Skip to main content

DIZU-EVG – An Instrument for Visualization of Data from Educational Video Games

  • Conference paper
  • First Online:
Software Engineering Research in System Science (CSOC 2023)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 722))

Included in the following conference series:


Designing and creating educational video games is complex, requiring various resources and a team of interdisciplinary specialists. Therefore, to realize these goals, specialized environments and software platforms augmented with various instruments supporting these processes are often used to develop educational video games. This paper is devoted to designing a software instrument to visualize learner and player game session results from their played educational maze video games created and generated on the APOGE platform. The paper is based on the author’s previous research and further develops the instrument and its functionalities and capabilities that it provides to users and creators of educational video games. The paper presents the author’s designed instrument, named DIZU-EVG (Data visualIZation instrUment for Educational Video Games). The paper also presents the extended generalized model of the instrument’s functionalities and a detailed functional model of the instrument’s capabilities for visualizing the data of the respective instrument users. The design and development of such a tool for the visual processing of large volumes of data from the users of educational video games will contribute to many factors that will serve as a basis for the improvement of the designed games and their personalization and adaptation to the needs of the respective users, as well as for an incentive to improve the results of the users themselves (players and learners), based on the visualized results of the game sessions. This will contribute to the enrichment of the educational platform with new possibilities and the realization of improved educational video games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions


  1. Adžić, S., Al-Mansour, J., Naqvi, H., Stambolić, S.: The impact of video games on Students’ educational outcomes. Entertainment Comput. J. 38 (2021).

  2. Tavares, N.: The use and impact of game-based learning on the learning experience and knowledge retention of nursing undergraduate students: a systematic literature review. Nurse Educ. Today J. 117 (2022).

  3. Gordillo, A., López-Fernández, D., Tovar, E.: Comparing the effectiveness of video-based learning and game-based learning using teacher-authored video games for online software engineering education. IEEE Trans. Educ. 65(4), 524–532 (2022).

    Article  Google Scholar 

  4. Vandercruysse, S., Vandewaetere, M., Clarebout, G.: Game-based learning: a review on the effectiveness of educational games. In: Cruz-Cunha, M. (ed.), Handbook of Research on Serious Games as Educational, Business and Research Tools, pp. 628–647. IGI Global (2012).

  5. Pan, L., et al.: How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method. Front. Psychol. 12, 749837 (2021).

  6. Dabbous, M., et al.: The role of game-based learning in experiential education: tool validation, motivation assessment, and outcomes evaluation among a sample of pharmacy students. Educ. Sci. 12, 434 (2022).

  7. Reyes-de-Cózar, S., Ramírez-Moreno, C., Barroso-Tristán, J.M.: A qualitative analysis of the educational value of commercial video games. Educ. Sci. 12, 584 (2022).

  8. Andreeva, A.: Colorful and general-artistic aspects of architecture and design. Viewpoints. In: Aesthetic Achievements of the Exhibition Activities of Technical University—Sofia 2009–2019; Technical University of Sofia (TU-Sofia), Bulgaria, vol. 1, pp. 78–96 (2019)

    Google Scholar 

  9. Andreeva, A.: Conceptual requirements for non-traditional exhibition spaces. Architectural, design and art aspects. Bul. J. Eng. Des. (40), 53–58 (2019). Mechanical Engineering Faculty, Technical University of Sofia (TU-Sofia), ISSN: 1313-7530

    Google Scholar 

  10. Martinez, L., Gimenes, M., Lambert, E.: Entertainment video games for academic learning: a systematic review. J. Educ. Comput. Res. 60(5), 1083–1109 (2022).

    Article  Google Scholar 

  11. Vlachopoulos, D., Makri, A.: The effect of games and simulations on higher education: a systematic literature review. Int. J. Educ. Technol. High. Educ. 14(1), 1–33 (2017).

    Article  Google Scholar 

  12. Cheung, S., Ng, K.: Application of the educational game to enhance student learning. J. Front. Educ. 6 (2021).

  13. Deykov, Y.: Museum of museums. Digitized art in a virtual museum environment. In: Ivanova, M. (ed.) First International Conference Modern Technologies in Cultural Heritage, vol. 1, pp. 45–48. Technical University of Sofia, ISSN: 2367-6523 (2013)

    Google Scholar 

  14. Deykov, Y., Andreeva, A.: Current aspects of the virtual design of expo-environment - gallery, museum, church. In: V International Conference Modern Technologies in Cultural Heritage, vol. 5, pp. 17–22. Technical University of Sofia, ISSN: 2367-6523 (2017)

    Google Scholar 

  15. Terzieva, V., Paunova, E., Bontchev, B., Vassileva, D.: Teachers need platforms for construction of educational video games. In: EDULEARN 2018 Proceedings, pp. 8260–8270 (2018)

    Google Scholar 

  16. 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). SCITEPRESS - Science and Technology Publications, Lda., Setubal, PRT, pp. 491–498 (2019).

  17. APOGEE Project site. Accessed 1 Mar 2023

  18. Bontchev, B., Antonova, A., Terzieva, V., Dankov, Y.: “Let Us Save Venice”—an educational online maze game for climate resilience. Sustainability 14, 7 (2022).

    Article  Google Scholar 

  19. Terzieva, V., Bontchev, B., Dankov, Y., Paunova-Hubenova, E.: How to tailor educational maze games: the student’s preferences. Sustainability 14, 6794 (2022).

    Article  Google Scholar 

  20. Paunova-Hubenova, E., Dankov, Y., Terzieva, V., Vassileva, D., Bontchev, B., Antonova, A.: Ready to play - a comparison of four educational maze games. In: Krouska, A., Troussas, C., Caro, J. (eds.) Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022). NiDS 2022. LNNS, vol. 556, pp. 84–94. Springer, Cham (2023).

  21. Bontchev, B.: Rich educational video mazes as a visual environment for game-based learning. CBU Inter. Conf. Proc. 7, 380–386 (2019). Prague, Czech Republic

    Google Scholar 

  22. Dankov, Y., Birov, D.: General architectural framework for business visual analytics. In: Shishkov, B. (ed.) BMSD 2018. LNBIP, vol. 319, pp. 280–288. Springer, Cham (2018).

    Chapter  Google Scholar 

  23. 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).

    Chapter  Google Scholar 

  24. 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).

    Chapter  Google Scholar 

  25. 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.) Intelligent Systems Design and Applications. ISDA 2023. LNNS. Springer, Cham (2023).

Download references


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

Correspondence to Yavor Dankov .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Dankov, Y. (2023). DIZU-EVG – An Instrument for Visualization of Data from Educational Video Games. In: Silhavy, R., Silhavy, P. (eds) Software Engineering Research in System Science. CSOC 2023. Lecture Notes in Networks and Systems, vol 722. Springer, Cham.

Download citation

Publish with us

Policies and ethics