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Title
E-Learning using Gaming Environment
PRATHIBA P(2127200801063)
SAHA A SHARON S(2127200801307)
VASANTH V K(2127200801311)
SUPERVISOR
Dr.T.SUKUMAR ,
M.Tech, Ph.D
Professor & A.HoD
Problem Statement
• To bring Gamification on E-Learning to help
the students get over the traditional methods
of learning
NEED & Motivation
NEED
• To enhance visual skills
• To improve students interaction
• To enable them to apply gaming values in a real-world situation by
reducing the complexity in more approachable, inexpensive,
efficient and comfortable way.
MOTIVATION
•
To make the students accustomed to incorporate game elements
and mechanisms to enhance the motivation, engagement and
students learning.
Novelty
•Simplified E-Learning
•Multi-device compatible with modular randomise
questions and graphical content .
•Online assessment.
•Adaptive framework.
Architecture
OBJECTIVES
1. Engagement
2. Skill Development
3. Retention
4. Real-Life Application
5. Fun and Exploration
6. Rewards and Feedback
7. Assessment
MODULE DETAILS
MODULE 1 : User-Interface
Navigation Module
• User Profile Module : User authentication and login components.
• User profile management, including user avatars, usernames, and
settings
 Gaming Module (for game UIs):
• Heads-up display (HUD) elements for game status, health,
inventory, and scores.
• Game-specific UI components like minimaps, quest logs, and
character stats.
MODULE DETAILS
MODULE 2 : Learning modules
 Game UI Animations:
• In game design, animations can be used for character
movements, combat actions, special effects, and
transitions between game states.
 Content Presentation:
• The core instructional content, presented in a
structured and organized manner.
• May include text, images, videos, interactive
simulations, and other multimedia elements.
MODULE DETAILS
MODULE 3 : Game-Engine
 Graphics Rendering Module:
• Responsible for rendering 2D and 3D graphics
• Supports various graphics APIs like DirectX, OpenGL, or Vulkan.
 Physics Engine Module:
• Simulates physical interactions within the game, including collision
detection, rigid body dynamics, and particle systems.
 Asset Management Module:
• Manages game assets, such as textures, models, audio files, and
scripts.
• Includes asset loading, caching, and memory management.
MODULE DETAILS
MODULE 4 : Game – logic
 Game State Management:
• Game logic tracks the current state of the game, including the level,
score, health, inventory, and progress.
 Player Input Handling:
• Game logic processes player input, including keyboard, mouse,
controller, touch, or other input methods.
 Win/Lose Conditions:
• The game logic determines the criteria for winning or losing the game,
leading to outcomes like victory, defeat, or progression to the next level.
 Game Rules and Mechanics:
• It enforces the rules and mechanics specific to the game, including scoring,
health, inventory management, and power-ups.
MODULE DETAILS
• MODULE 5 : Assets
 Character and NPC Models: Character models represent playable characters
and non-playable characters (NPCs) in the game. They include their appearance
and animations.
 Cut scenes and Cinematic: These assets consist of scripted sequences and
animations that advance the game's narrative and storytelling.
 3D Models: These are 3-dimensional objects used to represent characters, props,
and environments in 3D games. They can be characters, weapons, buildings, or
any other 3D objects within the game.
 2D Sprites: 2D sprites are 2D images or animations used for characters, objects,
or special effects in 2D games or 2D elements within a 3D game.
• MODULE 6 : Data-Storage
 Object Storage: Object storage is a data storage
architecture that uses a flat address space for storing and
retrieving data as objects.
 Data Compression: Data compression techniques are
used to reduce the size of data files, saving storage space
and bandwidth.
 Latency: Latency refers to the time it takes to access
data. Low-latency storage is essential for real-time
applications, such as gaming .
RESULTS
•
•
•
•
•
•
•
•
Increased Engagement
Higher Motivation
Improved Retention
Enhanced Problem-Solving Skills
Personalized Learning Paths
Data-Driven Insights
Lifelong Learning
Skills Transfer and Cost-Effective Training
PERFORMANCE EVALUATION
•
•
•
•
•
•
•
•
Clear Learning Objectives
Gamified Assessments
Points and Rewards
Progression Systems
Storytelling and Narrative
Analytics and Data Tracking
Feedback Surveys
Continuous Improvement
GANTT CHART
ACTION PLAN :
AUGUST
Activity
Literature
survey
UserInterface
Learning
Modules
(animated
–video)
Testing
using
Gaming
Environm
ent
Leveling –
up
W1
W2
W3
SEPTEMBER
W4
W5
W6
W7
OCTOBER
W8
W9
W10
W11
NOVEMBER
W12
W13
W14
W15
W16
PO’S and PSO ‘s addressed
• PROGRAM OUTCOME (PO) :
• Engineering Knowledge
• Problem Analysis
• Design / Development of solutions
•
Conduct investigations of complex problems
• Modern tool usage
•
The engineer and society
•
Life-long learning
• PROGRAM SPECIFIC OUTCOME (PSO) :
• Demonstrate an ability of analyzing the common business functions to design
and develop appropriate Information Technology solutions.
References
• Base Paper
• Game-based approach in E-learning(RESEARCHGATE)
• Designing Educational Games on E-learning SMANAS Based Learning
Experience Design (IEEEXPLORE)
• Game based mobile E-Learning Applications
• References
• https://www.researchgate.net/publication/342534625_Gamebased_approach_in_E-learning
• https://ieeexplore.ieee.org/document/8864470
• https://slejournal.springeropen.com/articles/10.1186/s40561-023-00227-z
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