Digital Technology Implementation for Students' Involvement Base on 3D Quest Game for Career Guidance and Estimating Students' Digital Competences

Oleksandr Prokhorov, Vladyslav Lisovichenko, Mariia Mazorchuk, Olena Kuzminska

Abstract

This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game is based on a 3D model of the computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first-year students. The paper features leveraged the theoretical background, software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development, the team utilized C\# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies based on the Digital Competence Framework for Citizens (DigComp 2.1): test task, puzzle, assembling a computer, and setting up an IT-specialist workplace. The experiment conducted at the online open house day 2020 proved the 3D quest game efficiency. The applicants estimated a 3D quest, as more up-to-date and attractive engagement. According to the results of the 3D quest, applicants demonstrated an average level of digital competence with some certain items difficulties at 0.5. Several psychometric item characteristics were analyzed in detail that would allow us to improve the item’s quality.

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Paper Citation


in Harvard Style

Prokhorov O., Lisovichenko V., Mazorchuk M. and Kuzminska O. (2020). Digital Technology Implementation for Students' Involvement Base on 3D Quest Game for Career Guidance and Estimating Students' Digital Competences. In Proceedings of the 1st Symposium on Advances in Educational Technology - Volume 1: AET, ISBN 978-989-758-558-6, pages 676-690. DOI: 10.5220/0010927400003364


in Bibtex Style

@conference{aet20,
author={Oleksandr Prokhorov and Vladyslav Lisovichenko and Mariia Mazorchuk and Olena Kuzminska},
title={Digital Technology Implementation for Students' Involvement Base on 3D Quest Game for Career Guidance and Estimating Students' Digital Competences},
booktitle={Proceedings of the 1st Symposium on Advances in Educational Technology - Volume 1: AET,},
year={2020},
pages={676-690},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010927400003364},
isbn={978-989-758-558-6},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 1st Symposium on Advances in Educational Technology - Volume 1: AET,
TI - Digital Technology Implementation for Students' Involvement Base on 3D Quest Game for Career Guidance and Estimating Students' Digital Competences
SN - 978-989-758-558-6
AU - Prokhorov O.
AU - Lisovichenko V.
AU - Mazorchuk M.
AU - Kuzminska O.
PY - 2020
SP - 676
EP - 690
DO - 10.5220/0010927400003364