Skip to main content

Conceptual Model of a Data Visualization Instrument for Educational Video Games

  • Conference paper
  • First Online:
Intelligent Systems Design and Applications (ISDA 2022)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 717))

Abstract

The design and creation of specialized instruments that are focused on visualizing gaming and learning results from educational video games will help both learners and players perceive their achieved results, as well as designers and creators of educational video games in the design and creation process of new, improved educational video games within the software platforms for educational video games. In this regard, creators and users of educational video games must have such instruments to facilitate the perception of generated information from the video games played by learners/players. On the other hand, the visualization of the data on the gaming and learning results using various data visualization methods and techniques will provide an easy and understandable way to perceive this valuable information. Therefore, the paper focuses on designing a specialized instrument for visualizing gaming and learning results from educational video games. The paper presents the conceptual model of the instrument and the main functionalities this tool can provide to users of educational video games created and generated within the framework of an educational platform for maze video games for education, in particular, the APOGEE software platform. The paper also presents a detailed conceptual model of the data visualization instrument for managing the account and visualizing data functionalities.

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

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 219.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 279.99
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

Similar content being viewed by others

References

  1. Adams, E.: Fundamentals of Game Design, Third Edition. New Riders, Pearson Education (2014). ISBN: 978-0-321-92967-9

    Google Scholar 

  2. Abt, C.: Serious Games. University Press of America (1987)

    Google Scholar 

  3. Kara, N.: A systematic review of the use of serious games in science education. Contemporary Educ. Technol. 13(2), ep295 (2021)

    Google Scholar 

  4. Laamarti, F., Eid, M., Saddik, A.: An overview of serious games. Int. J. Comput. Games Technol. 2014, Article ID 358152 (2014)

    Google Scholar 

  5. Aleksieva-Petrova, A., Dorothee, A., Petrov, M.: A survey for policies and strategies for ICT implementation in the learning process. In: Proceedings of the 12th International Technology, Education and Development Conference, Valencia, Spain, 5–7 March 2018, pp. 192–197, (2018)

    Google Scholar 

  6. Bakan, U., Bakan, U.: Game-based learning studies in education journals: a systematic review of recent trends. J. Actualidades Pedagógicas, (72), 119–145 (2018), ISSN: 0120–1700

    Google Scholar 

  7. Velaora, C., Dimos, I., Tsagiopoulou, S., Kakarountas, A.: A Game-based learning approach in digital design course to enhance students’ competency. Information 13, 177 (2022)

    Google Scholar 

  8. Darwesh, A.: Concepts of serious game in education. Int. J. Eng. Comput. Sci. 4(12) (2015). ISSN:2319-7242

    Google Scholar 

  9. Boyle, E., et al.: An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. J. Comput, Educ. 94, 178-192 (2015)

    Google Scholar 

  10. Papp, D., Győri, K., Kovács, K.E., Csukonyi, C.: The effects of video gaming on academic effectiveness of higher education students during emergency remote teaching. Hungarian Educ. Res. J. 12(2), 202–212 (2022)

    Google Scholar 

  11. Bontchev, B., Vassileva, D., Aleksieva-Petrova, A., Petrov, M.: Playing styles based on experiential learning theory. Comput. Hum. Behav. 85, 319–328 (2018)

    Article  Google Scholar 

  12. Terzieva, V.; Bontchev, B.; Dankov, Y.; Paunova-Hubenova, E.: How to Tailor Educational Maze Games: The Student’s Preferences. Sustainability 2022, 14, 6794, (2022)

    Google Scholar 

  13. Rüth, M., Birke, A., Kaspar, K.: Teaching with digital games: How intentions to adopt digital game-based learning are related to personal characteristics of pre-service teachers. Br. J. Edu. Technol. 53, 1412–1429 (2022)

    Article  Google Scholar 

  14. Amanatidis, N.: Augmented reality in education and educational games-implementation and evaluation: a focused literature review. Computers Children, 1(1), em002 (2022)

    Google Scholar 

  15. Zirawaga, V.S., Olusanya, A.I., Maduku, T.: Gaming in education: using games as a support tool to teach history. J. Educ. Pract. 8, 55–64 (2017)

    Google Scholar 

  16. Utoyo, A.W.: Video games as tools for education. J. Game, Game Art Gamif. 03(02) (2018)

    Google Scholar 

  17. Bontchev, B.: Rich educational video mazes as a visual environment for game-based learning. In: CBU International Conference on Proceedings., Prague, Czech Republic, vol. 7, pp. 380–386 (2019)

    Google Scholar 

  18. 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: Sofia, Bulgaria, vol. 1, pp. 78–96 (2019)

    Google Scholar 

  19. Andreeva, A.: Conceptual requirements for non-traditional exhibition spaces. architectural, design and art aspects. Bulgarian J. Eng. Des. (40), 53–58 (2019). Mechanical Engineering Faculty, TU-Sofia, ISSN:1313-7530

    Google Scholar 

  20. 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). https://doi.org/10.1007/978-3-319-94214-8_19

    Chapter  Google Scholar 

  21. 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), Prague, Czech Republic, 26–28 July 2019, pp. 491–498 (2019)

    Google Scholar 

  22. Bontchev, B., Terzieva, V., Paunova-Hubenova, E.: Personalization of serious games for learning. Interactive Technology and Smart Education, Emerald 18(1), 50–68 (2020). ISSN: 1741-5659

    Google Scholar 

Download references

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

Authors

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). 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 2022. Lecture Notes in Networks and Systems, vol 717. Springer, Cham. https://doi.org/10.1007/978-3-031-35510-3_29

Download citation

Publish with us

Policies and ethics