DIGITAL LIBRARY
MODEL OF AN INTERACTIVE GAME ENVIRONMENT FOR LEARNING OF NATIONAL HISTORY
1 Institute of Mathematics and Informatics at the Bulgarian Academy of Sciences (BULGARIA)
2 St. Cyril and St. Methodius University of Veliko Tarnovo (BULGARIA)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 9025-9030
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.1886
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
The article discusses issues related to creating models and tools for using digital cultural resources for educational applications through serious educational games. The main objective of the research is to achieve results in e-Learning by developing accessible models, concepts and tools for contextual use of digital cultural resources and modelling an interactive gaming environment for effective learning of national history. The methods and approaches related to the objectives of this research are based on standard methodologies, achievements and best practices in Europe and Bulgaria. Methods and technologies for creating and modelling contextually related multimedia resources and world experience in the field of serious educational games, as well as their application in the field of national history, have been studied. Modern methods and tools in the field of e-Learning and special technologies and accessibility guidelines related to serious educational games have been considered.

In the process of exploring and acquiring new knowledge, research has led to new models, approaches and tools for contextual use of digital cultural resources and their semantic links for the educational application of serious games. Contextually linked multimedia resources are modelled using semantic objects and their metadata from the digital collection in the area of the national historical heritage. A conceptual model for adapting a serious educational game has been developed through the use of digital resources with rich multimedia and semantic content.

One of the objectives of the study is to achieve learning outcomes by introducing accessible gaming elements and their application to educate people with special educational needs. In order to create accessible e-Learning modules and tools for contextual use of digital cultural resources, some of the elements of the games should be changed to be accessible to visually impaired people. In the modelling process of the game module considered, accessibility opportunities for people with special educational needs were added.

The research tools and models based on semantic-based connections of digital multimedia cultural resources in the area of national heritage can be used repeatedly for long-term work in the area under consideration. The training through serious educational games has an incredible potential, thanks to the offering of a free choice of learning space, choice of time and speed of learning, self-learning in the context of the game, solving problems of people with special educational needs. The results of the current surveys are included in two research projects funded by National Science Fund of Bulgaria.
Keywords:
e-learning, Serious Educational Games, Gamification, Model of Interactive Game Environment, Digital Cultural Resources.