Teacher in the Loop: Customizing Educational Games Using Natural Language

Despite significant advances in educational technology and design methodologies, current educational games demonstrate a fundamental limitation: educators are unable to modify content after the games are deployed, limiting curriculum alignment and pedagogical customization. This paper introduces Imikathen-VR, a solution built upon a text-to-animation system, supporting K-1 and K-2 teachers to create minigames for their students to practice basic writing skills. Our implementation extends an existing animation pipeline by integrating a fine-tuned T5 model for sentence simplification, achieving 95% F1 BERT score and 76% ROUGE-L score in maintaining semantic and lexical fidelity. We improve visual reasoning by transforming the task of identifying missing visual details into a Masked Language Modeling problem. Preliminary results demonstrate the system's effectiveness in generating curriculum-aligned VR exercises, though comprehensive classroom testing remains pending. This work advances the integration of customizable VR technology in early education, providing teachers with enhanced control over educational content.

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Published
2025-01-01
DOI
https://doi.org/10.5220/0013480500003932
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Teacher in the Loop: Customizing Educational Games Using Natural Language

Markku Tukiainen, Violetta Cavalli‐Sforza, Nacir Bouali
Educational Games and Gamification
article

Teacher in the Loop: Customizing Educational Games Using Natural Language

Markku Tukiainen, Violetta Cavalli‐Sforza, Nacir Bouali
article en

Abstract

Despite significant advances in educational technology and design methodologies, current educational games demonstrate a fundamental limitation: educators are unable to modify content after the games are deployed, limiting curriculum alignment and pedagogical customization. This paper introduces Imikathen-VR, a solution built upon a text-to-animation system, supporting K-1 and K-2 teachers to create minigames for their students to practice basic writing skills. Our implementation extends an existing animation pipeline by integrating a fine-tuned T5 model for sentence simplification, achieving 95% F1 BERT score and 76% ROUGE-L score in maintaining semantic and lexical fidelity. We improve visual reasoning by transforming the task of identifying missing visual details into a Masked Language Modeling problem. Preliminary results demonstrate the system's effectiveness in generating curriculum-aligned VR exercises, though comprehensive classroom testing remains pending. This work advances the integration of customizable VR technology in early education, providing teachers with enhanced control over educational content.

University of Eastern Finland (FI), Al Akhawayn University (MA), University of Twente (NL)
Quality Education
Openalex Percentile: Top 93%
Educational Games and Gamification
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