Learning Image Processing Contents Through Game

Conference proceedings article


ผู้เขียน/บรรณาธิการ


กลุ่มสาขาการวิจัยเชิงกลยุทธ์


รายละเอียดสำหรับงานพิมพ์

รายชื่อผู้แต่งNatsupakpong, Suriya; Suksawang, Suwitchaphon

ผู้เผยแพร่Springer Science and Business Media Deutschland GmbH

ปีที่เผยแพร่ (ค.ศ.)2024

ชื่อชุดCommunications in Computer and Information Science (CCIS)

Volume number1974

หน้าแรก47

หน้าสุดท้าย57

จำนวนหน้า11

ISBN978-981998254-7

นอก18650929

URLhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85177164407&doi=10.1007%2f978-981-99-8255-4_5&partnerID=40&md5=b7cc5ae8a61e6cfb5c89b7fac3312505

ภาษาEnglish-Great Britain (EN-GB)


ดูบนเว็บไซต์ของสำนักพิมพ์


บทคัดย่อ

This research is design and development an educational game for learners to gain knowledge in image processing topics while playing the game. The game is created to combine educational content with fun playing elements and enhance strategic thinking skills. This makes it an effective tool for both formal and informal learning. The user assumes the role of a robot named Enigmo in the secret town and has five missions to complete within that place and return safely. The missions consist of the sampling and quantization quest, the light and color adjustment quest, the depth of field quest, the hue color space quest, and the lens distortion and camera calibration quest. Each mission contains information and knowledge related to the mission stored in the user’s journey book, which the user can open and review lessons at any time while playing the game. The game is designed in first- and third-person perspective in a 3D environment and developed using Unity3D on Windows operating system. The research trial tested 10 users playing the game for an average of 60 min. Each user takes the quiz before and after playing the game. Out of a full score of 20, the average scores before and after learning from this game were 11.30 points and 16.70 points, respectively. The experimental results show that users gained knowledge of image processing from this game. The experiment also evaluates the usability in terms of usefulness, ease of use, ease of learning, and satisfaction with the average scores of 4.60, 4.15, 4.73, and 4.43, respectively. © 2024, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.


คำสำคัญ

Educational GameImage processingInquiry-based Learninguser engagement


อัพเดทล่าสุด 2024-21-05 ถึง 12:00