Implementation of digital technology for student involvement based on a 3D quest game for career guidance and assessing students' digital competences
Keywords:virtual reality, quest game, 3D model, career guidance, computer science, higher education
This article describes the process of developing a career advice 3D adventure game for applicants interested in working in IT departments. The game is based on a 3D representation of the computer science and information technologies department at the Kharkiv Aviation Institute. The quest challenges are designed to measure applicants' and first-year students' digital competency. The theoretical foundation, software tools, development stages, implementation obstacles, and gaming application scenario were all used in the article. The game scenario includes a virtual tour of a 3D university department. In terms of how closely the game resembles real-life stuff, applicants can examine the department's equipment and classrooms. The team used C# and C++, Unity 3D, and Source Engine to create the game application. We used Hammer Editor, Agisoft PhotoScan Pro, and photogrammetry technology to model objects for realistic gaming. Based on the Digital Competence Framework for Citizens (DigComp 2.2), players can assess their digital competences in a variety of ways, including a test activity, a puzzle, assembling a computer, and putting up an IT-specialist firm. The experiment conducted at the online open house day 2020 demonstrated the efficiency of the 3D quest game. A 3D quest was rated as a more modern and appealing kind of involvement by the candidates. According to the 3D quest findings, applicants displayed an average degree of digital competence, with certain specific item challenges graded at 0.5. Several psychometric item parameters were thoroughly examined in order to increase the item's quality.
Anuar, A., 2006. Digital Photogrammetry: An Experience of Processing Aerial Photograph of UTM Acquired Using Digital Camera. Paper presented at the AsiaGIS 2006, Johor, Malaysia. Available from: http://eprints.utm.my/id/eprint/490/.
Barab, S., Thomas, M., Dodge, T., Carteaux, R. and Tuzun, H., 2005. Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development. 53, pp.86–107. Available from: https://doi.org/10.1007/BF02504859. DOI: https://doi.org/10.1007/BF02504859
Blanco, Q.A., Carlota, M.L., Nasibog, A.J., Rodriguez, B., Saldaña, X.V., Vasquez, E.C. and Gagani, F., 2020. Probing on the Relationship between Students’ Self-Confidence and Self-Efficacy while engaging in Online Learning amidst COVID-19. Journal La Edusci, 1(4), pp.16–25. DOI: https://doi.org/10.37899/journallaedusci.v1i4.220
de Carvalho Filho, M.K., 2009. Confidence judgments in real classroom settings: Monitoring performance in different types of tests. International Journal of Psychology, 44(2), pp.93–108. Available from: https://doi.org/10.1080/00207590701436744. DOI: https://doi.org/10.1080/00207590701436744
Demirbilek, M. and Koç, D., 2019. Using Computer Simulations and Games in Engineering Education: Views from the Field. In: V. Ermolayev, F. Mallet, V. Yakovyna, V.S. Kharchenko, V. Kobets, A. Kornilowicz, H. Kravtsov, M.S. Nikitchenko, S. Semerikov and A. Spivakovsky, eds. Proceedings of the 15th International Conference on ICT in Education, Research and Industrial Applications. Integration, Harmonization and Knowledge Transfer. Volume II: Workshops, Kherson, Ukraine, June 12-15, 2019. CEUR-WS.org, CEUR Workshop Proceedings, vol. 2393, pp.944–951. Available from: http://ceur-ws.org/Vol-2393/paper_345.pdf.
Field, A., Miles, J. and Field, Z., 2012. Discovering Statistics Using R. SAGE Publications.
Finnegan, T., 2015. Learning Unity Android Game Development. Birmingham: Packt Publishing.
Frontoni, E., Paolanti, M., Puggioni, M., Pierdicca, R. and Sasso, M., 2019. Measuring and Assessing Augmented Reality Potential for Educational Purposes: SmartMarca Project. In: L.T. De Paolis and P. Bourdot, eds. Augmented Reality, Virtual Reality, and Computer Graphics. Cham: Springer International Publishing, pp.319–334. DOI: https://doi.org/10.1007/978-3-030-25999-0_28
Garas, S. and Hassan, M., 2018. Student Performance on Computerbased Tests Versus Paper-Based Tests in Introductory Financial Accounting: UAE Evidence. Academy of Accounting and Financial Studies Journal, 22(2), pp.1–14.
Ita, M.E., Kecskemety, K.M., Ashley, K.E. and Morin, B.C., 2014. Comparing Student Performance on Computer-Based vs. Paper-Based Tests in a First-Year Engineering Course. 121st ASEE Annual Conference & Exposition. Indianapolis, Indiana, pp.24.297.1–24.297.14.Available from: https://doi.org/10.18260/1-2--20188. DOI: https://doi.org/10.18260/1-2--20188
Kabacoff, R.I., 2021. R in Action. 3rd ed. Manning Publications.
Kuzminska, O., Mazorchuk, M., Morze, N., Pavlenko, V. and Prokhorov, A., 2018. Digital Competency of the Students and Teachers in Ukraine: Measurement, Analysis, Development Prospects. In: V. Ermolayev, M.C. Suárez-Figueroa, V. Yakovyna, V.S. Kharchenko, V. Kobets, H. Kravtsov, V.S. Peschanenko, Y. Prytula, M.S. Nikitchenko and A. Spivakovsky, eds. Proceedings of the 14th International Conference on ICT in Education, Research and Industrial Applications. Integration, Harmonization and Knowledge Transfer. Volume II: Workshops, Kyiv, Ukraine, May 14-17, 2018. CEUR-WS.org, CEUR Workshop Proceedings, vol. 2104, pp.366–379. Available from: http://ceur-ws.org/Vol-2104/paper_169.pdf.
Kuzminska, O., Mazorchuk, M., Morze, N., Pavlenko, V. and Prokhorov, A., 2018. Study of Digital Competence of the Students and Teachers in Ukraine. In: V. Ermolayev, M.C. Suárez-Figueroa, V. Yakovyna, H.C. Mayr, M.S. Nikitchenko and A. Spivakovsky, eds. Information and Communication Technologies in Education, Research, and Industrial Applications - 14th International Conference, ICTERI 2018, Kyiv, Ukraine, May 14-17, 2018, Revised Selected Papers. Springer, Communications in Computer and Information Science, vol. 1007, pp.148–169. Available from: https://doi.org/10.1007/978-3-030-13929-2_8. DOI: https://doi.org/10.1007/978-3-030-13929-2_8
Learning for Jobs: Synthesis Report of the OECD Reviews of Vocational Education and Training, 2017. OECD Reviews of Vocational Education and Training. Paris: OECD Publishing. Available from: https://www.researchgate.net/publication/266265826.
Ma, M., Bale, K. and Rea, P., 2012. Constructionist Learning in Anatomy Education. In: M. Ma, M.F. Oliveira, J.B. Hauge, H. Duin and K.D. Thoben, eds. Serious Games Development and Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, pp.43–58. DOI: https://doi.org/10.1007/978-3-642-33687-4_4
Özalp-Yaman, Ş. and Çağıltay, N.E., 2010. Paper-based versus computer-based testing in engineering education. IEEE EDUCON 2010 Conference. pp.1631–1637. Available from: https://doi.org/10.1109/EDUCON.2010.5492397. DOI: https://doi.org/10.1109/EDUCON.2010.5492397
Patiar, A., Kensbock, S., Ma, E. and Cox, R., 2017. Information and Communication Technology–Enabled Innovation: Application of the Virtual Field Trip in Hospitality Education. Journal of Hospitality & Tourism Education. vol. 29, pp.129–140. Available from: https://doi.org/10.1080/10963758.2017.1336096. DOI: https://doi.org/10.1080/10963758.2017.1336096
Prokhorov, A.V., Lisovichenko, V.O., Mazorchuk, M.S. and Kuzminska, O.H., 2020. Developing a 3D quest game for career guidance to estimate students’ digital competences. In: O.Y. Burov and A.E. Kiv, eds. Proceedings of the 3rd International Workshop on Augmented Reality in Education, Kryvyi Rih, Ukraine, May 13, 2020. CEUR-WS.org, CEUR Workshop Proceedings, vol. 2731, pp.312–327. Available from: http://ceur-ws.org/Vol-2731/paper18.pdf. DOI: https://doi.org/10.31812/123456789/4416
Prokhorov, O.V., Lisovichenko, V.O., Mazorchuk, M.S. and Kuzminska, O.H., 2022. Digital Technology Implementation for Students’ Involvement Base on 3D Quest Game for Career Guidance and Estimating Students’ Digital Competences. In: S. Semerikov, V. Osadchyi and O. Kuzminska, eds. Proceedings of the 1st Symposium on Advances in Educational Technology - Volume 1: AET. INSTICC, SciTePress, pp.676–690. Available from: https://doi.org/10.5220/0010927400003364. DOI: https://doi.org/10.5220/0010927400003364
Rankin, Y.A., Gold, R. and Gooch, B., 2006. 3D Role-Playing Games as Language Learning Tools. In: J. Brown and W. Hansmann, eds. 27th Annual Conference of the European Association for Computer Graphics, Eurographics 2006 - Education Papers, Vienna, Austria, September 4-8, 2006. Eurographics Association, pp.33–38. Available from: https://doi.org/10.2312/eged.20061005.
Shepiliev, D.S., Semerikov, S.O., Yechkalo, Y.V., Tkachuk, V.V., Markova, O.M., Modlo, Y.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. and Kiv, A.E., 2021. Development of career guidance quests using WebAR. Journal of Physics: Conference Series, 1840(1), p.012028. Available from: https://doi.org/10.1088/1742-6596/1840/1/012028. DOI: https://doi.org/10.1088/1742-6596/1840/1/012028
Thürkow, D., Gläßer, C. and Kratsch, S., 2005. Virtual landscapes and excursions-innovative tools as a means of training in geograph. Proceedings of ISPRS Vi/1 & Vi/2 Workshop on Tools and Techniques for E-learning. pp.61–64. Available from: https://www.isprs.org/proceedings/xxxvi/6-w30/paper/elearnws_potsdam2005_thuerkow.unlocked.pdf.
Villagrasa, S. and Duran, J., 2013. Gamification for learning 3D computer graphics arts WebAR. TEEM ’13: Proceedings of the First International Conference on technological ecosystem for enhancing multiculturality. pp.429–433. Available from: https://doi.org/10.1145/2536536.2536602. DOI: https://doi.org/10.1145/2536536.2536602
Vlachopoulos, D. and Makri, A., 2017. The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14, p.22. Available from: https://doi.org/10.1186/s41239-017-0062-1. DOI: https://doi.org/10.1186/s41239-017-0062-1
Vuorikari, R., Kluzer, S. and Punie, Y., 2022. DigComp 2.2: The Digital Competence Framework for Citizens - With new examples of knowledge, skills and attitudes. Available from: https://doi.org/10.2760/115376.
How to Cite
Copyright (c) 2022 Oleksandr V. Prokhorov, Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, Olena H. Kuzminska
This work is licensed under a Creative Commons Attribution 4.0 International License.