Developing and Implementing a Labyrinth Game for Self-Assessment
Autor: | Elitsa Ibryamova, Georgi Stefanov |
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Rok vydání: | 2020 |
Předmět: |
Self-assessment
050101 languages & linguistics Process (engineering) Computer science media_common.quotation_subject E-learning (theory) 05 social sciences 050301 education Creativity Entertainment Action (philosophy) Human–computer interaction 0501 psychology and cognitive sciences Adaptation (computer science) 0503 education Multiple choice media_common |
Zdroj: | CompSysTech |
DOI: | 10.1145/3407982.3408029 |
Popis: | The main purpose of educational technologies is to improve the learning process and the effectiveness of education and educational system. This can be done by developing and implementing tools (including software, hardware, methodologies, processes, etc.) designed to bring learning technology closer to the natural way of learning for person, in the form of a game. Furthermore, as an addition, self-assessment is a valuable learning tool as well as part of an assessment process. Students can determine where their knowledge is weak through self-assessment and see where to focus their attention on learning. Combination of this process and playing a game helps students stay involved and motivated. It encourages self-reflection and responsibility for their learning. The aim of this paper is to propose an approach for developing and implementing a game that will assist students in studying and self-assessment. The architectural structure of the Labyrinth game is made with Unity. The game is a collection of assets and scenes. The scenes feature objects, which are built of components that define their properties and functionalities. The maze is divided into three levels that could contain up to ten multiple choice questions. The player finds a way to the exit from each part of the Labyrinth by giving the right answer to the questions and taking bonuses. The game is an interactive action that teaches goals, rules, adaptation, problem solving and interaction, presented as a story. This satisfies the fundamental need of a person to learn through entertainment, motivation, adrenaline, creativity, social interaction and emotion. |
Databáze: | OpenAIRE |
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