Learning Image Processing Contents Through Game

Conference proceedings article


Authors/Editors


Strategic Research Themes


Publication Details

Author listNatsupakpong, Suriya; Suksawang, Suwitchaphon

PublisherSpringer Science and Business Media Deutschland GmbH

Publication year2024

Title of seriesCommunications in Computer and Information Science (CCIS)

Volume number1974

Start page47

End page57

Number of pages11

ISBN978-981998254-7

ISSN18650929

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

LanguagesEnglish-Great Britain (EN-GB)


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Abstract

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.


Keywords

Educational GameImage processingInquiry-based Learninguser engagement


Last updated on 2024-21-05 at 12:00