Integration of the process of computer game development with augmented reality in STREAM-education components

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Tamara R. Gumennykova
Tetiana A. Luhova
Oksana I. Riashchenko
Yuliia L. Troianovskaу

Abstract

This article describes the links between STREAM-education components (Science, Technology, Reading/Writing, En- gineering, Arts, Mathematics) and the stages of computer game development (StoryTelling/Scripts, GameDesign, 2D/3D-Computer graphics, Programming, Testing, and Game Level) on the example of using sensors of human movement control. In order to effec- tively integrate the computer game development process with the augmented reality into the component of STREAM-education, the method for creating a real-complemented virtual training exercises using an example of training with a ball on the basis of the MS Kinect motion sensor is proposed. As a result of the analysis of the virtual environment characteristics created by the sensor of the MS Kinect controller and taking into account the limits of the Scratch program, it is proposed to formalize the characteristics of the virtual environment. The results of the analysis of games offered by LumoPlay and MotionMagix software manufacturers in logic, sports, entertaining classes in various game genres and relaxation with special effects are given. Examples of experiments are shown during the organization of two Meet and Code 2018 master-classes for schoolchildren of virtual programming, complemented by the reality of football training, which has confirmed the interest of students in participating in many STREAM-related learning process- es. The results of the work also identified the directions of further research and development; in the research process the estimation of the visualization error of virtual objects determined the need for the development of a special algorithm for automatic correction of the coordinates of the location of virtual sprite objects that are part of a single group of objects player's body; Many examples of commercial game systems are based on new templates that allow you to quickly change the graphic part of the game, so it is planned to create similar scratch templates for developing games.

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Section

Information technologies in socio-economic, organisational and technical systems

Authors

Author Biographies

Tamara R. Gumennykova, Prydunai Branch of Private joint-stock company “Higher educational institution “Interregional Academy of Personnel Management”

Doctor of Pedagogical Sciences, Professor of the Department of Social Sciences

Tetiana A. Luhova, Odessa National Polytechnic University, 1, Shevchenka ave., Odesa, 65044, Ukraine

Cand. of Art Sciences, Associate Professor

Oksana I. Riashchenko, Secondary school No. 10, Izmail, Ukraine

teacher of Informatics

Yuliia L. Troianovskaу, Odessa National Polytechnic University, 1, Shevchenka ave., Odesa, 65044, Ukraine

Senior Lecturer

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