Robson P.; BRANCHER, Jacques D..
A Math Educational Computer Game Using Procedural Content Generation. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 28. , 2017, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 756-765.
DOI: https://doi.org/10.5753/cbie.sbie.2017.756.
