Abstract
Serious video games are popular tools for applying modern learning practices and strategies to educate learners on different knowledge and skills in a particular domain or discipline. The paper focuses on educational video games as serious games applied in education. The paper presents the use of the specialized Model of the Educational Video Game Designer’s Perspectives, with the help of which the DIZU-EVG (Data visualIZation instrUment for Educational Video Games) tool for visualizing gaming and learning results from educational video games is further developed. Using the model of the designer’s perspectives, this paper develops and presents the Designer-Oriented Process Model of Utilizing The DIZU-EVG Instrument by designers of educational video games. The new model describes in detail the designer-oriented process analysis of the ability of the designers to use the tool functionalities to visualize gaming and learning results. The presented model will contribute to the future development and improvement of the tool. With the help of the DIZU-EVG tool, designers have the opportunity to take advantage of the purposefully designed functionalities of the instrument for visualization of the data for their educational video games and data about learners and players. Using the visualized data on the dashboards, designers can visually analyze all available information and plan meaningful and timely strategic solutions.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
O’Connor, S., et al.: SCIPS: a serious game using a guidance mechanic to scaffold effective training for cyber security. Inf. Sci. 580, 524–540 (2021). https://doi.org/10.1016/j.ins.2021.08.098
Kara, N.: A systematic review of the use of serious games in science education. Contemp. Educ. Technol. 13(2), ep295 (2021). https://doi.org/10.30935/cedtech/9608
Rotter, E., Achenbach, P., Ziegler, B., Göbel, S.: Finding appropriate serious games in vocational education and training: a conceptual approach. In: Costa, C. (ed.) Proceedings of the 16th European Conference on Games Based Learning, vol. 16, no. 1, pp. 473–481 (2022). https://doi.org/10.34190/ecgbl.16.1.577
Tan, C., Nurul‐Asna, H.: Serious games for environmental education. Integr. Conserv. 2(1), 19–42 (2023). https://doi.org/10.1002/inc3.18. Published by John Wiley & Sons Australia, Ltd on Behalf of Xishuangbanna Tropical Botanical Garden (XTBG)
Damaševičius, R., Maskeliūnas, R., Blažauskas, T.: Serious games and gamification in healthcare: a meta-review. Information 14(2), 105 (2023). https://doi.org/10.3390/info14020105
Toader, C.-S., et al.: Exploring students’ opinion towards integration of learning games in higher education subjects and improved soft skills—A comparative study in Poland and Romania. Sustainability 15(10), 7969 (2023). https://doi.org/10.3390/su15107969
Gauthier, A., et al.: Redesigning learning games for different learning contexts: applying a serious game design framework to redesign Stop & Think. Int. J. Child-Comput. Interact. 33, 100503 (2022). https://doi.org/10.1016/J.IJCCI.2022.100503
Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., Petridis, P.: Essential features of serious games design in higher education: linking learning attributes to game mechanics. Br. J. Educ. Technol. 48(4), 972–994 (2017). https://doi.org/10.1111/bjet.12467
Laamarti, F., Eid, M., Saddik, A.: An overview of serious games. Int. J. Comput. Games Technol. 2014, 1–15 (2014). https://doi.org/10.1155/2014/358152
Engström, H., Backlund, P.: Serious games design knowledge - experiences from a decade (+) of serious games development. EAI Endorsed Trans. Serious Games 6, 170008 (2021). https://doi.org/10.4108/eai.27-5-2021.170008
Bontchev, B., Terzieva, V., Paunova-Hubenova, E.: Personalization of serious games for learning. Interact. Technol. Smart Educ. 18(1), 50–68 (2021). https://doi.org/10.1108/ITSE-05-2020-0069
Terzieva, V., Paunova, E., Bontchev, B., Vassileva, D.: Teachers need platforms for construction of educational video games. In: EDULEARN Proceedings. International Academy of Technology, Education and Development (2018). https://doi.org/10.21125/edulearn.2018.1922
Bontchev, B., Vassileva, D., Dankov, Y.: The APOGEE software platform for construction of rich maze video games for education. In: Proceedings of the 14th International Conference on Software Technologies (ICSOFT 2019), pp. 491–498. SCITEPRESS - Science and Technology Publications, Lda, Setubal, PRT (2019). https://doi.org/10.5220/0007930404910498
Dankov, Y., Bontchev, B.: Towards a taxonomy of instruments for facilitated design and evaluation of video games for education. In: Proceedings of the 21st International Conference on Computer Systems and Technologies (CompSysTech 2020), pp. 285–292. Association for Computing Machinery, New York, NY, USA (2020). https://doi.org/10.1145/3407982.3408010
Dankov, Y., Bontchev, B., Terzieva, V.: Design and creation of educational video games using assistive software instruments. In: Ahram, T.Z., Karwowski, W., Kalra, J. (eds.) AHFE 2021. LNNS, vol. 271, pp. 341–349. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-80624-8_42
Dankov, Y., Bontchev, B.: Software instruments for management of the design of educational video games. In: Ahram, T., Taiar, R., Groff, F. (eds.) IHIET-AI 2021. AISC, vol. 1378, pp. 414–421. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-74009-2_53
Dankov, Y.: The game designer’s perspectives and the DIZU-EVG instrument for educational video games. In: Novel & Intelligent Digital Systems: Proceedings of the 3nd International Conference (NiDS 2023). NiDS 2023. LNNS. Springer, Cham (2023)
Dankov, Y.: Conceptual model of a data visualization instrument for educational video games. In: Abraham, A, Pllana, S., Casalino, G., Ma, K., Bajaj, A. (eds.) ISDA 2023. LNNS, vol. 717, pp. 301–309. Springer, Cham (2023). https://doi.org/10.1007/978-3-031-35510-3_29
Dankov, Y.: DIZU-EVG – an instrument for visualization of data from educational video games. In: Silhavy, R., Silhavy, P. (eds.) CSOC 2023. LNNS, vol. 722, pp. 769–778. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-35311-6_73
Dankov, Y.: User-oriented process analysis of using the DIZU-EVG instrument for educational video games. In: Silhavy, R., Silhavy, P. (eds.) CSOC 2023. LNNS, vol. 723, pp. 684–693. Springer, Cham (2022). https://doi.org/10.1007/978-3-031-35317-8_61
Acknowledgements
This research is supported by the Bulgarian Ministry of Education and Science under the National Program “Young Scientists and Postdoctoral Students – 2”.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Dankov, Y. (2023). The Designer-Oriented Process Analysis of Utilizing the DIZU-EVG Instrument for Educational Video Games. In: Kabassi, K., Mylonas, P., Caro, J. (eds) Novel & Intelligent Digital Systems: Proceedings of the 3rd International Conference (NiDS 2023). NiDS 2023. Lecture Notes in Networks and Systems, vol 784. Springer, Cham. https://doi.org/10.1007/978-3-031-44146-2_22
Download citation
DOI: https://doi.org/10.1007/978-3-031-44146-2_22
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-44145-5
Online ISBN: 978-3-031-44146-2
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)