Будь ласка, використовуйте цей ідентифікатор, щоб цитувати або посилатися на цей матеріал: http://elibrary.kdpu.edu.ua/xmlui/handle/123456789/4416
Назва: Developing a 3D quest game for career guidance to estimate students’ digital competences
Автори: Prokhorov, Оleksandr V.
Lisovichenko, Vladyslav O.
Mazorchuk, Mariia S.
Kuzminska, Olena H.
Ключові слова: virtual reality
quest game
3D model
career guidance
computer science
higher education
Дата публікації: 8-лис-2020
Видавництво: CEUR Workshop Proceedings
Бібліографічний опис: Prokhorov O. V. Developing a 3D quest game for career guidance to estimate students’ digital competences / Оleksandr V. Prokhorov, Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, Olena H. Kuzminska // CEUR Workshop Proceedings. - 2020. - Vol. 2731. - P. 312-327.
Короткий огляд (реферат): This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
Опис: 1. Anuar, А.: Digital Photogrammetry: An Experience Of Processing Aerial Photograph Of UTM Acquired Using Digital Camera. Paper presented at the AsiaGIS 2006, Johor, Malaysia. https://www.researchgate.net/publication/228739845_Digital_Photogrammetry_An_Expe rience_Of_Processing_Aerial_Photograph_Of_UTM_Acquired_Using_Digital_Camera (2006) 2. Barab, S., Thomas, M., Dodge, T., Carteaux, R., Tuzun, H.: Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development 53, 86– 107(2005). doi: 10.1007/BF02504859 3. Barab, S.A., Hay, K.E., Barnett, M.G., Squire, K.: Constructing virtual worlds: Tracing the historical development of learner practices/understandings. Cognition and Instruction 19(1), 47–94 (2001) 4. Buzko, V.L., Bonk, A.V., Tron, V.V.: Implementation of Gamification and Elements of Augmented Reality During the Binary Lessons in a Secondary School. CEUR Workshop Proceedings 2257, 53–60 (2018) 5. Demirbilek, M., Koç, D.: Using Computer Simulations and Games in Engineering Education: Views from the Field. CEUR Workshop Proceedings 2393, 944–951 (2019) 6. Finnegan, Т.: Learning Unity Android Game Development. Packt Publishing, Birmingham (2015) 7. Frontoni E., Paolanti M., Puggioni M., Pierdicca R., Sasso M.: Measuring and Assessing Augmented Reality Potential for Educational Purposes: SmartMarca Project. In: De Paolis, L., Bourdot, P. (eds.) Augmented Reality, Virtual Reality, and Computer Graphics. AVR 2019. Lecture Notes in Computer Science, vol. 11614, pp. 319–334. Springer, Cham (2019). doi:10.1007/978-3-030-25999-0_28 8. Gravetter, F.J., Wallnau, L.B.: Statistics for The Behavioral Sciences, 10th edn. Cengage Learning, Boston (2017) 9. Haranin, O.M., Moiseienko, N.V.: Adaptive artificial intelligence in RPG-game on the Unity game engine. CEUR Workshop Proceedings 2292, 143–150 (2018) 10. Katsko, O.O., Moiseienko, N.V.: Development computer games on the Unity game engine for research of elements of the cognitive thinking in the playing process. CEUR Workshop Proceedings 2292, 151–155 (2018) 11. Kompaniets, A., Chemerys, H., Krasheninnik, I.: Using 3D modelling in design training simulator with augmented reality. CEUR Workshop Proceedings 2546, 213–223 (2019) 12. Kuzminska, O., Mazorchuk, M., Morze, N., Pavlenko, V., Prokhorov, A.: Digital competency of the students and teachers in Ukraine: measurement, analysis, development prospects. CEUR Workshop Proceedings 2104, 366–379 (2018) 13. Lavrentieva, O.O., Arkhypov, I.O., Kuchma, O.I., Uchitel, A.D.: Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. CEUR Workshop Proceedings 2547, 201–216 (2020) 14. Levesque, R.: Programming and Data Management for IBM SPSS Statistics 24: A Guide for IBM SPSS Statistics and SAS Users. IBM. https://developer.ibm.com/predictiveanalytics/wpcontent/uploads/sites/48/2016/03/Programming-and-Data-Management-for-IBM-SPSSStatistics-24.zip (2016) 15. Lvov, M.S., Popova, H.V.: Simulation technologies of virtual reality usage in the training of future ship navigators. CEUR Workshop Proceedings 2547, 50–65 (2020) 16. Ma, M., Bale, K., Rea, P.: Constructionist Learning in Anatomy Education. In: Ma, M., Oliveira, M.F., Hauge, J.B., Duin, H., Thoben K.D. (eds.) Serious Games Development and Applications. SGDA 2012. Lecture Notes in Computer Science, vol. 7528, pp. 43–58. Springer, Berlin, Heidelberg (2012) 17. OECD: Learning for Jobs: Synthesis Report of the OECD Reviews of Vocational Education and Training. OECD Publishing, Paris. http://www.oecd.org/education/skills-beyondschool/Learning%20for%20Jobs%20book.pdf (2010). Accessed 21 Mar 2017 18. Patiar, A., Kensbock, S., Ma, E., Cox, R.: Information and Communication Technology– Enabled Innovation: Application of the Virtual Field Trip in Hospitality Education. Journal of Hospitality & Tourism Education 29(3), 129–140 (2017). doi:10.1080/10963758.2017.1336096 19. Pazdrii, V., Banschykov, P., Kosyk, V., Tropina, I., Hryshchenko, O.: Simulation System in Educational and Career Guidance State Policy of Ukraine. CEUR Workshop Proceedings 2393, 935–943 (2019) 20. Rankin, Y.A., Gold, R., Gooch, B.: 3D Role-Playing Games as Language Learning Tools. In: Brown, J., Hansmann, W. (eds.) Eurographics’06 Education Papers, Vienna, Austria. The Eurographics Association (2006). doi:10.2312/eged.20061005.033-038 21. Shepiliev, D.S., Semerikov, S.O., Yechkalo, Yu.V., Tkachuk, V.V., Markova, O.M., Modlo, Ye.O., Mintii, I.S., Mintii, M.M., Selivanova, T.V., Maksyshko, N.K., Vakaliuk, T.A., Osadchyi, V.V., Tarasenko, R.O., Amelina, S.M., Kiv, A.E.: Development of career guidance quests using WebAR. Journal of Physics: Conference Series (2020, in press) 22. Striuk, A.M., Rassovytska, M.V., Shokaliuk, S.V.: Using Blippar Augmented Reality Browser in the Practical Training of Mechanical Engineers. CEUR Workshop Proceedings 2104, 412–419 (2018) 23. Thürkow, D., Gläßer, C., Kratsch, S.: Virtual landscapes and excursions-innovative tools as a means of training in geography. In: Proceedings of ISPRS VI/1 & VI/2 Workshop on Tools and Techniques for E-Learning, pp. 61–64. https://www.isprs.org/proceedings/xxxvi/6- w30/paper/elearnws_potsdam2005_thuerkow.unlocked.pdf (2005). Accessed 21 Mar 2017 24. Tokarieva, A.V., Volkova, N.P., Harkusha, I.V., Soloviev, V.N.: Educational digital games: models and implementation. CEUR Workshop Proceedings 2433, 74–89 (2019) 327 25. Vakaliuk, T.A., Kontsedailo, V.V., Antoniuk, D.S., Korotun, O.V., Mintii, I.S., Pikilnyak, A.V.: Using game simulator Software Inc in the Software Engineering education. CEUR Workshop Proceedings 2547, 66–80 (2020) 26. Villagrasa, S., Duran, J.: Gamification for learning 3D computer graphics arts. In: TEEM '13: Proceedings of the First International Conference on technological ecosystem for enhancing multiculturality, November 2013, pp. 429–433. ACM (2013). doi:10.1145/2536536.2536602 27. Vlachopoulos, D., Makri, A.: The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education 14, 22 (2017). doi:10.1186/s41239-017-0062-1
URI (Уніфікований ідентифікатор ресурсу): http://ceur-ws.org/Vol-2731/paper18.pdf
http://elibrary.kdpu.edu.ua/xmlui/handle/123456789/4416
https://doi.org/10.31812/123456789/4416
ISSN: 1613-0073
Розташовується у зібраннях:Збірники наукових праць та матеріали конференцій

Файли цього матеріалу:
Файл Опис РозмірФормат 
paper18.pdfarticle8.64 MBAdobe PDFПереглянути/Відкрити


Усі матеріали в архіві електронних ресурсів захищені авторським правом, всі права збережені.