Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
14th Annual Conference
Session ID : In-23
Conference information

Interactive session 6
Roguelike Game for AI・ML Education
*Ayana UEMATSU*Daisuke SAITO*Hironori WASHIZAKI*Yoshiaki FUKAZAWA
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
Artificial intelligence (AI) and machine learning (ML) education for K-12 students has become popular, and several AI/ML educational games have been developed to promote understanding of AI and ML, but most games focus on coding rather than understanding AI and ML concepts. In addition, many of them have not been widely used or evaluated. We propose the Roguelike Game for AI/ML Education (RGAME), in which players acquire attack power by executing codes obtained by fighting enemies and advancing through dungeons. We conducted an experiment using questionnaires and tests to investigate whether RGAME can promote learning as a serious game and whether it is effective as a learning tool for AI learning. The results showed that RGAME can promote learning, although it is necessary to devise a way to increase concentration. In addition, the effectiveness of learning some AI competencies was observed. Therefore, RGAME is expected to be useful for AI and ML learning in K-12 in Japan.
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© 2024 Digital Research Association JAPAN

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