The APOGEE Software Platform for Construction of Rich Maze
Video Games for Education
Boyan Bontchev
1
a
, Dessislava Vassileva
2
b
and Yavor Dankov
1
c
1
Faculty of Mathematics and Informatics, Sofia University St. Kl. Ohridski, J. Baurchier 5 Blv., Sofia 1164, Bulgaria
2
Scientific Research Department, Sofia University St. Kl. Ohridski, Dragan Tsankov 8 Blv., Sofia 1164, Bulgaria
Keywords: Video Games, Maze, Generation, Platform, Game-based Learning, APOGEE.
Abstract: Nowadays, the integration of serious video games into educational and training processes tends to be more
and more popular. The present paper outlines the software architecture of an innovative online platform for
an automatized construction of educational video games, which is going to allow non-IT professionals such
as teachers, pedagogues, and educationalists to design, automatically generate and personalize educational
video games based on a formal descriptive game model. The games represent rich educational video mazes
providing didactic multimedia content personalized upon various characteristics of the player. The
construction process includes three stages: game design, game validation, and game generation. The
integration of analytics tools into the platform will monitor all of the platform's data and processes hence will
facilitate the platform users to make more adaptive, effective, and efficient video maze games for education.
1 INTRODUCTION
With the rise of the modern computer era, digital
games became a highly popular media thanks to their
visual interactivity and ability to represent stories,
knowledge, virtual worlds, and interactive objects in
an appealing and spectacular way (Salen and
Zimmerman, 2004). Most digital games are designed
as 2D or 3D video games and can introduce both
tangible and intangible cultural artefacts by providing
high immersion and engagement (Bontchev, 2016)
through an integrated form of fun and play (Gee,
2003).
Besides video games for fun, there exist also other
games designed with purposes different than
entertainment. The term serious game was introduced
by Abt (1970), who defined such a game as having
“an explicit and carefully thought-out educational
purpose and are not intended to be played primarily
for amusement”. The majority of serious, or so called
applied, games are designed for educational or
training purposes, however, there are many such
games applied for defense, advertising, marketing,
a
https://orcid.org/0000-0002-8554-2188
b
https://orcid.org/0000-0002-3169-0097
c
https://orcid.org/0000-0003-3670-8599
1
http://apogee.online/index-en.html
political votes, industry control, and scientific
research (Sawyer and Smith, 2008).
Serious games serve as an engaging and
motivating means for game-based learning (GBL)
and training, however, their design and development
require a higher production cost (GALA, 2011). On
the other hand, there are few platforms for free of
charge, online creation of serious games (Bontchev
and Panayotova, 2017). Hence, educational and
training institutions cannot afford a variety of
educational video games dedicated to different
learning domains, that restricts the scale of modern
GBL to isolated cases in some schools and
Universities.
The present paper outlines the software
architecture of an online platform for an automatised
creation of educational video games being under
construction in the scope of the APOGEE (smArt
adaPtive videO GamEs for Education) research
project
1
. This innovative open platform is going to
allow non-IT professionals such as teachers,
pedagogues, and educationalists to construct,
automatically generate and personalize educational
Bontchev, B., Vassileva, D. and Dankov, Y.
The APOGEE Software Platform for Construction of Rich Maze Video Games for Education.
DOI: 10.5220/0007930404910498
In Proceedings of the 14th International Conference on Software Technologies (ICSOFT 2019), pages 491-498
ISBN: 978-989-758-379-7
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
491
video games based on a formal descriptive game
model including semantic structuring of both game
and didactic content. The games represent rich
educational video mazes defined as a 3D maze video
game providing rich didactic multimedia content
personalized upon various characteristics of the
player (i.e., the learner) and presented within the
maze halls not only on learning boards but as well as
within puzzle mini-games of various types embedded
into each hall. As well, a rich educational maze is
supposed to provide rich gaming and learning
experience thanks to including intelligent virtual
players and applying a dynamic, player-centric
adaptation of both difficulty of learning tasks and the
audio-visual properties of the game environment.
The paper is structured as follows: after the
introduction, we present our motivation to the
construct and maintain such an open software
platform for construction of rich maze video games
for education. We outline some of the major problems
with production of the serious games and, as well, the
existing tools and platforms for construction of
educational video games. Next, we present the
process of construction of rich video maze games for
education and the software architecture of the
platform. In the fourth section of the paper, we
discuss some of the services provided by the platform
and the micro-services design pattern for their
implementation. Finally, we conclude with some
remarks about the importance and the practical
application of the platform being under construction
and, as well, provide some directions about our future
works.
2 BACKGROUND
The section presents our motivation to create and
maintain the APOGEE software platform for the
construction of rich maze video games for education,
together with a short review of similar works in the
area of automatized construction of educational
mazes and puzzles.
2.1 Problems with Production of
Serious Video Games for Education
Modern GBL needs various cheap, attractive, and
engaging educational video games having a quality
similar to the entertainment games and able to embed
content from different learning domains. Nowadays,
these requirements to the serious games applied for
education appear not to be satisfied, at least of several
reasons:
Serious games have a higher ratio between
development costs and the number of potential
players educational games have a specific
purpose and are targeted to a very limited auditory
compared with the commercial games (GALA,
2011);
Due to the very limited budget of the educational
and training institutions, serious games for
learning are rather less attractive than games for
fun;
Construction of an educational game requires the
inclusion of teachers and pedagogues as core
game designers into the overall production
process, which is not the usual practice in game
studios (Paunova, 2019);
There is a worldwide lack of free and
customizable platforms for the automatic creation
of educational games (Bontchev and Panayotova,
2017).
Besides the serious problems with serious games
listed over, the GALA Roadmap (2011) identifies
several other obstacles and open issues hampering the
massive penetration of GBL as a modern method of
technology-enhanced teaching and training:
Difficult and non-adequate accordance between
the game mechanics and the learning paradigms;
Lack of a reference framework for achieving
compliance of the gameplay issues with the
learning objectives;
Due to a shortage of effective tracking of
individual learner progress, educational games
could hardly be applied for assessment
purposes;
Educational games need smart and realistic virtual
players, i.e. NPCs for this purpose, adequate
psychological theories should be applied
together with modern AI techniques.
Next to Gala, Shapiro (2014) outlines ten crucial
obstacles hampering video games to be applied in
education. He pointed out three important
technological handicaps preventing a wide usage of
educational games, namely purchasing cost,
problematic discovery of video games suitable for a
specific curriculum, and uncertain ways for applying
video games into the teachers' practice.
All these problems stated over made us start the
construction of an open and free software platform for
the construction of educational video games.
2.2 Similar Works
Undoubtedly, many people and organisations try to
answer problems with the production of serious
games for education. The need of platforms and tools
ICSOFT 2019 - 14th International Conference on Software Technologies
492
for an automatized construction of educational games
led to appearance of such software especially for
creation of mazes, quizzes, and puzzles as simple
single-player video games missing intricate narrative,
high interactivity, and complex character
development.
Up to present, there are available only a few and
simple online tools for automatized creation of mazes
and puzzles. Quandary
2
is a very popular tool
facilitating the creation of 2D online action mazes.
Such mazes represent multi-stage scenarios
composed by states dedicated to a concept and having
several possible choices/actions to proceed within the
maze. After selecting an action, the player moves to
the next state of the transition graph and explores its
specific scenario. Action mazes were successfully
applied for game-based learning in foreign languages
(Kiliçkaya, 2017) and for improving decision-making
professional skills (Gilbert and Priddle, 2010). Next
to Quandary, Qedoc Quiz Maker
3
proved to be
another popular freeware for creating and distributing
interactive educational and training modules. The
versatile playback environment of Qedoc Quiz Maker
can serve not only as a player of quizzes with
questions of hundred different types but as a system
for exam revisions, a learning tool including
generators of mathematical problems, or a flexible
manager of surveys. Recently, another maze
generator was proposed within the scope of the
ADAPIMES research project (Bontchev and
Vassileva, 2017). The generator created 3D adventure
mazes with puzzles for unlocking doors to next maze
rooms, whereupon teachers were able to customize
maze structure and add their preferred content to the
maze rooms. However, there are no examples of
customizable and personalizable mazes available
online neither of platforms for generation of such
mazes, which could be easily customized for various
educational curricula.
3 THE APOGEE PLATFORM
FOR RICH MAZE VIDEO
GAMES FOR EDUCATION
Based on several previous experiences in the area of
generation of personalized learning paths (Vassileva,
2012), emotionally-adaptive learning games
(Bontchev and Vassileva, 2017), and educational
video mazes (Bontchev and Panayotova, 2017), the
2
http://www.halfbakedsoftware.com/quandary.php
APOGEE project develops the idea of an automatic
generation of rich video maze games for education.
This section outlines the paradigms of rich
educational video maze games and explains their
construction process and the software architecture of
an online maze game platform planned to be
developed until 2020.
3.1 Rich Educational Maze Games
The APOGEE online platform will allow automatized
construction of rich video maze games for
educational purposes. Such games apply as a game
container a 3D planar video maze, whose halls
(rooms) represents rich didactic multimedia content
by means of:
learning boards;
puzzle mini-games of various types
representing learning tasks;
smart virtual players, or non-player characters
(NPCs), providing help and answers to the
player questions.
The didactic content can be personalized upon
various characteristics of the game player/game-
based learner model such as:
Demographic characteristics like age and
gender;
Learner/player characteristics:
o Static parameters goals and preferences,
knowledge level, learning-playing style;
o Dynamic features effectiveness,
efficiency, and speed of solving tasks.
The personalized didactic content of the learning
tasks is presented by puzzle games embedded into
maze halls and having various types, such as
answering a question or quiz for unlocking a door,
arranging a pre-generated 2D puzzle, solving a ‘word
soup’ puzzle, rolling balls marked with both text and
texture to certain positions or objects, detection of
hidden objects and classifying them by specific
feature, and memory or shooting games. Solving
puzzles in a maze hall may be mandatory or optional.
The player should solve all the mandatory puzzles in
order to proceed to the next hall of the maze. Optional
puzzles might be solved just for increasing the
learner’s score, or just for fun.
All the characteristics of the player/learner model
serve for personalization of learning content and, as
well, for dynamic, player-centric adaptation of
difficulty of learning tasks (presented by puzzles), the
3
https://www.softpedia.com/get/Others/Home-Education/
Qedoc-Quiz-Maker.shtml
The APOGEE Software Platform for Construction of Rich Maze Video Games for Education
493
audio-visual properties of the game environment, and
the NPC behavior.
3.2 APOGEE Construction of Rich
Educational Maze Games
The construction of rich educational maze games
using the APOGEE platform includes three stages:
game design, game generation, and game validation.
3.2.1 Game Design
Rich educational maze games use a planar maze
consisting of halls connected each other by means of
doors. By default, the doors are locked and need to be
unlocked by the player by providing the correct
answer to the door question. After unlocking a door,
the player can open it by a mouse click on the door
and, next, proceed to the next hall. If a hall contains
mandatory puzzles, they should be solved in order to
answer the unlocking question. The learning content
of a hall of spread on learning boards (canvases),
puzzles, and an NPC available at the hall for helping
the learner. Besides learning content, a hall has also
gaming content consisting of various assets like 3D
gaming objects, music and sounds to be played in the
hall and at specific situations; illumination,
decoration, and textual help messages (parameterized
at design stage), and textures for the walls, floor, and
ceiling.
The game construction process is presented in fig.
1. Currently, game designers need to describe their
game formally within an XML document presenting
both the learning and gaming contents. As far as only
a third of the surveyed teachers are definitely positive
about constructing an XML design document for their
games (Bontchev and Panayotova, 2017), the project
team develops an online drag-and-drop maze editor
for facilitating the maze design. The editor is
controlled by the maze XML Schema (i.e., an XSD
document) in order to reflect future changes in the
organization of maze halls. It consists of:
A connectivity editor serving for defining the
connections between the maze halls;
A property editor facilitating the design of each
maze hall including content for the learning
boards, definition of embedded mini-games,
and all needed gaming assets together with
properties of the available NPC.
The didactic content for both the learning boards
and the puzzles could be defined in several versions
in order to be personalized at the beginning of the play
according to the static and dynamic characteristics of
the learner model (ADAPTIMES, 2019).
At each moment of the design process, the maze
designer can generate and download the XML
document defining formally the designed maze game.
The generated XML is a valid instance of the XML
Schema provided to the editor.
The XML document describing the maze game
should be validated by a XML Schema (XSD file)
before starting the maze game generation process.
Fig. 2 represents a scene of the roll-the-balls puzzle
game automatically generated by means of a XML
document describing a sample history maze
(Terzieva, 2019). There are shown two balls having
on their upper canvases blazons, and four rings
having appropriate titles. The goal of this puzzle
game is to roll each ball to its matching ring.
3.2.2 Game Generation
Among the many types of serious games, we have
chosen rich educational maze games because they can
be easily generated automatically by applying a
formal, XML description of the maze game, together
with all needed game assets. The maze generation is
possible by means of a custom plugin named Maze
Builder and developed for the Unity 3D game
platform (Unity, 2018). For an offline, local
generation, the plugin should be imported into the
Unity game editor as a custom package. Next, it
requires entering an XML document valid against the
XML Schema and describing a maze game, together
with an archive of all the gaming assets. Having the
XML maze definition document and the asset
archive, the Maze Builder plugin generates the maze
in few seconds. The generated maze can be viewed
and, if needed, updated in the Unity visual game
editor as shown in fig. 2. For example, the designer
could change the didactic content presented on a
learning board, or the position of a hidden object or
of a destination circle on the floor for rolling a ball to
it.
Finally, the maze designer is supposed to do a
build of the generated maze game for a given platform
such as PC desktop, Web browsers, or mobile
devices. For the future, the processes of generating
the maze and building the video game for a specific
platform are going to happen online, without any
additional intervention by the game designer.
3.2.3 Game Validation
After the automatic generation of a rich educational
maze and building the maze video game for a specific
platform, the game designer should validate the
constructed video game by playing it.
ICSOFT 2019 - 14th International Conference on Software Technologies
494
Figure 1: A view of the APOGEE maze games construction process (the modules in dotted line are under development).
For the moment, rich educational maze video
games can be played easily only at PC desktop
platforms or Web browsers due to the complexity of
the 3D maze interactions. In order to validate the
game generation process, the game designer
(supposed to be a non-ICT people such as teachers or
pedagogues) should play at least once the maze game.
He/she should check the appearance of the didactic
content on both the learning boards and puzzle mini-
games, the location of generated hidden objects, the
interactivity and all the issues concerning the
gameplay.
Figure 2: A view of a generated maze game with a roll-the-
balls puzzle mini-game.
When playing the game through the online game
platform, the player will enter the game with his/her
personal ID, i.e. with his/her player´s model. Thus,
the personal characteristics of this player will be
applied at the beginning of the play for content
personalization and dynamic adaptation of the
gameplay. Hence, the designer can inspect all the
gameplay issues of the generated rich educational
maze and, if needed, to update the game model and
the XML game definition document and to launch
again the generation and build process.
3.3 Software Architecture of the
APOGEE Game Platform
Nowadays, one of the most common approaches used
for the implementation of distributed applications is
the micro-services architecture. This architecture is
based on SOA and it is built from a small one or more
services that can be deployed independently of one
another (Fowler and Lewis, 2014). Each micro-
service can exist as a standalone application and it is
responsible for a performing a task, part of the overall
workflow. Usually, these services are connected to
each other over HTTP and communicate between
themselves through an interchange of messages
(Dragoni et al., 2018).
The APOGEE Software Platform for Construction of Rich Maze Video Games for Education
495
Figure 3: The APOGEE software platform architecture.
The micro-services approach assures scalability,
maintainability, easy integration, and
decentralization.
Precisely, because of the above-mentioned
advantages of the micro-services, the software
architecture of the APOGEE game platform follows
this architectural design pattern. As it is shown in fig.
3, the APOGEE architecture consists of a
presentation layer, several web services and a
persistent layer responsible for data storing. Each one
of the web services is implemented as a standalone
application and can be developed and changed
independently by others. The web services are
separated into three groups such as follows:
Games construction services it consists of six
web services (maze editor, maze validator,
maze creator, XML builder, game builder, and
asset manager) responsible for a game
construction. The maze editor allows a game
labyrinth to be created / edited and store its
structure in an XSD file and in the Game DB.
The maze validator validate the XSD file
produced by the maze editor;
User management services it includes four
web services (authentication, user profile,
learner profile, and player profile) related to
management of profiles of different users;
Play game services it contains three web
services (score viewer, player manager, and
learning and gaming analytics). The analytics
will provide the data for processing, analysing
and extracting valuable knowledge and
information from it.
The APOGEE platform is accessible for two type
of users game creator and game player. As it is
shown in fig. 3, the first one (game creator) uses the
web services of game construction and user
management, and the second one (game player) uses
the web services of play games and user management.
Both types of users communicate with the web
services through a presentation layer presented by the
user interface of the APOGEE system. First, the user
is authenticated by username and password. Then,
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depending on his / her role (game creator or game
player) continues to create / edit games or to play a
game.
4 DISCUSSION
The central objective of the APOGEE project is to
create a software platform for construction and
generation of smart adaptive 3D video maze games
consisting of a metadata-driven maze editor and a
Unity3D-based maze builder using an adaptation
control engine, an intelligent question and answering
(Q&A) agent, and declarative game description and
semantically structured virtual representation of
artefacts. It is very important non-IT professionals
such as teachers, pedagogues, and educationalists to
be able to use an open platform to construct,
automatically generate and personalize engaging
educational video games. Hence, the target user group
for the APOGEE platform will include not only IT
users but also people having no or limited knowledge
in programming and data science (Dankov and Birov,
2018) such as teachers or pedagogues. The platform
will provide the possibilities of creation of
educational games for three main groups of users:
Users with experience in XML design - they
will create the game's design document from
scratch with any plain text editor and then
upload it to the server;
Users with an initial experience in mark-up
languages they will create the game design
document using the XML templates provided
by the portal and then upload it to the server;
Users with no experience in mark-up languages
- they will create the game in the online editor
and then generate the XML game design
document to be used for generating the maze.
The APOGEE platform addressed all the existing
problems and challenges listed in Section 2.1. First,
game development costs will be practically zero
because users will only design the educational games
and, next, generate and build it automatically. The
generated maze games promise to be more attractive
than today’s serious games thanks to the inclusion of
various puzzles, game assets, and intelligent virtual
players. Teachers and pedagogues will act as core
game designers into the overall production process,
using a free and customizable platform for the
automatic creation of educational games without any
need of outsourcing to game studios. As well, smart
services will help designers to tailor the gameplay
issues with the learning objectives and specific
curriculums. Personalization of learning content and
dynamic adaptation of difficulty will incur greater
motivation, engagement and flow among the learners,
following a complicated learner model and the design
of the adaptation mechanisms (ADAPTIMES, 2019).
Finally, the analytics tools integrated into the
platform will provide effective tracking and
monitoring of individual learner progress. The
analytics services are planned in three directions:
Learning analytics such as efficiency,
effectiveness and time to learn through games
by the learner;
Gaming analytics like efficiency,
effectiveness and time of play by the player;
Additional analytics an opportunity of
integration of new analytics tools for the
purpose of the platform, such as Business
Visual Analytics (Dankov and Birov, 2018) for
monitoring overall data and statistics of the
platform, game creators, and players.
For realizing all the platform services, the
architecture of micro-services has been preferred over
the monolithic or layered approach for developing
distributed applications. Micro-services expose their
functions to other services or applications through an
API and can be deployed and scalable independently.
The architecture of the APOGEE platform follows
micro-services design pattern. Its code is split up into
three composite web services (Game construction,
User management, and Play games) built around
three business contexts and each of the services is
composed of several small services having a single
responsibility. Thereby, it is achieved flexibility,
scalability, independence, and maintainability.
5 CONCLUSIONS
The paper presented an innovative open platform for
an automatized creation of educational video maze
games being under construction in the scope of the
APOGEE research project. This platform includes a
drag-and-drop editor for creating a game and provides
methods for automatic generation of adaptive video
maze games. Hereby, it allows non-IT people easily
to design and creates educational maze games.
Moreover, it provides possibility of different
pedagogical strategies to be embedded in the
educational maze games that greatly facilitates the
game process development and reduce its production
cost.
Modern video games tend to include automated
conversational entities such as virtual players (i.e.,
NPCs) playing the role of personal assistants doing
tasks for the player, competitors or opponents
The APOGEE Software Platform for Construction of Rich Maze Video Games for Education
497
(Adams and Rollings, 2006). They are well accepted
by real players in the way people interact with chat
bots as a regular part of a chat room. Question-
answering was proposed first in role-playing games
but appears to be very important for any game having
NPCs. The APOGEE approach plans to apply
question answering, where possible answers to a
question in a given domain are ranked and
incorporated in large-scale goodness polarity
lexicons by means of a semi-supervised way. Smart
NPCs should provide adequate answers to the
player´s questions, especially to those belonging to
the game learning domain.
As future works, we plan to conduct practical
experiments with the APOGEE platform. The
experiments will include validation of the usability of
the platform by non-IT specialists (meeting their
game design requirements) as well as an assessment
of the adaptability and usefulness of virtual agents.
Hereby, that will make easier for teachers to apply
game based learning at schools and Universities. The
APOGEE platform provides an open solution that
allows zero development cost, easy maintaining of
educational and gaming content, and applying of
specific pedagogical strategy in a video maze game.
Moreover, with the APOGEE the game creators will
be able to apply a dynamic, player-centric adaptation
of both difficulty of learning tasks and the multimedia
game assets that is a key factor for an effective
learning process. This will facilitate the designers to
develop the platform and the creators to make more
adaptive, effective, and efficient educational games,
for various learning domains. The players will have
their own statistical metrics of success and failures, as
well as an opportunity for competitions between
players for achieving best results.
ACKNOWLEDGEMENTS
The research leading to these results has received
funding from the APOGEE project, funded by the
Bulgarian National Science Fund, Grant Agreement
No. DN12/7/2017.
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