Personalizing Mathematical Game-based Learning for Children: A Preliminary Study

arXiv cs.LG / 3/30/2026

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Key Points

  • The paper addresses a key limitation of game-based learning (GBL) in math education: delivering appropriate, intrinsically learnable game levels requires many high-quality levels and good matching to learners’ abilities.
  • It proposes an AI-guided framework based on adaptive learning theory to use machine learning to classify and predict valid, player-appropriate game levels from player-generated content.
  • The authors collected 206 distinct levels created by experts and advanced players using a new “Creative Mode” tool in a math game-based learning app, then engineered features from these levels to train classifiers.
  • In a comparison of four models (k-nearest neighbors, decision trees, support vector machines, and random forests), Random Forest achieved the best classification performance in preliminary results.
  • The study concludes that integrating AI into the game-level design pipeline could enable more personalized GBL experiences for children, while providing early guidance for future system development.

Abstract

Game-based learning (GBL) is widely adopted in mathematics education. It enhances learners' engagement and critical thinking throughout the mathematics learning process. However, enabling players to learn intrinsically through mathematical games still presents challenges. In particular, effective GBL systems require dozens of high-quality game levels and mechanisms to deliver them to appropriate players in a way that matches their learning abilities. To address this challenge, we propose a framework, guided by adaptive learning theory, that uses artificial intelligence (AI) techniques to build a classifier for player-generated levels. We collect 206 distinct game levels created by both experts and advanced players in Creative Mode, a new tool in a math game-based learning app, and develop a classifier to extract game features and predict valid game levels. The preliminary results show that the Random Forest model is the optimal classifier among the four machine learning classification models (k-nearest neighbors, decision trees, support vector machines, and random forests). This study provides insights into the development of GBL systems, highlighting the potential of integrating AI into the game-level design process to provide more personalized game levels for players.