Skip to main navigation menu Skip to main content Skip to site footer

Information technologies and systems

September 5, 2025; Boston, USA: VIII International Scientific and Practical Conference «SCIENTIFIC PRACTICE: MODERN AND CLASSICAL RESEARCH METHODS»


КОНЦЕПЦІЯ ПРОЄКТУВАННЯ ІНФОРМАЦІЙНОЇ ТЕХНОЛОГІЇ АВТОМАТИЗОВАНОГО СТВОРЕННЯ НАВЧАЛЬНИХ НАСТІЛЬНИХ ІГОР НА ОСНОВІ ЗМІШАНОЇ РЕАЛЬНОСТІ


DOI
https://doi.org/10.36074/logos-05.09.2025.028
Published
05.09.2025

Abstract

. Інтеграція настільних ігор із технологіями змішаної та доповненої реальності (MR/AR) демонструє послідовне зростання навчальної ефективності завдяки підвищенню залученості, мотивації та якості взаємодії здобувачів освіти.

References

  1. Blazhko, O., & Shtefan, N. (2023). Development of Marker-Based Web Augmented Reality Educational Board Games for Learning Process Support in Computer Science. 2023 6th Experiment@ International Conference (Exp.at’23), 146–151. https://doi.org/10.1109/exp.at2358782.2023.10545689
  2. Hou, H.-T., Fang, Y.-S., & Tang, J. T. (2023). Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial
  3. and logical ability. Interactive Learning Environments, 31(7), 4346–4366. https://doi.org/10.1080/10494820.2021.1961810
  4. Lin, Y.-C., & Hou, H.-T. (2024). The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: Differences analysis of learning effectiveness, motivation,
  5. flow, and anxiety. Interactive Learning Environments, 32(2), 502–521. https://doi.org/10.1080/10494820.2022.2091606
  6. Lin, H.-C. K., Lin, Y.-H., Wang, T.-H., Su, L.-K., & Huang, Y.-M. (2020). Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics, 9(11), 1752. https://doi.org/10.3390/electronics9111752
  7. Onime, C., Uhomoibhi, J., Wang, H., & Santachiara, M. (2020). A reclassification of markers for mixed reality environments. The International Journal of Information and Learning Technology, 38(1), 161–173. https://doi.org/10.1108/IJILT-06-2020-0108
  8. Vidal-Balea, A., Blanco-Novoa, Ó., Fraga-Lamas, P., & Fernández-Caramés, T. M. (2021). Developing the Next Generation of Augmented Reality Games for Pediatric Healthcare: An Open-Source Collaborative Framework Based on ARCore for Implementing Teaching, Training and Monitoring Applications. Sensors, 21(5), 1865. https://doi.org/10.3390/s21051865
  9. Arab American University, Abualrob, M., Awaad, T., & Arab American University. (2024). Developing an Augmented Reality-based Board Game for Teaching Atomic Models. Science Education International, 35(3), 198–206. https://doi.org/10.33828/sei.v35.i3.3
  10. Gallotta, R., Todd, G., Zammit, M., Earle, S., Liapis, A., Togelius, J., & Yannakakis, G. N. (2024). Large Language Models and Games: A Survey and Roadmap. IEEE Transactions on Games, 1–18. https://doi.org/10.1109/TG.2024.3461510
  11. Browne, C., Piette, É., Stephenson, M., & Soemers, D. J. N. J. (2023). Ludii General Game System for Modeling, Analyzing, and Designing Board Games. In N. Lee (Ed.), Encyclopedia of Computer Graphics and Games (pp. 1–15). Springer International Publishing. https://doi.org/10.1007/978-3-319-08234-9_486-1
  12. Todd, G., Padula, A., Stephenson, M., Piette, É., Soemers, D. J. N. J., & Togelius, J. (2024). GAVEL: Generating Games Via Evolution and Language Models (Version 2). arXiv. https://doi.org/10.48550/ARXIV.2407.09388
  13. Kessing, D., & Löwer, M. (2022). Evaluation of Systematically Developed Gamification Strategies with Game-Balance Simulation Tools. 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). https://doi.org/10.54941/ahfe1001517
  14. Starosta, J., Kiszka, P., Szyszka, P. D., Starzec, S., & Strojny, P. (2024). The tangled ways to classify games: A systematic review of how games are classified in psychological research. PLOS ONE, 19(6), e0299819. https://doi.org/10.1371/journal.pone.0299819
  15. Browne, C. (2011). The Ludi System. In C. Browne, Evolutionary Game Design (pp. 11–21). Springer London. https://doi.org/10.1007/978-1-4471-2179-4_3
  16. Ganesh, L. (2014). Board Game as a Tool to Teach Software Engineering Concept—Technical Debt. 2014 IEEE Sixth International Conference on Technology for Education, 44–47. https://doi.org/10.1109/T4E.2014.28
  17. Zheng, S., Fischer, V., Luckner, N., & Purgathofer, P. (2024). Learning from Designing a Board Game for Policy Thinking in Computer Science. European Conference on Games Based Learning, 18(1), 885–892. https://doi.org/10.34190/ecgbl.18.1.2709
  18. Amresh, A. (2023). Integrating Reinforcement AI into the Design of Educational Games. European Conference on Games Based Learning, 17(1), 13–18. https://doi.org/10.34190/ecgbl.17.1.1709
  19. Xiao, C., & Yang, B. Z. (2024). LLMs May Not Be Human-Level Players, But They Can Be Testers: Measuring Game Difficulty with LLM Agents (Version 1). arXiv. https://doi.org/10.48550/ARXIV.2410.02829
  20. Huang, S.-Y., Tarng, W., & Ou, K.-L. (2023). Effectiveness of AR Board Game on Computational Thinking and Programming Skills for Elementary School Students. Systems, 11(1), 25. https://doi.org/10.3390/systems11010025
  21. Takrouri, K., Causton, E., & Simpson, B. (2022). AR Technologies in Engineering Education: Applications, Potential, and Limitations. Digital, 2(2), 171–190. https://doi.org/10.3390/digital2020011
  22. Hou, H.-T. (2022). Augmented reality board game with multidimensional scaffolding mechanism: A potential new trend for effective organizational strategic planning training. Frontiers in Psychology, 13, 932328. https://doi.org/10.3389/fpsyg.2022.932328
  23. Chen, Y.-F., & Janicki, S. (2020). A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study. JMIR Serious Games, 8(4), e22007. https://doi.org/10.2196/22007
  24. Tobar-Muñoz, H., Baldiris, S., & Fabregat, R. (2023). Co-Design of Augmented Reality Games for Learning with Teachers: A Methodological Approach. Technology, Knowledge and Learning, 28(2), 901–923. https://doi.org/10.1007/s10758-023-09643-z