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EDUCATIONAL VIDEO GAMES FOR BULGARIAN ORTHODOX ICONOGRAPHY
Boyan Bontchev1, Desislava Paneva-Marinova2, Lubomil Draganov2
1Faculty of Mathematics and Informatics, Sofia University (BULGARIA)2Institute of Mathematics and Informatics, Bulgarian Academy of Sciences (BULGARIA)
Agenda Introduction
Modern Applied Video Games for Education
Methods for Bulgarian orthodox iconography study
Game design of the generated and customized educational maze
The Maze, 3D Zoom and 3D Quiz game for Bulgarian Orthodox Iconography
Video demonstration
Conclusions
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3 Introduction Technology-enhanced learning applies video games
as research, teaching or measurement tools - experiencing novelty, curiosity and challenge in development of various skills and competences
Modern game-based learning (GBL) allows learners to exercise at play five distinct axes of freedom
Video games boost enjoyment, motivation and engagement of learners in an interactive virtual playing environment
Engagement, immersion, presence inside a virtual environment, flow and psychological absorption
Teachers are still unable to build or customize an appropriate game in their teaching domain
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4 Modern educational video games
massive invasion of applied video games for educational purposes is highly correlated with modern understanding of the need of experiential learning
video games provide to learners form of fun and structured play, motivating goals, interactivity, outcomes and feedback, win states, challenging competition, creative problem solving, social interaction and visual narrative
positive impact of paying on learning achievements. 3D educational mazes are very attractive for players
and are very suitable for non-linear gameplay, where the player has several options to proceed
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Maze EditorTransitions
table
Property Editor
Titles …
Texts …Graphics …
PythonScripts
Brainstorm API
3D Maze Game Engine
BrainstormRun Time
Environment
Embedded Mini-Games
3D videogame
Property Metadata
Graph Editor
Generation of maze video games
A software architecture of a platform for generation of customizable video maze games for education
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6 Study of Orthodox iconographic art Main activities for studying Fine Arts (including
Orthodox iconographic art) - research and analysis of the domain: main trends in the development of the domain, directions and dynamics of that development, factors and conditions that influenced the changes, etc.
Main teaching methods: project-based learning and understanding-by-design learning-by-doing learning-by-authoring and creative thinking practices real painting tasks (or project) based on their
individual/independent iconographic art observation and analysis.
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7 Structure of the Maze game
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8 Partial view of the introduction room of the maze
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9 View of one of the maze tunnels
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10 View of one of the 3D quizzes
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11 View of one of the 3D Zoom game
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12 Flow mental state as function of challenge and player’s ability/skills (Csikszentmihalyi, 1997)
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Low
Cha
lleng
e/C
ompl
exity
H
igh
Individualaverage
Prof
essi
onal
Novice
Anxiety Arousal Flow
Worry
Apathy Boredom Relaxation
Low Skills High
Control
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13 Post-game survey - Game Engagement Questionnaire (Brockmyer et al., 2009)
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Term Game Mean SD
PresenceMaze 3.8125 0.7741
3D Quiz 3.8854 0.71473D Zoom 3.9375 0.6645
AbsorptionMaze 2.8646 0.7766
3D Quiz 2.8021 0.68753D Zoom 2.8333 0.6981
FlowMaze 3.1417 0.5587
3D Quiz 3.1375 0.50893D Zoom 3.1625 0.5131
ImmersionMaze 3.9583 1.1971
3D Quiz 4.1667 1.04953D Zoom 4.3750 0.8242
EngagementMaze 3.4443 0.6267
3D Quiz 3.4979 0.50653D Zoom 3.5771 0.4210
Video demonstration
See gameplay video at: https://youtu.be/P4rMkLXp_IM
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Conclusions
We plan to apply game features in further applications related to pilgrimage tourism and cultural heritage literacy.
Gamer style-based adaptations and customization should be considered.
Web-based releases of both the generation platform and educational games, which will result in massive use of this approach for creation of customized maze games and game-based learning.
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Thank you for your attention!
Questions and/or proposals?
Boyan Bontchev, [email protected]
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