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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)
bbontchev@fmi.uni-sofia.bg, dessi@cc.bas.bg, lubomil@gmail.com
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
2
ICERI’201614-16 of November, 2016 Seville, Spain
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
ICERI’201614-16 of November, 2016 Seville, Spain
3
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
ICERI’201614-16 of November, 2016 Seville, Spain
4
ICERI’201614-16 of November, 2016 Seville, Spain
5
Maze Editor
Transitions
table
Property Editor
Titles …
Texts …
Graphics …
Python
Scripts
Brainstorm
API
3D Maze
Game Engine
Brainstorm
Run Time
Environment
Embedded
Mini-Games
3D
video
game
Property
Metadata
Graph Editor
Generation of maze video games
A software architecture of a platform for generation of
customizable video maze games for education
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.
ICERI’201614-16 of November, 2016 Seville, Spain
6
Structure of the Maze game
ICERI’201614-16 of November, 2016 Seville, Spain
7
Partial view of the introduction room of
the maze
ICERI’201614-16 of November, 2016 Seville, Spain
8
View of one of the maze tunnels
ICERI’201614-16 of November, 2016 Seville, Spain
9
View of one of the 3D quizzes
ICERI’201614-16 of November, 2016 Seville, Spain
10
View of one of the 3D Zoom game
ICERI’201614-16 of November, 2016 Seville, Spain
11
Flow mental state as function of challenge and
player’s ability/skills (Csikszentmihalyi, 1997)
ICERI’201614-16 of November, 2016 Seville, Spain
12
LowChallenge/ComplexityHigh
Individual
average
Anxiety Arousal Flow
Worry
Apathy Boredom Relaxation
Low Skills High
Control
Post-game survey - Game Engagement
Questionnaire (Brockmyer et al., 2009)
ICERI’201614-16 of November, 2016 Seville, Spain
13
Term Game Mean SD
Presence
Maze 3.8125 0.7741
3D Quiz 3.8854 0.7147
3D Zoom 3.9375 0.6645
Absorption
Maze 2.8646 0.7766
3D Quiz 2.8021 0.6875
3D Zoom 2.8333 0.6981
Flow
Maze 3.1417 0.5587
3D Quiz 3.1375 0.5089
3D Zoom 3.1625 0.5131
Immersion
Maze 3.9583 1.1971
3D Quiz 4.1667 1.0495
3D Zoom 4.3750 0.8242
Engagement
Maze 3.4443 0.6267
3D Quiz 3.4979 0.5065
3D Zoom 3.5771 0.4210
Video demonstration
See gameplay video at:
https://youtu.be/P4rMkLXp_IM
14
ICERI’201614-16 of November, 2016 Seville, Spain
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.
15
ICERI’201614-16 of November, 2016 Seville, Spain
Thank you for your attention!
 Questions and/or proposals?
 Boyan Bontchev, bbontchev@fmi.uni-sofia.bg
16
ICERI’201614-16 of November, 2016 Seville, Spain

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Educational video games for Bulgarian orthodox iconography

  • 1. 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) bbontchev@fmi.uni-sofia.bg, dessi@cc.bas.bg, lubomil@gmail.com
  • 2. 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 2 ICERI’201614-16 of November, 2016 Seville, Spain
  • 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 ICERI’201614-16 of November, 2016 Seville, Spain 3
  • 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 ICERI’201614-16 of November, 2016 Seville, Spain 4
  • 5. ICERI’201614-16 of November, 2016 Seville, Spain 5 Maze Editor Transitions table Property Editor Titles … Texts … Graphics … Python Scripts Brainstorm API 3D Maze Game Engine Brainstorm Run Time Environment Embedded Mini-Games 3D video game Property Metadata Graph Editor Generation of maze video games A software architecture of a platform for generation of customizable video maze games for education
  • 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. ICERI’201614-16 of November, 2016 Seville, Spain 6
  • 7. Structure of the Maze game ICERI’201614-16 of November, 2016 Seville, Spain 7
  • 8. Partial view of the introduction room of the maze ICERI’201614-16 of November, 2016 Seville, Spain 8
  • 9. View of one of the maze tunnels ICERI’201614-16 of November, 2016 Seville, Spain 9
  • 10. View of one of the 3D quizzes ICERI’201614-16 of November, 2016 Seville, Spain 10
  • 11. View of one of the 3D Zoom game ICERI’201614-16 of November, 2016 Seville, Spain 11
  • 12. Flow mental state as function of challenge and player’s ability/skills (Csikszentmihalyi, 1997) ICERI’201614-16 of November, 2016 Seville, Spain 12 LowChallenge/ComplexityHigh Individual average Anxiety Arousal Flow Worry Apathy Boredom Relaxation Low Skills High Control
  • 13. Post-game survey - Game Engagement Questionnaire (Brockmyer et al., 2009) ICERI’201614-16 of November, 2016 Seville, Spain 13 Term Game Mean SD Presence Maze 3.8125 0.7741 3D Quiz 3.8854 0.7147 3D Zoom 3.9375 0.6645 Absorption Maze 2.8646 0.7766 3D Quiz 2.8021 0.6875 3D Zoom 2.8333 0.6981 Flow Maze 3.1417 0.5587 3D Quiz 3.1375 0.5089 3D Zoom 3.1625 0.5131 Immersion Maze 3.9583 1.1971 3D Quiz 4.1667 1.0495 3D Zoom 4.3750 0.8242 Engagement Maze 3.4443 0.6267 3D Quiz 3.4979 0.5065 3D Zoom 3.5771 0.4210
  • 14. Video demonstration See gameplay video at: https://youtu.be/P4rMkLXp_IM 14 ICERI’201614-16 of November, 2016 Seville, Spain
  • 15. 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. 15 ICERI’201614-16 of November, 2016 Seville, Spain
  • 16. Thank you for your attention!  Questions and/or proposals?  Boyan Bontchev, bbontchev@fmi.uni-sofia.bg 16 ICERI’201614-16 of November, 2016 Seville, Spain