GAME DEVELOPMENT SOFTWARE TOOLS IN HIGHER EDUCATIONAL INSTITUTIONS: EXPERIENCE OF UKRAINE, TURKEY AND BULGARIA
PDF

Keywords

Construct 3
educational game
GameMaker Studio 2
gamification
higher educational institutions
Godot Engine
Unity
Unreal Engine 4

How to Cite

[1]
I. Dobroskok, N. Rzhevska, H. Ayyıldız, D. Zaimova, and G. Zheliazkov, “GAME DEVELOPMENT SOFTWARE TOOLS IN HIGHER EDUCATIONAL INSTITUTIONS: EXPERIENCE OF UKRAINE, TURKEY AND BULGARIA”, ITLT, vol. 78, no. 4, pp. 90–104, Sep. 2020, doi: 10.33407/itlt.v78i4.3370.

Abstract

The article features the analysis of game development software tools in higher educational institutions of Ukraine (Pereiaslav-Khmelnytskyi Hryhorii Skovoroda State Pedagogical University), Turkey (Kahramanmaras Sutcu Imam University) and Bulgaria (Trakia University). The article highlights the results of the research conducted by teachers and students of these universities. In this research, teachers with no previous experience in this field or specialized IT skills created educational games. Free software tools that can be used to create educational games were selected for this research (Construct 3, GameMaker Studio 2, Unity, Godot Engine, Unreal Engine 4). The study included two data arrays: the first was the opinion expressed by teachers who developed educational games, and the second – that of students who tested the final game product. We analyzed free tools for creating educational games according to such criteria: the need for programming language knowledge, availability of support forums and reference materials, ability to export data to multiple platforms and in many formats, add in-app purchases or various components to each object, whether both 2D and 3D games are supported, development speed. In the Ukrainian teachers’ opinion, GameMaker Studio 2 was the most effective, while teachers in Turkey and Bulgaria preferred the Unreal Engine 4. According to research results, it is worth noting a high interest of both teachers and students in the creation and use of educational computer games. It should also be noted that these results are relevant only for specific groups under study since they are based on the individual experience of a limited number of students. However, they are significant for shaping ideas about pedagogical strategies and allow teachers to learn new information, try new types of activities and interaction.

PDF

References

J. Majuri, J. Koivisto and J. Hamari, Gamification of education and learning: A review of empirical literature. In Proceedings of the 2nd International GamiFIN Conference, GamiFIN 2018. CEUR-WS. (in English).

L. A. Annetta, M. T. Cheng, and S. Holmes, Assessing twenty first century skills through a teacher created video game for high school biology students. Research in Science & Technological Education, 2010, 28(2), (in English).

A. Amory, and R. Seagram, Educational game models: conceptualization and evaluation: the practice of higher education. South African Journal of Higher Education, 17(2), 2003, pp. 206-217 (in English).

A. Round, The Decline in Student Applications to Computer Science and IT Degree Courses in UK Universities. Report on research commissioned by CPIIC, 2006. [Online]. Available: http://www.cra.org/Activities/snowbird/2006/ earnshaw.round.pdf. Accessed on: August, 10, 2009

E. Ye, C. Liu and J. A. Polack-Wahl, Enhancing software engineering education using teaching aids in 3-D online virtual worlds. In 2007 37th Annual Frontiers In Education Conference-Global Engineering: Knowledge Without Borders, Opportunities Without Passports, 2007, October, pp. T1E-8. IEEE. (in English).

J. Kirriemuir, Video gaming, education and digital learning technologies. D-lib Magazine, 2002, 8(2), 7. (in English).

G. Clarke, J. Kehoe and D. O'Broin, The Effects of Gamification on the Formation of a Habit of Studying in Tertiary Level Students. In European Conference on Games Based Learning . 2017, October, pp. 871-880. Academic Conferences International Limited. (in English).

S. Deterding, Gamification. Journal in interactions, 4, pp. 14-15. 2012, doi: 10.1145/2212877.2212883. (in English).

D. Dicheva, C. Dichev, G. Agre and G. Angelova, Gamification in education: A systematic mapping study. Educational Technology & Society, 2015, 18(3), pp. 75-88. (in English).

C. M. Kanode and H. M. Haddad, Software engineering challenges in game development. In 2009 Sixth International Conference on Information Technology: New Generations, 2009, April, pp. 260-265. IEEE. (in English).

F. Mehm, C. Reuter, S. Göbel and R. Steinmetz, Future trends in game authoring tools. In International Conference on Entertainment Computing , 2012, September, pp. 536-541. Springer, Berlin, Heidelberg. (in English).

A. Rapp, F. Hopfgartner, J. Hamari, C. Linehan and F. Cena, Strengthening gamification studies: Current trends and future opportunities of gamification research. 2018, doi:10.1016/j.ijhcs.2018.11.007. (in English).

D. Liu, R. Santhanam and J.Webster, “Towards meaningful engagement: a framework for design and research of gamified information systems”, MIS Quarterly, 2017, Vol. 41 No. 4, pp. 1011-1034. (in English).

H. Warmelink, J. Koivisto, I. Mayer, M. Vesa and J. Hamari, Gamification of the work floor: A literature review of gamifying production and logistics operations, 2018 (in English).

I. Glover, Play as you learn: gamification as a technique for motivating learners, in Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, AACE, Chesapeake, VA, 2013, pp. 1999-2008 (in English).

J. Hamari, J. Koivisto, H. Sarsa, Does gamification work? – A literature review of empirical studies on gamification, 47th Hawaii International Conference on System Sciences, Hawaii, USA, 2014, January 06-09 (in English).

G. Barata, S. Gama, J. Jorge, D. Gonçalves, Engaging engineering students with gamification, 5th International Conference Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013, September 11-13.

B. Leong, Gamification: How to do it Right and Why it is No Good, Technology in Pedagogy, 2012, No. 13, November (in English).

M. Sillaots, Gamification of Higher Education by the Example of Computer Games Course, The Seventh International Conference on Mobile, Hybrid, and Online Learning – eLmL 2015, Lisbon, Portugal, February 22-27, 2015, [Online]. Available:http://www.thinkmind.org/index.php?view= article&articleid=elml_2015_4_20_50048. Accessed on: July 08, 2015 (in English).

S. Smith-Robbins, This Game Sucks: How to Improve the Gamification of Education, Educause Review, 46 (1), 2011, pp.58-59, [Online]. Available: http://net.educause.edu/ir/library/pdf/ERM1117.pdf. Accessed on: July 05, 2015 (in English).

B. Kim, H. Park, Y. Baek, Not just fun, but serious strategies: Using meta-cognitive strategies in gamebased learning, Computers & Education, 52(4), 2009, pp. 800-810 (in English).

A. Domínguez, J. Saenz-de-Navarrete, L. de-Marcos, L. Fernández-Sanz, C. Pagés, J. Martínez-Herráiz, Gamifying learning experiences: Practical implications and outcomes, Computers & Education 63, 2013, pp 380-392 (in English).

D. Codish, G. Ravid, Personality Based Gamification – Educational Gamification for Extroverts and Introverts, In Proceedings of the 9th CHAIS Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era, 2014, pp. 36-44 (in English).

P. Denny, The Effect of Virtual Achievements on Student Engagement, CHI 2013: Changing Perspectives, Paris, France, 2013, pp. 5-8 (in English).

Wiggins, E. Bradley, An overview and study on the use of games, simulations, and gamification in higher education. International Journal of Game-Based Learning (IJGBL) 6.1, 2016: pp.18-29. (in English).

M. Laskowski, M. Badurowicz, Gamification in higher education: a case study. Make Learn International Conference. Vol. 25. 2014. (in English).

S. Šćepanović, N. A Žarić, T. Matijević, Gamification in higher education learning–state of the art, challenges and opportunities. The Sixth International Conference on e-Learning (eLearning-2015), 24–25 September 2015, Belgrade, Serbia. 2015. (in English).

A. Yurzhenko, S. Voloshinov, G. Popova, Using a Gamified Approach to Create an EMS Course in LMS MOODLE in Dual Education, 2019 (in Ukrainian).

O. V. Povstin, Innovative teaching methods in higher education institutions: examples of gamification. Competitiveness of Higher Education of Ukraine in the Information Society: Collection of Abstracts of the II International Scientific and Practical Conference, Chernihiv, October 11, 2019. Chernihiv. nat. technol. Univ. of Chernihiv, 293 p. (in Ukrainian).

T. Leshchenko, M. Grishunina, V. Pichkur, Gamification as one of the innovative forms of the educational process. 2018. [Online]. Available: http://repositary.knuba.edu.ua/handle/987654321/1553 (in Ukrainian).

N. Rybka, Grief and experience in the use of computer games in philosophy education in technical higher education institutions. Information Technologies and Learning Tools, 2018, Volume 67, No.5. doi: https://doi.org/10.33407/itlt.v67i5.2108. (in Ukrainian).

O. A. Zhernovnykova, L. Peretiaha, А. Kovtun, М. Korduban, О. Nalyvaiko, N. Nalyvaiko, The technology of prospective teachers’ digital competence formation by means of gamification. Information Technologies and Learning tools, 2020, Volume 75, No.1. [Online]. Available: https://journal.iitta.gov.ua/index.php/itlt/article/view/3036 (in English).

M. Minović, M. Milovanović, and D. Starcevic, Literature review in game-based learning. In World Summit on Knowledge Society. September 2011, pp. 146-154. Springer, Berlin, Heidelberg. (in English).

Authors who publish in this journal agree to the following terms:

  1. Authors hold copyright immediately after publication of their works and retain publishing rights without any restrictions.
  2. The copyright commencement date complies the publication date of the issue, where the article is included in.

Content Licensing

  1. Authors grant the journal a right of the first publication of the work under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (CC BY-NC-SA 4.0) that allows others freely to read, download, copy and print submissions, search content and link to published articles, disseminate their full text and use them for any legitimate non-commercial purposes (i.e. educational or scientific) with the mandatory reference to the article’s authors and initial publication in this journal.
  2. Original published articles cannot be used by users (exept authors) for commercial purposes or distributed by third-party intermediary organizations for a fee.

Deposit Policy

  1. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) during the editorial process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (see this journal’s registered deposit policy at Sherpa/Romeo directory).
  2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
  3. Post-print (post-refereeing manuscript version) and publisher's PDF-version self-archiving is allowed.
  4. Archiving the pre-print (pre-refereeing manuscript version) not allowed.

Downloads

Download data is not yet available.