APOGEE: иновативна платформа за изграждане на интелигентни адаптивни видео иг...Boyan Bontchev
Представена на <a href="https://events.ictmedia.bg/event/92#schedule" target="_blank"> 14 Национална конференция по Е-образование</a>, 25 октомври, 2018г., София
Резултати от изпълнение на проект АПОГЕЙ (ДН 12/7 от 15.12.2017г.)bbontchev
Представяне на резултати от изпълнение на проекти, финансирани от ФНИ към МОН
4 юли, София, България - резултати от изпълнение на проект АПОГЕЙ (ДН 12/7 от 15.12.2017г.)
Геминг, геймификация или игра в учебно-възпитателната дейност в детската град...Vladimira Teneva
Презентацията представя разликите между гейминг, геймификация и игра в процеса на обучение. Акцентът пада върху дидактичните игри, като част от игрите, използвани като инструмент за педагогическо взаимодействие.
Свободно ИТ учебно съдържание за учители по програмиране и ИТSvetlin Nakov
В тази сесия разказвам за училищното образование по програмиране и ИТ, за професионалните и профилираните гимназии, свързани с програмиране и ИТ, за STEM кабинетите, за българските ИТ учители и тяхната подготовка, за проблемите, с които те се сблъскват, и как можем да им помогнем чрез проекта „Свободно учебно съдържание по програмиране и ИТ“: https://github.com/BG-IT-Edu.
Open Fest 2021, 14 август, София
В света се засилва тенденцията за установяване на STEAM образованието като двигател на научно-техническия прогрес чрез развитие на интердисциплинарни умения в сферата на природните науки, математиката, информационните технологии, инженерните науки и изкуствата в училищна възраст. С масовото изграждане на STEAM лаборатории в българските училища се изостря недостига на добре подготвени STEAM и ИТ учители.
Вярвайки в идеята, че българската ИТ общност може да помогне за решаването на проблема, през 2020 г. по инициатива на СофтУни Фондацията стартира проект за създаване на безплатно учебно съдържание по програмиране и ИТ за учители в подкрепа на училищното технологично образование. Проектът е със свободен лиценз в GitHub: https://github.com/BG-IT-Edu. Учителите получават безплатно богат комплект от съвременни учебни материали с високо качество: презентации, постъпкови ръководства, задачи за упражнения и практически проекти, окомплектовани с насоки, подсказки и решения, безплатна система за автоматизирано тестване на решенията и други учебни ресурси, на български и английски език.
Създадени са голяма част от учебните курсове за професиите "Приложен програмист", "Системен програмист" и "Програмист" в професионалните гимназии. Амбицията на проекта е да се създадат свободни учебни материали и за обученията в профил "Софтуерни и хардуерни науки" в профилираните гимназии.
Целта на проекта “Свободно ИТ учебно съдържание за учители” е да подпомогне българския ИТ учител с качествени учебни материали, така че да преподава на добро ниво и със съвременни технологии и инструменти, за да положи основите на подготовката на бъдещите ИТ специалисти и дигитални лидери на България.
В лекцията разказвам за училищното образование по програмиране и ИТ, за професионалните и профилираните гимназии, свързани с програмиране и ИТ, за STEM кабинетите, за българските ИТ учители и тяхната подготовка, за проблемите с които те се срещат, за липсата на учебници и учебни материали по програмиране, ИТ и по техническите дисциплини и как можем да помогнем на ИТ учителите.
BG-IT-Edu: отворено учебно съдържание за ИТ учителиSvetlin Nakov
Отворено учебно съдържание по програмиране и ИТ за учители
Безплатни учебни курсове и ресурси за ИТ учители
Разработени курсове към 03/2024 г. в BG-IT-Edu
https://github.com/BG-IT-Edu
Качествени учебни курсове (учебно съдържание) за ИТ учители: презентации + примери + упражнения + проекти + задачи за изпитване + judge система + насоки за учителите
Достъпни безплатно, под отворен лиценз CC-BY-NC-SA
Разработени от СофтУни Фондацията, по инициатива и под надзора на д-р Светлин Наков
Научете повече тук: https://nakov.com/blog/2024/03/27/bg-it-edu-open-education-content-for-it-teachers/
APOGEE: иновативна платформа за изграждане на интелигентни адаптивни видео иг...Boyan Bontchev
Представена на <a href="https://events.ictmedia.bg/event/92#schedule" target="_blank"> 14 Национална конференция по Е-образование</a>, 25 октомври, 2018г., София
Резултати от изпълнение на проект АПОГЕЙ (ДН 12/7 от 15.12.2017г.)bbontchev
Представяне на резултати от изпълнение на проекти, финансирани от ФНИ към МОН
4 юли, София, България - резултати от изпълнение на проект АПОГЕЙ (ДН 12/7 от 15.12.2017г.)
Геминг, геймификация или игра в учебно-възпитателната дейност в детската град...Vladimira Teneva
Презентацията представя разликите между гейминг, геймификация и игра в процеса на обучение. Акцентът пада върху дидактичните игри, като част от игрите, използвани като инструмент за педагогическо взаимодействие.
Свободно ИТ учебно съдържание за учители по програмиране и ИТSvetlin Nakov
В тази сесия разказвам за училищното образование по програмиране и ИТ, за професионалните и профилираните гимназии, свързани с програмиране и ИТ, за STEM кабинетите, за българските ИТ учители и тяхната подготовка, за проблемите, с които те се сблъскват, и как можем да им помогнем чрез проекта „Свободно учебно съдържание по програмиране и ИТ“: https://github.com/BG-IT-Edu.
Open Fest 2021, 14 август, София
В света се засилва тенденцията за установяване на STEAM образованието като двигател на научно-техническия прогрес чрез развитие на интердисциплинарни умения в сферата на природните науки, математиката, информационните технологии, инженерните науки и изкуствата в училищна възраст. С масовото изграждане на STEAM лаборатории в българските училища се изостря недостига на добре подготвени STEAM и ИТ учители.
Вярвайки в идеята, че българската ИТ общност може да помогне за решаването на проблема, през 2020 г. по инициатива на СофтУни Фондацията стартира проект за създаване на безплатно учебно съдържание по програмиране и ИТ за учители в подкрепа на училищното технологично образование. Проектът е със свободен лиценз в GitHub: https://github.com/BG-IT-Edu. Учителите получават безплатно богат комплект от съвременни учебни материали с високо качество: презентации, постъпкови ръководства, задачи за упражнения и практически проекти, окомплектовани с насоки, подсказки и решения, безплатна система за автоматизирано тестване на решенията и други учебни ресурси, на български и английски език.
Създадени са голяма част от учебните курсове за професиите "Приложен програмист", "Системен програмист" и "Програмист" в професионалните гимназии. Амбицията на проекта е да се създадат свободни учебни материали и за обученията в профил "Софтуерни и хардуерни науки" в профилираните гимназии.
Целта на проекта “Свободно ИТ учебно съдържание за учители” е да подпомогне българския ИТ учител с качествени учебни материали, така че да преподава на добро ниво и със съвременни технологии и инструменти, за да положи основите на подготовката на бъдещите ИТ специалисти и дигитални лидери на България.
В лекцията разказвам за училищното образование по програмиране и ИТ, за професионалните и профилираните гимназии, свързани с програмиране и ИТ, за STEM кабинетите, за българските ИТ учители и тяхната подготовка, за проблемите с които те се срещат, за липсата на учебници и учебни материали по програмиране, ИТ и по техническите дисциплини и как можем да помогнем на ИТ учителите.
BG-IT-Edu: отворено учебно съдържание за ИТ учителиSvetlin Nakov
Отворено учебно съдържание по програмиране и ИТ за учители
Безплатни учебни курсове и ресурси за ИТ учители
Разработени курсове към 03/2024 г. в BG-IT-Edu
https://github.com/BG-IT-Edu
Качествени учебни курсове (учебно съдържание) за ИТ учители: презентации + примери + упражнения + проекти + задачи за изпитване + judge система + насоки за учителите
Достъпни безплатно, под отворен лиценз CC-BY-NC-SA
Разработени от СофтУни Фондацията, по инициатива и под надзора на д-р Светлин Наков
Научете повече тук: https://nakov.com/blog/2024/03/27/bg-it-edu-open-education-content-for-it-teachers/
Generation of Educational 3D Maze Games for Carpet Handicraft in BulgariaBoyan Bontchev
Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication in Bulgaria since 17th century until modern days. The game was automatically generated by means of declarative description of the maze pro-cessed by an open software tool named Maze Builder and built on top of Unity game platform and specially designed for automatic generation and easy modifi-cation of maze video games. There are explained the maze game design process, the educational tasks embedded into the maze, and a practical experiment con-ducted with the generated game. The initial results obtained from these experi-ments are very positive and encouraging with regard of playability of such edu-cational mazes and, as well, concerning their easy and straightforward generation by educators, who are not IT professionals.
Assessing Engagement in an Emotionally-Adaptive Applied GameBoyan Bontchev
In recent years, the interest to the area of computer games for educational purposes increased due to their positive outcomes and effects in technology-enhanced learning. One of their chief merits is retaining the learning motivation and engagement of players during all time of the game. Therefore, it is necessary educational games to be able to adjust their features such as task difficulty, object speed, learning content, etc. according to the current emotional state of the player and, as well, to his/her playing style. In this paper, we present a dynamic mechanism for affective game adaptation based on both emotion and arousal estimation. The mechanism is implemented within an applied video game named “Rush for Gold” designed for implicit recognition of playing or learning styles. The paper outlines, analyzes and discusses results of an experimental study related to player´s engagement in affective applied adaptation.
Reusing Components from Cultural Heritage Games – the RAGE Project Approach (...Boyan Bontchev
Video games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. Each video game is implemented using set of valuable artifacts (components) reflecting technological, socioeconomic and historical issues. These software components are known as software assets, which are key output of the RAGE project. They can be used by game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities, including emotion detection, intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper, we present the RAGE asset model and asset metadata model, highlighting key issues and challenges in constructing RAGE assets and using asset metadata model with flexible metadata editor, facilitating both adaptation and improvement of the asset metadata model.
Educational video games for Bulgarian orthodox iconographyBoyan Bontchev
Technology-enhanced learning applies video games as research, teaching or measurement tools helping teachers to stimulate learning by experiencing novelty, challenge and engagement in development of various skills and competences. There are proposed many educational games providing high level of learner’s motivation and contributing to the effectiveness of teaching process, however, teachers are still unable to build customize games appropriately fitting the curriculum content. The paper presents an educational 3D maze video game introducing Bulgarian orthodox iconography. The maze game is defined declaratively as structure and learning content and, next, is generated by means of a special software platform for generation of customizable desktop video maze games for education. Initial experimental results show high level of immersion, followed by presence in virtual environment, flow, and absorption.
An Educational 3D Maze Game for Bulgarian Orthodox IconographyBoyan Bontchev
Thanks to their specific characteristics, educational video games make game-based learning more effective than traditional teaching approaches with regard of students’ motivation, engagement, and learning outcomes. This demonstrator presents an educational 3D maze video game introducing Bulgarian Orthodox iconography. The structure and learning content of the maze game are defined declaratively by applying several contemporary teaching methods and learning scenarios for Orthodox iconographic art study. Next, the game is generated by means of a special software platform for creation of customizable desktop video maze games for education. The demonstrator outlines both the game design and development processes and provides a tour through the generated educational maze rooms and tunnels. It shows how the game can be adapted according player’s achievements, emotions and performance.
Serious Games for and as Cultural Heritage (Plenary Lecture)Boyan Bontchev
Contemporary methods of preserving cultural heritage rely highly on digitization and archiving as foundations for developing various virtual heritage applications. During last two decades, video games proved to be an interactive visual media able to incorporate virtual heritage in amazing and highly appealing way. At the same time, each video game represents a valuable artifact reflecting technological, socioeconomic and historical issues of its creation. Therefore, video games are an essential and integrated part of modern cultural heritage and themselves need preservation efforts. The present paper discusses video games as a modern tool for presenting cultural heritage by integrating art, storytelling and digital technology. It focuses on both entertainment games and serious games for cultural heritage and provides some illustrative examples of such games with discussing their approach and novelty. On the other hand, video games are viewed as interactive artifacts been a valuable part of modern cultural heritage, which requires specific efforts for their preservation together with technological platforms and gaming environment.
PLAYER-CENTRIC ADAPTATION IN EDUCATIONAL VIDEO GAMESBoyan Bontchev
In recent decades, video games have proved not only as entertainment media, which develops intellectual and social skills, but also as a mean for technology-supported learning. Both serious and entertainment ames apply effective methods to adapt the gaming process to the characteristics of individual players. This presentation discusses a comprehensive player model used for dynamic adaptation of mechanics, dynamics and audio-visual parameters of the game. Player´s emotions and attention are determined during the game by analyzing facial expressions and skin conductivity, while the style of playing is determined implicitly based on monitoring of selected metrics characterizing the gaming process. These features of the player are used for dynamic and personalized control of the adaptation of the game, leading to greater involvement and interest in playing learning games, and hence - to better performance and usability of the game
The presented results are achieved within the project ADAPTIMES (ADAPTIve player-centric serious video gaMES), FP7 PEOPLE, Marie Curie Actions.
Учебни видео-игри с адаптация по емоции и стил на игра Boyan Bontchev
Описание на изследователския експеримент по проект ADAPTIMES, включващ гейм сесия с 4 учебни видео игри:
- Rush for Gold - за неявно определяне на стил на играене, с използване на адаптация по емоции
- STRAMAG (STRAtegic MAnagement Game)
- 3D quiz game (игра за оценяване)
- 3D zoom puzzle (игра за подреждане на контекстно-зависими изображения)
Holistic player modeling for controlling adaptation in video gamesBoyan Bontchev
Adaptation to player’s context is crucial issue in player-centric video games. It is realized at run time according to measurable player behavior and, hence, provides a huge potential for creating an augmented player experience with higher level of fun and satisfaction. Adaptation mechanisms applied to player-centric games have proven success in generating more pleasurable and immersive gameplay for entertainment games and better learning for serious games. The present holistic player-centric model is suited for adaptation control for any type of video game but especially for applied games where gameplay should fit performance, emotional state and style of individual learner. The outlined preliminary results of a case study with such an applied adaptive video game proves that adaptation of game mechanics, dynamics and aesthetics based on player´s performance and emotions model provides enhanced learning experiences.
Adaptation in Applied Video Games: from Player Modelling to Dynamic Game Adj...Boyan Bontchev
Serious video games are widely applied in education, health, safety and training and, thus, help modern e-society in building efficiently knowledge, problem-solving and soft skills, creativity and conceptual thinking. However, though their proven social and cultural impact, applied games require relatively high production costs and offer lower perceived quality compared to the contemporary entertainment games. One promising solution of this problem is creation of adaptive applied video games, which identify implicitly specifics of each individual player (learner) during the game and use them to adjust dynamically some game tasks and features for fitting best that individual. Therefore, adaptive video games need solid modelling of player competences, emotions and styles, in order to achieve better player experiences and, hence, an enhanced overall playability.
The invited talk discusses modern trends and challenges in recent development and application of adaptive video games. It goes through theoretical behavior player models describing dynamic processes of player behavior and emotions during playing the game, and organizational models of player describing properties, attributes and facets of player’s competences. There are discussed possible interconnections among them with time and model space constrains useful for affect-based game adaptation. The speech presents briefly the key ideas and results of the European project ADAPTIMES (ADAPTIve player-centric serious video gaMES), where measuring player’s performance and playing styles is combined with recognition of player’s emotional states and applied for adapting dynamically features of game mechanics, dynamics and aesthetics in order to improve player’s engagement, immersion, excitement, and challenge.
Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15, ISBN: 978-84-606-8243-1, Barcelona, Spain, 6-8 July, 2015, pp.6943-6950.
Abstract
In last two decades, educational video games have been proven as a modern platform able to enhance substantially traditional e-learning in K12 and higher education. Many recent studies demonstrate using such video games tends to be effective in helping students to obtain new knowledge and to develop useful practical skills; however, lacking free tools and platforms for creation and customization of educational games hampers their mass usage. The paper presents an open software platform for easy creation and flexible customization of video games for teaching students in any subject based on 3D mazes and embedded mini-games for assessment or fostering visual skills and creativity. Teachers can construct easily customizable mazes in their educational domain as a non-restricted hierarchical graph allowing non-linear student gameplay and, next, customize maze nodes using a property editor by shaping each node as they like and by adding multimedia content to it. Playing such maze games, students can learn new ideas, concepts and theories while exploring the customized 3D maze at each hierarchy level for finding the final maze node which may contain some special gift for them. As well, they can play several embedded mini-games for developing fine-motor brain skills, visual and spatial thinking, context-based reasoning and entrepreneurial creativity. The reported results of first field trial are very promising in terms of high appreciation by master students of the created 3D maze video games.
Generation of Educational 3D Maze Games for Carpet Handicraft in BulgariaBoyan Bontchev
Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication in Bulgaria since 17th century until modern days. The game was automatically generated by means of declarative description of the maze pro-cessed by an open software tool named Maze Builder and built on top of Unity game platform and specially designed for automatic generation and easy modifi-cation of maze video games. There are explained the maze game design process, the educational tasks embedded into the maze, and a practical experiment con-ducted with the generated game. The initial results obtained from these experi-ments are very positive and encouraging with regard of playability of such edu-cational mazes and, as well, concerning their easy and straightforward generation by educators, who are not IT professionals.
Assessing Engagement in an Emotionally-Adaptive Applied GameBoyan Bontchev
In recent years, the interest to the area of computer games for educational purposes increased due to their positive outcomes and effects in technology-enhanced learning. One of their chief merits is retaining the learning motivation and engagement of players during all time of the game. Therefore, it is necessary educational games to be able to adjust their features such as task difficulty, object speed, learning content, etc. according to the current emotional state of the player and, as well, to his/her playing style. In this paper, we present a dynamic mechanism for affective game adaptation based on both emotion and arousal estimation. The mechanism is implemented within an applied video game named “Rush for Gold” designed for implicit recognition of playing or learning styles. The paper outlines, analyzes and discusses results of an experimental study related to player´s engagement in affective applied adaptation.
Reusing Components from Cultural Heritage Games – the RAGE Project Approach (...Boyan Bontchev
Video games proved to be an attractive media for presenting cultural heritage issues. They can use virtual worlds to present cultural and historic information in amazing and highly appealing way. Each video game is implemented using set of valuable artifacts (components) reflecting technological, socioeconomic and historical issues. These software components are known as software assets, which are key output of the RAGE project. They can be used by game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities, including emotion detection, intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper, we present the RAGE asset model and asset metadata model, highlighting key issues and challenges in constructing RAGE assets and using asset metadata model with flexible metadata editor, facilitating both adaptation and improvement of the asset metadata model.
Educational video games for Bulgarian orthodox iconographyBoyan Bontchev
Technology-enhanced learning applies video games as research, teaching or measurement tools helping teachers to stimulate learning by experiencing novelty, challenge and engagement in development of various skills and competences. There are proposed many educational games providing high level of learner’s motivation and contributing to the effectiveness of teaching process, however, teachers are still unable to build customize games appropriately fitting the curriculum content. The paper presents an educational 3D maze video game introducing Bulgarian orthodox iconography. The maze game is defined declaratively as structure and learning content and, next, is generated by means of a special software platform for generation of customizable desktop video maze games for education. Initial experimental results show high level of immersion, followed by presence in virtual environment, flow, and absorption.
An Educational 3D Maze Game for Bulgarian Orthodox IconographyBoyan Bontchev
Thanks to their specific characteristics, educational video games make game-based learning more effective than traditional teaching approaches with regard of students’ motivation, engagement, and learning outcomes. This demonstrator presents an educational 3D maze video game introducing Bulgarian Orthodox iconography. The structure and learning content of the maze game are defined declaratively by applying several contemporary teaching methods and learning scenarios for Orthodox iconographic art study. Next, the game is generated by means of a special software platform for creation of customizable desktop video maze games for education. The demonstrator outlines both the game design and development processes and provides a tour through the generated educational maze rooms and tunnels. It shows how the game can be adapted according player’s achievements, emotions and performance.
Serious Games for and as Cultural Heritage (Plenary Lecture)Boyan Bontchev
Contemporary methods of preserving cultural heritage rely highly on digitization and archiving as foundations for developing various virtual heritage applications. During last two decades, video games proved to be an interactive visual media able to incorporate virtual heritage in amazing and highly appealing way. At the same time, each video game represents a valuable artifact reflecting technological, socioeconomic and historical issues of its creation. Therefore, video games are an essential and integrated part of modern cultural heritage and themselves need preservation efforts. The present paper discusses video games as a modern tool for presenting cultural heritage by integrating art, storytelling and digital technology. It focuses on both entertainment games and serious games for cultural heritage and provides some illustrative examples of such games with discussing their approach and novelty. On the other hand, video games are viewed as interactive artifacts been a valuable part of modern cultural heritage, which requires specific efforts for their preservation together with technological platforms and gaming environment.
PLAYER-CENTRIC ADAPTATION IN EDUCATIONAL VIDEO GAMESBoyan Bontchev
In recent decades, video games have proved not only as entertainment media, which develops intellectual and social skills, but also as a mean for technology-supported learning. Both serious and entertainment ames apply effective methods to adapt the gaming process to the characteristics of individual players. This presentation discusses a comprehensive player model used for dynamic adaptation of mechanics, dynamics and audio-visual parameters of the game. Player´s emotions and attention are determined during the game by analyzing facial expressions and skin conductivity, while the style of playing is determined implicitly based on monitoring of selected metrics characterizing the gaming process. These features of the player are used for dynamic and personalized control of the adaptation of the game, leading to greater involvement and interest in playing learning games, and hence - to better performance and usability of the game
The presented results are achieved within the project ADAPTIMES (ADAPTIve player-centric serious video gaMES), FP7 PEOPLE, Marie Curie Actions.
Учебни видео-игри с адаптация по емоции и стил на игра Boyan Bontchev
Описание на изследователския експеримент по проект ADAPTIMES, включващ гейм сесия с 4 учебни видео игри:
- Rush for Gold - за неявно определяне на стил на играене, с използване на адаптация по емоции
- STRAMAG (STRAtegic MAnagement Game)
- 3D quiz game (игра за оценяване)
- 3D zoom puzzle (игра за подреждане на контекстно-зависими изображения)
Holistic player modeling for controlling adaptation in video gamesBoyan Bontchev
Adaptation to player’s context is crucial issue in player-centric video games. It is realized at run time according to measurable player behavior and, hence, provides a huge potential for creating an augmented player experience with higher level of fun and satisfaction. Adaptation mechanisms applied to player-centric games have proven success in generating more pleasurable and immersive gameplay for entertainment games and better learning for serious games. The present holistic player-centric model is suited for adaptation control for any type of video game but especially for applied games where gameplay should fit performance, emotional state and style of individual learner. The outlined preliminary results of a case study with such an applied adaptive video game proves that adaptation of game mechanics, dynamics and aesthetics based on player´s performance and emotions model provides enhanced learning experiences.
Adaptation in Applied Video Games: from Player Modelling to Dynamic Game Adj...Boyan Bontchev
Serious video games are widely applied in education, health, safety and training and, thus, help modern e-society in building efficiently knowledge, problem-solving and soft skills, creativity and conceptual thinking. However, though their proven social and cultural impact, applied games require relatively high production costs and offer lower perceived quality compared to the contemporary entertainment games. One promising solution of this problem is creation of adaptive applied video games, which identify implicitly specifics of each individual player (learner) during the game and use them to adjust dynamically some game tasks and features for fitting best that individual. Therefore, adaptive video games need solid modelling of player competences, emotions and styles, in order to achieve better player experiences and, hence, an enhanced overall playability.
The invited talk discusses modern trends and challenges in recent development and application of adaptive video games. It goes through theoretical behavior player models describing dynamic processes of player behavior and emotions during playing the game, and organizational models of player describing properties, attributes and facets of player’s competences. There are discussed possible interconnections among them with time and model space constrains useful for affect-based game adaptation. The speech presents briefly the key ideas and results of the European project ADAPTIMES (ADAPTIve player-centric serious video gaMES), where measuring player’s performance and playing styles is combined with recognition of player’s emotional states and applied for adapting dynamically features of game mechanics, dynamics and aesthetics in order to improve player’s engagement, immersion, excitement, and challenge.
Proc. of 7th Int. Conf. on Education and New Learning Technologies EDULEARN15, ISBN: 978-84-606-8243-1, Barcelona, Spain, 6-8 July, 2015, pp.6943-6950.
Abstract
In last two decades, educational video games have been proven as a modern platform able to enhance substantially traditional e-learning in K12 and higher education. Many recent studies demonstrate using such video games tends to be effective in helping students to obtain new knowledge and to develop useful practical skills; however, lacking free tools and platforms for creation and customization of educational games hampers their mass usage. The paper presents an open software platform for easy creation and flexible customization of video games for teaching students in any subject based on 3D mazes and embedded mini-games for assessment or fostering visual skills and creativity. Teachers can construct easily customizable mazes in their educational domain as a non-restricted hierarchical graph allowing non-linear student gameplay and, next, customize maze nodes using a property editor by shaping each node as they like and by adding multimedia content to it. Playing such maze games, students can learn new ideas, concepts and theories while exploring the customized 3D maze at each hierarchy level for finding the final maze node which may contain some special gift for them. As well, they can play several embedded mini-games for developing fine-motor brain skills, visual and spatial thinking, context-based reasoning and entrepreneurial creativity. The reported results of first field trial are very promising in terms of high appreciation by master students of the created 3D maze video games.
Video Games for Education by ADAPTIMES (ADAPTIve player-centric serious vid...
APOGEE - smArt adaPtive videO GamEs for Education: ГЕНЕРИРАНЕ НА АДАПТИВНИ ОБРАЗОВАТЕЛНИ ИГРИ
1. APOGEE - smArt adaPtive videO GamEs for Education
ГЕНЕРИРАНЕ НА АДАПТИВНИ
ОБРАЗОВАТЕЛНИ ИГРИ
Боян Бончев
катедра Софтуерни технологии,
ФМИ – СУ „Св. Кл. Охридски“
27 март, 2018
2. Въведение
Henry Ford:
Всеки, който продължава обучението си, остава
млад.
Най-великото нещо в живота е да запазите ума си
млад.
Всички игри поддържат съзнанието ни младо.
Компютърните игри са ефективно средство за
запазване на интереса на обучаващите се, като
привличат вниманието им много повече от
традиционните подходи
2
3. Компютърните видео игри като нова медия
Генериране на образователни игри
Източник:
Hitbox Team
APOGEE 3
7. Генериране на образователни игри
Сериозни игри
“Сериозна игра (т. нар. приложна игра) е тази, чиято
основна цел е различна от чисто забавление”
(Abt, 1970)
“Сериозната игра е видео игра, в която обучението е
основна цел, вместо забавлението”
(Micheal & Chen, 2006)
7
APOGEE 7
8. Видове сериозни видео игри за обучение 1/2
1. 3D ролеви (приключенски) игри за специфична
научна или културна област - включват игри за
езиково обучение и игри за придобиване на
междукултурни умения, вкл. традиции и навици
(Bontchev, DIPP’2015)
2. Интерактивни виртуални музеи и среди – често
включват задачи и викторини за преосмисляне на
учебния материал
3. Исторически документални игри, прототипи и
демонстратори – за определена историческа епоха,
като използват все по-реалистични поведенчески
визуални симулации с историческа точност
(Fullerton, 2008)
Генериране на образователни игриAPOGEE 8
9. Видове сериозни видео игри за обучение 2/2
4. Игри за маса и логически игри, използвани за
образователни цели - използват структурирано
учебно съдържание, показано в пъзели, анаграми
и т.н. (Bontchev, 2012)
5. Симулатори и тренажори - например симулатор за
управление на автомобил, на самолет и др.
6. Игри за социална комуникация и придобиване на
знания
Генериране на образователни игриAPOGEE 9
10. Сериозни проблеми със сериозните игри
По-високи разходи за разработка
По-ниска привлекателност в сравнение с
развлекателните игри
Труден преход между учебния дизайн и вграждането
му в играта - как механика на играта влияе и
взаимодейства с учебния материал
Оценка - ефективно проследяване и анализ на
правилните параметри, свързани с напредъка на
учащите
Как трябва да се използват психологическите теории
при проектирането на реалистични и убедителни
компютърни играчи?
Персонализация и адаптация
Генериране на образователни игри
D1.6 GALA Roadmap 2, Nov. 2011
APOGEE 10
11. Нашата мотивация
Научно-изследователският проект APOGEE
(2018 -2020),
финансиран от Българския фонд за научни
изследвания,
е насочен към създаване и практическо
валидиране на
иновативна отворена софтуерна платформа за
лесно създаване на умни и адаптивни видео
игри за обучение
Генериране на образователни игри
http://www.apogee.online/
APOGEE 11
12. Цели на проект APOGEE 1/2
Изграждане, генериране и персонализиране на
образователни видео игри, основаващи се на
формален описателен модел, включващ семантично
структуриране на учебно съдържание
Динамично адаптиране на параметрите на
създадените образователни видео игри според
резултатите, възбудата и емоционалното състояние
на отделния играч
Генериране на образователни игриAPOGEE 12
13. Цели на проект APOGEE 2/2
Три-измерните виртуалните персонажи (герои) в играта
ще имат връзка с интелигентни агенти, които отговарят
на въпросите на играча, като използват знания и факти,
извлечени от лексикални корпуси с учебно съдържание,
като например учебници и уеб страници;
Валидирането както на методологията, така и на
платформата за създаване на интелигентни адаптивни
видео игри ще се извърши чрез практически
експерименти за създаване на игри за обучение по
средновековна история на България от педагози и
учители.
Генериране на образователни игриAPOGEE 13
14. Какъв тип образователни игри ще бъдат
генерирани? 1/2
Предлагаме образователни игри-лабиринти, защото:
Лабиринтите широко се използват в забавните игри и
това ги прави много подходящи за интерактивно
представяне на съдържание, като виртуални музеи и
други интерактивни среди
Лабиринтите могат да се използват в различни 3D
игри за ролеви игри / приключения, прилагани в
специфична научна или културна област - играчът
изследва образователното съдържание в лабиринта,
като избира как да се движи от едно място на друго
Решаване на различни учебни задачи, разположени в
залите на лабиринта
Лабиринтна графика, възли, задачи, аудио и др. –
описани в XML документГенериране на образователни игриAPOGEE 14
15. Какъв тип образователни игри ще бъдат
генерирани? 2/2
Освен това, лабиринтите могат да се комбинират с
други вградени мини-игри (напр. пъзели, за памет, и
др.), разположени на подходящи места, което ги
прави подходящи за обучение за всеки учебен
предмет
Свързаността на лабиринта може да се определя от
структурирането на учебния материал
Подходящи са за персонализация и адаптация - при
преминаване от стая в стая, играчът трябва да реши
допълнителни учебни задачи, съответстващи на
неговите познания и резултати
Могат да имат интелигентни компютърни играчи за
обучение/подпомагане на учащия
Генериране на образователни игриAPOGEE 15
16. Manually
created XML
document +
audio/video
content
Unity3D API
Unity3D Game
Editor
Didactic
game tasks
Maze Builder Online games
Unity3D game
engine
(browser plugin)
Game
managers
3D maze
Текущ прототип на платформата
Генериране на образователни игриAPOGEE 16
17. Забележка: блоковете с пунктирана линия са бъдещи разширения
Textual content
Graphics
Audio content
Generated
XML +
A/V
content
Unity3D API
Unity3D Game
Editor
Didactic
game tasks
Metadata
(XSD)
Graph Editor
Didactic tasks
Property Editor
Maze Editor Maze Builder
Virtual
players
Intelligent Q&A
agents
Online games
Unity3D game
engine
(browser plugin)
Adaptive game
managers
Virtual players
3D maze
Бъдещ прототип на платформата
Генериране на образователни игри
Automatic
game
generation
APOGEE 17
18. Съществуващи платформи за автоматично
създаване на сериозни игри
Критерии/
решение Quandary Qedoc Quiz
Maker ADAPTIMES Maze Builder
Разпространение Web Desktop Desktop Desktop/Web/
Mobile/Console
Тип 2D 2D 3D 3D
Игрова
платформа None None None Unity 3D
Програмен език None None Python C#
Учебни ресурси slides, test
questions
slides, test
questions,
learning games
slides, test
questions,
arranging images
slides, test
questions,
arranging 3D
objects, hidden 3D
objects
Персонализиране
images,
music,
video, font
images, font,
sound effects Textures, rooms Textures, images,
music
Отворен код No No Yes Yes
Цена Free Free Licensed Free
Генериране на образователни игриAPOGEE 18
19. Текущ работен процес
Генериране на образователни игри
Unity 3D
Game Platform
Maze Builder
Custom
Package
XML Maze
Description
Game Assets
(text, images,
audio)
3D
Maze
3D Maze
Game
Read
Import
Generate
Build
Import
Arrange
4
мин.
1 седмица
5 мин.
4 дни 2 с
20 с
3 ч.
12 мин.
За колко време се
създава лабиринт с 6
зали?
APOGEE 19