skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Integrating Reinforcement AI into the Design of Educational Games
The emergence of reinforcement-based AI for text generation (Chat-GPT) and image creation (Dall-E) has opened a wide range of possibilities for changing the game design and development process. While game development researchers have mostly focused on integrating these technologies to improve production workflow and demonstrate their use in the creation of content for entertainment purposes (intelligent NPCS), there is very little knowledge on how to integrate this technology into the design of educational games. In this paper, we present the results of integrating reinforcement AI (text and image generation) into educational gaming experiences by graduate students enrolled in a game-based learning course. The students were given a core set of requirements that enable the integration into their project with some flexibility on the desired educational outcome. The produced experiences were then evaluated by a small sample of experts (gaming and learning sciences) and their observations were compiled. Specifically, we describe the wide range of experiences developed by the students and the results of a qualitative study with a small group of experts that evaluated these experiences. Our results indicate that reinforcement AI-based integrations into educational game design and development helps enrich the user experience and has the potential to improve learning outcomes.    more » « less
Award ID(s):
1828010
PAR ID:
10514434
Author(s) / Creator(s):
Publisher / Repository:
University of Twente
Date Published:
Journal Name:
European Conference on Games Based Learning
Volume:
17
Issue:
1
ISSN:
2049-0992
Page Range / eLocation ID:
13 to 18
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Visual novels are a popular game genre for educational games. However, they often feature pre-authored plot structures that cannot dynamically adjust to the player’s progression through learning objectives. Employing procedural storytelling techniques boosts plot dynamism, but this comes at the cost of needing a larger repository of content (dialogue and images) to support different learning progressions and objectives. In this paper, we present postmortem-style case studies describing the lessons we learned from attempting to integrate large-language models (LLMs) and text-to-image models into the development of an educational visual novel about responsible conduct of research. Specifically, we discuss our experiences employing generative AI in our dialogue, character sprite, and background image creation processes. 
    more » « less
  2. The demand is growing for a populace that is AI literate; such literacy centers on enabling individuals to evaluate, collaborate with, and effectively use AI. Because the middle school years are a critical time for developing youths’ perceptions and dispositions toward STEM, creating engaging AI learning experiences for middle grades students (ages 11 to 14) is paramount. The need for providing enhanced access to AI learning opportunities is especially pronounced in rural areas, which are typically underserved and underresourced. Inspired by prior research that game design holds significant potential for cultivating student interest and knowledge in computer science, we are designing, developing, and iteratively refining an AI-centered game development environment that infuses AI learning into game design activities. In this work, we review design principles for game design interventions focused on middle grades computer science education and explore how to introduce AI learning experiences into interactive game-design activities. We also discuss results from our initial co-design sessions with middle grades students and teachers in rural communities. 
    more » « less
  3. This Gaming 4 Good (G4G) work-in-progress project aims to enhance participation and success in STEM education for individuals with disabilities (IWD) by using video game design as an educational tool to teach computational thinking (CT) and foster positive STEM identities. Recognizing the diverse challenges faced by IWD, G4G adopts a transdiagnostic approach, focusing on shared experiences rather than specific diagnoses to create an inclusive learning environment. The project takes place in informal settings, such as after-school programs and summer camps, where students participate in extended game jams to develop and design video games. Through these hands-on activities, learners engage in data practices, systems thinking, and collaborative problem-solving, making STEM learning accessible and engaging for neurodiverse populations. By continuously involving IWD, their caregivers, and subject matter experts in the co-design process, G4G ensures that the program meets diverse learning needs and is applicable in real-world settings. Ultimately, G4G seeks to empower IWD by fostering their interest and skills in STEM, thereby creating pathways for their success in future opportunities. 
    more » « less
  4. Ahram, Tareq; Karwowski, Waldemar (Ed.)
    AI, robotics, and automation are reshaping many industries, including the Architecture, Engineering, and Construction (AEC) industries. For students aiming to enter these evolving fields, comprehensive and accessible training in high-tech roles is becoming increasingly important. Traditional robotics education, while often effective, usually necessitates small class sizes and specialized equipment. On-the-job training introduces safety risks, particularly for inexperienced individuals. The integration of advanced technologies for training presents an alternative that reduces the need for extensive physical resources and minimizes safety concerns. This paper introduces the Intelligent Learning Platform for Robotics Operations (IL-PRO), an innovative project that integrates the use of Artificial Intelligence (AI), Virtual Reality (VR), and game-assisted learning for teaching robotic arms operations. The goal of this project is to address the limitations of traditional training through the implementation of personalized learning strategies supported by Adaptive Learning Systems (ALS). These systems hold the potential to transform education by customizing content to cater to various levels of understanding, preferred learning styles, past experiences, and diverse linguistic and socio-cultural backgrounds.Central to IL-PRO is the development of its ALS, which uses student progress variables and multimodal machine learning to infer students’ level of understanding and automate task and feedback delivery. The curriculum is organized into modules, starting with fundamental robotic concepts, and advancing to complex motion planning and programming. The curriculum is guided by a learner model that is continuously refined through data collection. Furthermore, the project incorporates gaming elements into its VR learning approach to create an engaging educational environment. Thus, the learning content is designed to engage students with simulated robots and input devices to solve sequences of game-based challenges. The challenge sequences are designed similarly to levels in a game, each with increasing complexity, in order to systematically incrementally build students' knowledge, skills, and confidence in robotic operations. The project is conducted by a team of interdisciplinary faculty from Florida International University (FIU), the University of California Irvine (UCI), the University of Hawaii (UH) and the University of Kansas-Missouri (UKM). The collaboration between these institutions enables the sharing of resources and expertise that are essential for the development of this comprehensive learning platform. 
    more » « less
  5. Recent years have seen growing recognition of the importance of enabling K-12 students to learn computer science. Meanwhile, artificial intelligence, a field of computer science, has with the potential to profoundly reshape society. This has generated increasing demand for fostering an AI-literate populace. However, there is little work exploring how to introduce K-12 students to AI and how to support K-12 teachers in integrating AI into their classrooms. In this work, we explore how to introduce AI learning experiences into upper elementary classrooms (student ages 8 to 11). With a focus on integrating AI and life science, we present initial work on a collaborative game-based learning environment that features rich problem-based learning scenarios that enable students to gain experience with AI applied toward solving real-world life-science problems. 
    more » « less