Development of educational games using 3D models of historical locations, objects and artefacts

Georgi V. Hristov, Jordan Raychev, Diyana Kyuchukova, P. Zahariev
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Abstract

the latest trends in the development of the information and communication technologies and their worldwide penetration have provided a whole range of solutions for presentation of the learning materials to the students at all levels of the educational systems. In the last years, the educational institutions are trying to keep up with the pace of the leading ICT companies and are constantly introducing all newly developed devices, systems and technologies in their teaching processes. Despite these measures for constant improvement, many students are still more interested in the entrainment possibilities and not in the educational enhancements, which are provided by the modern technologies. This has presented the need to combine the entertainment and the education, so that both processes can be blended into one. There are many examples of such solutions – from the integration of educational content in different TV and radio entertainment programs or series to the development of toys, board and card games, which have primary or secondary educational value.In the last years, the 3D technologies have made huge progress and are now considered as the most perspective among the emerging solutions that would have impact on the educational process – both for the teachers and the learners. For this reason, in this paper we present a methodology for development of educational games in 3D environments, which are based on real locations, objects and artefacts. The presented methodology follows every step of the development process – from the digitalization of the locations and the objects, through the processing of the obtained data and finally the actual development of the 3D games using the modern gaming engines. The paper provides also some advices on how to obtain high-quality 3D models of real objects and locations, based on their size and type and using different digitalization methods. An actual example about the use of the 3D technologies for the development of an educational virtual reality game for popularisation of the ancient Roman cultural and historical heritage, which was developed following an international project, is also presented in the last part of the paper.
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使用历史地点、物品和人工制品的3D模型开发教育游戏
信息和通信技术发展的最新趋势及其在世界范围内的普及为各级教育系统的学生提供了一整套学习材料的解决方案。在过去的几年里,教育机构正在努力跟上领先的ICT公司的步伐,并在教学过程中不断引入所有新开发的设备、系统和技术。尽管有这些不断改进的措施,许多学生仍然对娱乐的可能性更感兴趣,而不是对现代技术所提供的教育改进感兴趣。这就提出了将娱乐和教育结合起来的需求,这样两个过程就可以融合为一体。这样的解决方案有很多例子——从在不同的电视和广播娱乐节目或系列中整合教育内容,到开发具有初级或中等教育价值的玩具、棋盘和纸牌游戏。在过去的几年里,3D技术取得了巨大的进步,现在被认为是新兴的解决方案中最有前途的,它将对教育过程产生影响——对教师和学习者都是如此。基于这个原因,我们在本文中提出了一种在3D环境中开发教育类游戏的方法,即基于真实地点、物体和人工制品。所提出的方法遵循开发过程的每一步-从位置和对象的数字化,通过处理获得的数据,最后使用现代游戏引擎实际开发3D游戏。根据实物和地点的大小和类型,采用不同的数字化方法,对如何获得高质量的实物和地点的三维模型提出了建议。本文最后还介绍了一个利用3D技术开发教育虚拟现实游戏的实际例子,该游戏是根据一个国际项目开发的,旨在普及古罗马文化和历史遗产。
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