Learning Scenarios for Serious Educational Games with Creative
Visualization in Natural Eco-Context
Maxim Goynov
1a
, Detelin Luchev
1b
, Radoslav Pavlov
2c
, Lilia Pavlova
1
,
Mariya Monova-Zheleva
1,2 d
, Yanislav Zhelev
1,2 e
and Desislava Paneva-Marinova
1f
1
Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, 8, G. Bonchev Str., Sofia, Bulgaria
2
Burgas Free University, 62, San Stefano Str., 8001, Burgas, Bulgaria
Keywords: Serious Educational Games, Learning (Game) Scenarios, Platform for Serious Games Development,
Game-Based Learning, Environmental Education.
Abstract: Serious educational games are increasingly helping to promote creativity, engagement and effective learning
in modern education. The focus of this paper is on learning scenarios and their key role in the development
of serious educational games with creative visualization to build competence in natural ecosystems,
responsible management of natural resources and environmental protection, in the context of the ProNature
project. In the development, a structured framework for developing game scenarios was set and followed,
applying and integrating pedagogical principles, game design elements, and adaptive learning technologies to
improve educational outcomes. The paper discusses the key dimensions of effective educational game design
and provides insights into formalizing game scenarios and integrating them into a scalable, user-friendly
platform. The findings highlight the potential of serious games to address critical environmental challenges
while promoting innovative and inclusive learning experiences.
1 INTRODUCTION
The unprecedented proliferation of online gaming,
becoming a key component of culture and society
(Bertacchini & Borrione, 2012; Cerezo-Pizarro et al.,
2023). Gamification (Hamari, 2019) is now an ever-
present part of the modern era (Zhang et al., 2021;
Mabalay, 2025). This has a huge impact on social
trends and necessitates the need to offer digital
gaming solutions with high added cognitive value
(Koivisto & Hamari, 2019; Mohd et al., 2023).
Considering that popular computer games can raise
awareness, attract the interest of young people and
increase the popularity of embedded content in virtual
reality, more efforts should be made to use games in
a broader perspective and benefit and especially to
a
https://orcid.org/0009-0007-2244-4314
b
https://orcid.org/0000-0003-0926-5796
c
https://orcid.org/0009-0001-8250-9235
d
https://orcid.org/0000-0001-8910-2502
e
https://orcid.org/0000-0003-2783-5617
f
https://orcid.org/0000-0001-5998-687X
build and develop serious educational games (Ofosu-
Ampong, 2020; Kobari et al., 2022; P K et al., 2023).
Despite the interest in this direction, there is a lack
of evidence and evaluation on the potential of games
to achieve creativity, effective learning and
acquisition of useful knowledge and skills (Hamari et
al., 2014; Qian & Clark, 2016; All et al., 2016; Chugh
& Turnbull, 2023). Due to their advanced
interactivity and multimedia interfaces, modern
serious educational games can convey complex
concepts and facts in a widely accessible and
engaging way (Knox, 2023; Dahalan et al., 2024;
Karimov et al., 2024; Sun et al., 2024). Serious
educational games of the interactive system or
simulator type rely on the additional pedagogical
value of fun and competition. On the other hand, the
rapid development of serious educational games
834
Goynov, M., Luchev, D., Pavlov, R., Pavlova, L., Monova-Zheleva, M., Zhelev, Y. and Paneva-Marinova, D.
Learning Scenarios for Serious Educational Games with Creative Visualization in Natural Eco-Context.
DOI: 10.5220/0013501300003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 834-845
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
towards building through virtual and mixed reality
provides additional opportunities creative
visualization and interactivity, collaboration and
teamwork, leadership, communication, critical
thinking, problem solving, flexibility and
adaptability, global and social awareness,
information and technology literacy, initiative, social
responsibility and ethics (Zakrzewski et al., 2025;
Nguyen-Viet & Nguyen-Viet, 2025).
Contemporary serious educational games are
extremely valuable especially if their construction
and consideration is the result of a collaborative effort
between a team of specialists in digital technology,
the target subject area to be studied and the pedagogy.
A well-structured scenario must integrate both
pedagogical principles and game design elements to
ensure a balance between entertainment and learning.
At the same time, to develop and implement effective
learning tools, it is essential to consider all
stakeholders (users, educators, families, researchers,
developers/industries) (De Gloria et al., 2014).
All this would be difficult to achieve when there
is no clear learning scenario, concept, learning
content and use cases to develop the game in a
specific learning context, with a learning objective
and learning-focussed gameplay. The scenario in
educational games plays a crucial role in creating an
engaging and effective learning experience by
directing the player's attention toward key
educational objectives (Bellotti et al., 2010). In
developing a serious educational game, one should
follow and clearly articulate the learning
characteristics, specify the role of each game object,
the space (scene) in which the serious game takes
place, the actions, and the expected outcome. It is also
important for the scenario to be adaptive, allowing
players to explore different strategies and observe the
consequences of their decisions, which fosters a
deeper understanding of the learning content. Recent
studies emphasize the importance of incorporating
adaptive learning technologies and personalized
feedback mechanisms into serious games to enhance
their educational impact (Lameras et al., 2021).
Adaptive scenarios that respond to the player's
progress and learning style significantly improve
engagement and knowledge retention.
This paper focuses on the learning scenario (also
called game scenario) of a serious educational game,
its formalization and development in a special
learning-supported software platform. The target
scenario reflects the specific learning content and
player (learner) activities and in particular the
specifics of the learning game objects, game scene,
learning strategy, gaming learning flow, etc. The
development of learning scenarios is a key
component in the ProNature project
(https://pronature-project.math.bas.bg), which aims
to develop an innovative software platform for
serious educational games with creative visualization
to build competence for natural ecosystems,
responsible management of natural resources and
environmental protection. The project creates
scenarios for serious educational games in the context
of:
awareness and knowledge about the
functioning of protected ecosystems;
sustainable use, protection and management of
natural resources;
pollution prevention and control;
protection and responses in critical situations of
biodiversity and natural ecosystems, etc.
In Section 2, the specifics of serious game design,
focusing on the integration of pedagogical principles
and game mechanics to create engaging and effective
learning experiences, is explored. Section 3 presents
the formalization and specification of a learning
scenario of a serious educational game with creative
visualization for building competence in natural
ecosystems, responsible management of natural
resources and environmental protection, providing a
structured approach to defining game objects,
activities and outcomes within a specific learning
context. The design of the ProNature platform,
highlighting its modular architecture and the role of
the game scenario module in facilitating the creation
of adaptable and reusable educational games, is
presented in Section 4. Section 5 discusses some key
dimensions of successful serious games, including
learning-related, game-related and technical aspects.
In Part 6, conclusions are drawn and views on future
research and development are presented.
2 SERIOUS GAME DESIGN
SPECIFICS
The acceptance and popularity of gamification as a
strategy designed to boost user engagement, enhance
motivation, and deliver lasting experiences attracted
much attention (Bozkurt and Durak, 2018). A lot of
research shows that this innovative approach has
gained significant recognition and nowadays serious
games and game-based learning mechanisms have
been used to promote positive attitudes, behaviours,
and learning achievements across various domains,
including primary, secondary and higher education,
adult education, healthcare, professional learning and
Learning Scenarios for Serious Educational Games with Creative Visualization in Natural Eco-Context
835
training, culture and social field (Lee et al., 2024; Bijl
et al., 2024; Dernat et al., 2025). The thorough
analysis of the theories used in primary studies related
to gamification and serious games (Bozkurt and
Durak, 2018; Krath et al.,2021) shows that a variety
of theories are employed (more than 100). However,
Self-Determination Theory (Mora et al., 2017;
Thomas et al., 2020; Tobon et al., 2020) and Flow
Theory (Bozkurt and Durak, 2018; Ab Jalil et al.,
2020; Gris and Bengtson, 2021) emerged as the most
beneficial frameworks in gamification research.
Creating an educational game is a challenging task.
The process involves integrating diverse
perspectives, including essential learning theories and
principles combined with effective game design and
suitable educational content to ensure an engaging
experience and educational effectiveness (Mifrah,
2023).
Researchers in the field have identified 12 key
elements of effective educational game design and
classified them into the framework including the
following 4 dimensions (Prensky, 2003; Shute and
Ke, 2012; Whitton, 2012):
Learner-specific - profile, role, competencies;
Pedagogy - associative, cognitive,
social/situative;
Representation\Action-Domain Link - fidelity,
interactivity, immersion;
Context - environment, access to learning,
supporting resources.
The developed framework was extended further
by incorporating cognitive and instructional
approaches to be used in educational game
development, known as the Four Dimensional
Framework (FDF). The Table 1 below shows the core
elements of FDF (De Freitas and Jarvis, 2009).
Table 1: FDF core elements.
Learne
r
-specific Peda
g
o
gy
Challenge
Conflict
Progress
Adaptation
Assessment/Feedback
Debriefing/Evaluation
Instructions/Help/Hints
Safet
y
Representation Contex
t
Control
Interaction (Equipment),
Interaction
(Interpersonal),
Interaction (Social)
Location
Problem-Learner Link
Representation
Sensor
y
Stimuli
Fantasy
Goal/Objectives
Language/Communication
Mystery
Pieces or Players
Player Composition
Rules
Theme
The FDF has been enhanced by incorporating
cognitive and instructional approaches into the game
process (van Staalduinen et al., 2010, Ahmad et al.,
2015). Figure 1 illustrates how to connect the
educational game elements across the four mentioned
dimensions. Learning objectives and player goals
shape the engagement of the learners (i.e. players)
and guide the learning process. Based on their
achievements in the game, the learners receive
feedback and assistance from the system aiming to
improve their learning effectiveness and behaviour.
The changes in behaviour and achievements affect the
learning content, leading to adjustments in the
complexity level of the same topic or a transition to a
different topic. This, in return, influences the learning
objectives and player goals.
Figure 1: Improved FDF (Ahmad et al., 2015).
Emerging technologies such as generative AI,
extended reality (XR), and real-time analytics provide
opportunities to create more adaptive and realistic
learning scenarios. Current solutions often fail to
leverage these advances outlining a field for further
improvement (Kamalov et al., 2023; Li, S & Zhou,
Y., 2022; Ratican, J., Hutson, J., Wright, A., 2023).
Another consideration is the existing need for
personalized, inclusive, and scalable serious game
solutions that cater to varying skill levels and goals.
The focus of educational development should
prioritize sustainability and equity. This is
particularly relevant in the context of game-based
learning platforms, where there is an increasing
emphasis on the need for accessible and cost-effective
tools. Many existing platforms, however, are
characterized by being resource-intensive or
prohibitively expensive, thereby significantly
restricting their potential for widespread adoption.
Addressing these barriers is imperative to ensure
inclusive access to educational resources and to foster
broader participation across diverse socio-economic
groups.
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The development of an innovative software
platform for serious educational games with creative
visualization to build competence for natural
ecosystems, responsible management of natural
resources and environmental protection (also called
ProNature platform) is one of the main objectives of
the ProNature project (https://pronature-
project.math.bas.bg). Wide range of serious
educational games with creative visualization in
selected eco-contexts on the basis of created game
educational scenarios, will be developed through the
platform. The resulting games are mainly oriented
towards students at the junior and senior secondary
level but would also be of interest to representatives
of the scientific community, educational institutions,
NGOs, industry and society in general.
The proposed software platform and the serious
educational games are aimed at contributing to the
awareness of natural resources and ecosystems, to the
creation of practical skills in students to design
environmentally sustainable solutions. In general, the
ProNature software platform is aimed at stimulating
innovative thinking in solving environmental
problems of the future towards sustainable
management practices in industry and social life
(Goynov et al., 2024). The methodology for the
development of the serious game scenarios and their
design specifics in the ProNature project considers
the extreme dynamics of the development of the
subject area, the applied research in it and the
interdisciplinarity, which helps the developed
models, methods and tools to be flexible, extensible
and reusable.
3 FORMALIZATION AND
SPECIFICATION OF
SCENARIOS OF A SERIOUS
EDUCATIONAL GAME WITH
CREATIVE VISUALIZATION
TO BUILD COMPETENCE FOR
NATURAL ECOSYSTEMS,
RESPONSIBLE MANAGEMENT
OF NATURAL RESOURCES
AND ENVIRONMENTAL
PROTECTION
The game scenario is presented as a distinct
component within a broader software architecture
designed for the ProNature platform.
The architecture (Fig. 2) tries to isolate the
components in order to divide and simplify the
process of a serious educational game creation by
strictly separating the tasks of:
Creating and selecting the game artefacts -
texts, audio and visual assets (2D or 3D),
animations, configurable embeddable mini-
games;
Creating the scenario by defining a flow of
sequences;
Defining game rules;
Creating the complete game using the desired
environment (2D or 3D), scenarios, artefacts
and rules using interactive software tools.
Figure 2: General software architecture of the ProNature platform.
Learning Scenarios for Serious Educational Games with Creative Visualization in Natural Eco-Context
837
The isolation of the components also gives a
certain level of abstraction which would allow game
developers to experiment by combining one game
scenario with various sets of game artefacts or rules,
or to use one scenario for different games.
Component inheritance will also be supported,
meaning that a game (or game component) created by
one game developer could be inherited, cloned and
modified by another developer.
3.1 Formal Presentation of a Learning
Scenario
A well-structured and not complicated formal
definition of a game scenario is needed in order to put
a stable foundation for the whole game process
implementation. Game scenario development as a
predecessor step of the actual game development
should be done in a very precise and thoughtful way
in order to reduce double work and rework on the next
stages of the game development process.
For this reason our team set up a scenario
definition (shown on the analytical design diagram
below), containing a very simple repetitive flow,
composed of very few entities:
A scene, which defines the current environment
and its descriptions, an introduction containing
short educational parts, a game scenario may
contain more than one scenes;
Game objects, artifacts which are parts of the
scene. They contain valuable educational
content and allow interaction with players.
Game object may have 3 statuses:
o active - the player is able to interact and
play (go through the scenario);
o locked - the player will be able to interact
after some other actions are completed, or
a certain number of game points are
gathered;
o completed - the player has completed all
scenario activities related to this game
object. Player is still able to replay them.
Available activities. Every game object
contains a list of available activities related to
its specific features. Activities can be specific
tasks or cases to be solved by the players
Outcomes. Activities are related to their
relevant outcomes. Outcomes depend on player
s decisions when playing with the specific
part of the scenario (solving a game objects
specific task).
Figure 3 presents a diagram of the analysis for
game scenario formalization. The purpose of the
diagram is to show the object classes and the
relationships between them concerning the basic
elements of a game scene. Each scene consists of
game objects that can be active, locked or completed.
Active objects are those that are available for player
interaction. Locked objects are those objects that are
not yet available for player interaction, but a certain
condition needs to be met for them to go into active
status. Completed are all objects that the player has
already played.
Each game object contains possible actions for the
player to choose. Each action, in turn, provides a
choice of possible outcomes.
Figure 3: Diagram of the analysis for game scenario
formalization.
3.2 Presentation of Content of Specific
Learning Scenarios
The descriptors of a particular scenario directly
depend on the learning content that is the subject of
the game and are specified and grouped as general
and specific. General descriptors mainly refer to
genre, player characteristics, scenario context,
general description and learning objective, learning
characteristics, scene (space, terrain) on which the
game will take place, inventory, active objects and
their representation, game flow/development. Figure
4 represents an activity diagram of the game progress.
It tracks the steps the learner (player) goes through to
advance a level in the game. The activity diagram
presents the flow of interactions between the system
and the player while performing the game scenario.
A scene begins with a short introduction which
aims to let the player into the scene details and to
provide some contextual information about the target
scene environment. As a rule of the thumb we assume
that the introduction should not be longer than 30
seconds in order to keep the player's attention.
Next, the scene environment with game objects is
presented to the player. Player is able to observe the
whole environment and decide to continue with some
of the active game objects.
Choosing a game object leads to presenting
additional information or a list of specific tasks
related to the object. The player is able to select a task
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Figure 4: Activity diagram of the game progress.
to complete and possible ways of its completion. The
system estimates the completion of the task and
according to the game rules decides whether it was
successful. According to the game rules, players
could be awarded, new scenes / levels / game objects
can be unlocked.
The specific descriptors are related to the
specification of the selected active objects. For
example, in Scenario 1, the first level is cognitive in
the context of awareness and knowledge about the
functioning of protected ecosystems. The actions of
the learner (player) are related to exploring and
learning educational information and interesting facts
about the lake and its inhabitants. The player learns
about some of the most important birds by
researching basic characteristics and features about
each bird. We selected the Atanasovsko lake and its
inhabitants - the birds Dalmatian Pelican, Pied
Avocet, Shelduck, White-tailed Eagle и Common
Tern. For example, for the selected active object
“bird” descriptors are included such as: distinctive
features, specific information, how, where and what
it eats (in general), habitat, nesting, residence in
Bulgaria, who its enemies are (in general), why it is a
protected species, interesting facts. Visualization
through 2D and/or 3D images and sound and
interactive learning units that teach and test the
acquired knowledge are included (Figure 5). In the
second level, the focus is on the food of birds and the
specific descriptors for a given active bird object are
feeding places, how they catch their food, food -
examples and description. Scenario 2 focuses on the
sustainable use of ecosystem resources by birds and
humans, and level 1 focuses on bird reproduction.
The active objects in the level are the selected lake
and its specifically selected inhabitants - birds. For
each of them, knowledge about: breeding season,
nesting sites, pairs, nests, eggs, young, etc. is
presented in an interactive way.
Learning Scenarios for Serious Educational Games with Creative Visualization in Natural Eco-Context
839
Figure 5: 2D and 3D images of learning objects.
Visualization through 2D and/or 3D images and
interactive learning units that teach and test the
acquired knowledge are included. Scenario 3 is under
development, which aims to raise awareness and
knowledge about the protection and care of a
protected natural ecosystem (lake), its problems,
enemies of the inhabitants, prevention and control of
pollution and protection and responses in critical
situations of biodiversity and the natural ecosystem,
etc.
4 ТHE DESIGN OF THE
PRONATURE PLATFORM AND
ITS GAME SCENARIO
MODULE
A traditional 3-tier architecture was selected for the
implementation of the ProNature platform and its
components:
A database layer provisioned by the non-
relational database management system
MongoDB;
An application layer, supported by the
following technologies: NodeJS, Express,
NGINX.
A presentation layer, based on the web
technologies Vue JS, Vuetify and THREE JS,
using RESTFul APIs for the communication
with the application layer, and thus allowing
the system to have multiple presentation layers
implemented.
The component diagram (Figure 6) of the game
scenario module illustrates how data entities are
structured and stored within the database. The
ScenarioManager control class is part of the
application layer of the platform, responsible for the
main logic of the game scenario management.
ScenariosManager is a boundary class and manages
the communication between the application and
presentation layer of the component (it implements
the RESTFul API).
All scenario entities will be stored in the non-
relational database management system MongoDB
using the JSON format. Together with the MVVM
(model-view-viewmodel) pattern used for the user
interface development, a rapid software development
process will be achieved, minimising the needs for
data transformations between the layers of the
platform.
Despite the logical separation between the
components, the front-end design (presentation layer)
is planned to be implemented in a way that every
feature and functionality will be available for the user
(game developer) in a fast and intuitive manner,
considering all the good and modern UI/UX practices
for a productive game building environment.
5 DISCUSSIONS
The growing global awareness of the issues related to
climate change caused a notable rise in the
development of serious games focused on the topic
(Nabong & Opdyke, 2024). Many of these games are
designed to foster an understanding of the causes of
climate change and explore effective mitigation
strategies relevant to the targeted audiences and
contexts. The success of a concrete ProNature serious
game depends on three key aspects: gaming-related
factors (dimensions), relevant learning theories and
principles that should be integrated into the proposed
game scenarios (we called them learning-related
dimensions), and technical considerations. It is
important to carefully evaluate these aspects of the
scenarios to ensure they align with the characteristics
of the target audience (school students) and the
concrete educational context and align with the
national educational standards of the school
programs.
Learning-related dimensions: The objectives of
the ProNature games focused on fostering
competence and skills in the responsible management
of natural resources and ecosystems, as well as in
environmental protection, should align closely with
national educational standards and the broader goals
of sustainability education. The complexity and
format of the content should be appropriately tailored
to the target audience of learners, with careful
consideration of accessibility and inclusivity.
The scenarios should provide relevant supportive
learning resources and learning activities tailored to
the student's profile, fostering autonomy and a reward
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Figure 6: Component diagram of the game scenario module.
system to evaluate player performance. The proposed
scenarios should allow the smooth incorporation of
the game activities into more complex and
comprehensive learning activities encompassing
classroom discussions, group work and collaboration,
homework assignments, etc.
Gaming-related dimensions: The scenarios
should contain final objectives and short-term goals
to help players achieve the final ones. Players should
strive for continuous improvement by gradually
increasing the difficulty level without surpassing their
capabilities to prevent discouragement. The scenarios
have to provide the possibility for players to perceive
the impact of their actions enabling behaviour
adjustments. Positive feedback, often tied to rewards,
enhances engagement, immersion, and goal
achievement. The game experience should differ
across players and sessions, achieved by adapting
challenges to the player’s skills and knowledge. The
game should captivate a diverse student audience
through features such as a compelling narrative, an
engaging virtual environment, contextualization, and
challenging objectives.
Technical aspects: The game should be based on
an intuitive interface and visual elements tailored to
the target audience to enhance engagement. All of
them need to be specified in detail in the learning
scenarios. Moreover, the scenarios should be
developed considering the potential for reusing them
in different contexts or gaming decors. This will
allow teachers to adapt or enhance the scenarios by
creating additional levels or adding new learning
topics using a user-friendly toolkit.
The proposed framework for scenarios for serious
educational games within the ProNature platform
demonstrates significant potential, but after the
implementation of serious educational games on it,
systematic empirical validation of its effectiveness
and scalability is yet to be carried out. One of the
directions in this regard is user studies to assess
engagement, learning outcomes, usability and
adaptability in different groups of learners. For
instance, pre-test/post-test designs could be employed
to measure knowledge acquisition, while control
group studies would allow for a comparative analysis
of game-based versus traditional learning methods
Learning Scenarios for Serious Educational Games with Creative Visualization in Natural Eco-Context
841
(Lameras et al., 2021; Nabong & Opdyke, 2024).
Additionally, learning analytics and A/B testing could
provide insights into the adaptability of the platform,
ensuring it meets the needs of learners with varying
skill levels and backgrounds (Kamalov et al., 2023;
Li & Zhou, 2022).
Another research direction that could influence
the development of the ProNature platform is a
broader comparison with existing serious educational
games. Future research will show whether and how
the ProNature platform excels in terms of adaptive
difficulty levels and personalized learning paths. For
example, while many platforms focus on static
content delivery, the ProNature platform’s emphasis
on creative visualization and dynamic scenario
adaptation offers an appropriate approach to fostering
environmental awareness and critical thinking
(Luchev et al., 2024). This novelty could be further
highlighted through comparative studies with
platforms like those discussed by De Gloria et al.
(2014) and Pellas et al. (2019), which emphasize
immersive technologies, but they lack an
interdisciplinary focus on environmental education.
Techniques such as facial expression analysis and
eye-tracking offer the potential to yield more nuanced
insights into emotional engagement, while think-
aloud protocols can elucidate cognitive processes
occurring during gameplay (Kickmeier-Rust et al.,
2011; Kiili et al., 2014; Psaltis et al., 2016; Hookham
et al., 2016; Pellicone et al., 2022). However, it is
essential to emphasize that apart from the need for
specialized analytical expertise, the effective
implementation of these engagement studies methods
necessitates specialized equipment, which may not be
readily available to all participants. This limitation
constitutes a significant challenge that warrants
further consideration in future research. These
methods, combined with self-report surveys and task
performance metrics, would offer a comprehensive
evaluation of the platform’s usability and learning
impact (Bijl et al., 2024; Zubair et al., 2024). In
general, learning effectiveness studies will assess the
improvement in knowledge or skills as a result of
playing games on the platform.
Considering these different aspects and choosing
appropriate evaluation methods will greatly assist in
achieving effective results. The process needs to
involve both teachers who have implemented the
proposed game-based solutions in their actual work
and teaching practices, the learners, as well as experts
from educational control bodies. In the project,
optimal evaluation methods will be investigated and
selected. Future studies should focus on long-term
retention tests, demographic-based analyses, and
focus groups to ensure the platform’s adaptability and
inclusivity. By addressing these limitations, the
platform can achieve its goal of promoting innovative
and sustainable learning experiences.
6 CONCLUSIONS
The presented research and development responds to
current trends in creating personalized, inclusive and
scalable serious gaming solutions for education that
meet different skill levels and goals. The target
software platform for serious educational games with
creative visualization is in the design and
development, but considering each component and its
role is essential to the outcomes. This paper focused
on learning game scenarios, showing its formalization
and development in the ProNature software platform.
The consideration of the project concept will continue
to evolve to ensure the effective use of the proposed
solutions, not only with a view to improving students'
understanding of natural ecosystems, but also they
will contribute to promoting critical thinking,
problem solving and environmental awareness.
Future work will focus on further developing and
refining the scenarios in the direction of
customization and adaptability, in order to improve
the learner's experience and to bring the visual
representation as close as possible to the real natural
environment. The possibility of reusing already
created scenarios, artifact sets, backgrounds and
game rules will be expanded, and this will greatly
facilitate different developers. They will be able to
experiment by combining one game scenario with
different artifact sets or rules or using one scenario for
different games, etc. Collaborative efforts with
educators, researchers, and industry stakeholders will
be essential to ensure the continued development and
widespread adoption of serious educational games as
powerful tools for environmental education and
sustainable development.
ACKNOWLEDGEMENTS
This publication was created with the financial
support of the European Union - NextGenerationEU.
All responsibility for the content of the document is
borne by the Institute of Mathematics and
Informatics, Bulgarian Academy of Sciences and
under no circumstances can it be assumed that this
document reflects the official opinion of the European
Union and the Monitoring and Reporting Structure
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
842
under the Recovery and Resilience Facility of the EU,
established by Regulation (EU) 2021/241, in the
Bulgarian Academy of Sciences.
Project No. BG-RRP-2.011-0004 entitled
"Innovative Software Platform for Serious
Educational Games with Creative Visualization to
Build Competence and Responsible Management of
Natural Resources" from the National Recovery and
Resilience Plan, is financed under Contract No. PVU-
2/BG-RRP-2.011-0004-C01/27.05.2024 by the
Recovery and Resilience Faculty in implementation
of the Investment C2I2 "Increasing the innovation
capacity of the Bulgarian Academy of Sciences in the
field of green and digital technologies" from the
Recovery and Resilience Facility of the European
Union - NextGenerationEU.
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