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. OBJECTIVES • • • • • • • 1. Engagement 2. Skill Development 3. Retention 4. Real-Life Application 5. Fun and Exploration 6. Rewards and Feedback 7. Assessment Game Development Architecture MODULE DETAILS MODULE 1 : User- Interface: Adobe , Figma, HUD- Menu icons & level selections. MODULE 2 : Learning-Module: Animations using WixAI,Adobe,Canva MODULE DETAILS • MODULE 3 : Game Engine : Unity. • MODULE 4 : Game Logic : Renders, Player input,score tracking & game selection. MODULE DETAILS • MODULE 5 : • Assets : Images Models & sound. • MODULE 6 : • Data Storage : Loading of questions, game process & feedback mechanism. RESULTS • Learning modules • UI and prototype • Animation Create and implemented successfully 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