UNIVERSITY OF RUSE "ANGEL KANCHEV"
UNION OF SCIENTISTS - RUSE

Proceedings 2024
Faculty of Electrical and Electronic Engineering and AutomationBook 3.2 · Communication and Computer Technologies

FRI-2G.303-1-CCT1-01

MOBILE GAME APPLICATION FOR STUDENT KNOWLEDGE PRACTICE DEVELOPED WITH AN ARCHITECTURE USING DISTRIBUTED WEB SYSTEMS

Language: ENPages: 13-20

Cite this paper

Marian Ileana, PhD Student

Interdisciplinary Doctoral School National University of Science and Technology POLITEHNICA Bucharest, Pitesti University Center, Romania

E-mail: marianileana95@gmail.com

Angel Popgeorgiev, PhD Student

Computer Systems and Technology “Angel Kanchev” Univesity of Ruse

ORCID: 0009-0008-4713-8441

E-mail: apopgeorgiev@uni-ruse.bg

Abstract

Mobile devices are heavily popular among the current generation of students, who often express a desire to do fun activities, such as playing or consuming interactive content. According to studies, educational systems using gaming elements present an effective way to enhance the learning experience of students. This paper examines and analyzes the architecture of an online mobile educational game application for students, backed up by distributed web systems and intelligent educational systems. The properties offered by distributed web systems can be combined with intelligent educational systems to create a robust learning environment. This application combines gaming elements with educational content, providing interactive and personalized learning. The distributed architecture enables scalability and optimal application performance. Innovative approaches like this help create a more adaptable and attractive learning environment by encouraging regular and interactive learning.

Keywords

Distributed Web Systems, Intelligent Educational Systems, Mobile Application, Distance Learning, Gamification, Modern Education

REFERENCES

  • Bezovski, Z. and Poorani, S. (2016) ‘The evolution of e-learning and new trends’, in Information and Knowledge Management. Iiste, pp. 50-57.
  • Chen, J. (2022) ‘Application of Mobile Learning in Higher English Education Systems Using Cognitive Web Services’, International Journal of e-Collaboration (IJeC). IGI Global, 19(2), pp. 1-23.
  • Cheung, S. Y. and Ng, K. Y. (2021) ‘Application of the educational game to enhance student learning’, in Frontiers in Education. Frontiers Media SA, p. 623793.
  • Coleman, T. E. and Money, A. G. (2020) ‘Student-centred digital game--based learning: a conceptual framework and survey of the state of the art’, Higher Education. Springer, 79(3), pp. 415-457.
  • Ileana, M. (2023) ‘Optimizing Performance of Distributed Web Systems’, Informatica Economica. Academy of Economic Studies-Bucharest, Romania, 27(4), pp. 78-87.
  • Johnson, D. L. and Maddux, C. D. (2021) The Web in higher education: Assessing the impact and fulfilling the potential. CRC Press.
  • Martinez, L., Gimenes, M. and Lambert, E. (2022) ‘Entertainment video games for academic learning: A systematic review’, Journal of Educational Computing Research. Sage Publications Sage CA: Los Angeles, CA, 60(5), pp. 1083-1109.
  • Meij, H. and Bӧckmann, L. (2021) ‘Effects of Embedded Questions in Recorded Lectures’, Journal of Computing in Higher Education, 33(1), pp. 235-254. doi: 10.1007/s12528-020-09263- x.
  • Mohammed, G. S., Waki̇l, K. and Nawroly, S. S. (2018) ‘The Effectiveness of Microlearning to Improve Students’ Learning Ability’, International Journal of Educational Research Review. ULUSLARARASI EVRENSEL EĞİTİM AKADEMİK ARAŞTIRMA DERNEĞİ, 3(3), pp. 32- 38. doi: 10.24331/ijere.415824.
  • Popescu, D. A., Ileana, M. and Bold, N. (2024) ‘Analyzing the Performance of Distributed Web Systems Within an Educational Assessment Framework’, in International Conference on Breaking Barriers with Generative Intelligence. Springer, pp. 102-115.
  • Răceanu, D. N. and Marian, C. V. (2023) ‘Cybersecurity Virtual Labs for Pentesting Education’, in 2023 13th International Symposium on Advanced Topics in Electrical Engineering (ATEE). IEEE, pp. 1-4.
  • Saleem, A. N., Noori, N. M. and Ozdamli, F. (2022) ‘Gamification applications in E- learning: A literature review’, Technology, Knowledge and Learning. Springer, 27(1), pp. 139- 159.
  • Sanchez-Sepulveda, M. V. et al. (2020) ‘Evaluation of an interactive educational system in urban knowledge acquisition and representation based on students’ profiles’, Expert Systems. Wiley Online Library, 37(5), p. e12570.
  • Skalka, J. and Drlik, M. (2020) ‘Automated Assessment and Microlearning Units as Predictors of At-Risk Students and Students’ Outcomes in the Introductory Programming Courses’, Applied Sciences. Multidisciplinary Digital Publishing Institute, 10(13), p. 4566. doi: 10.3390/app10134566.
  • Tlili, A. et al. (2023) ‘Automatic Modeling Learner’s Personality Using Learning Analytics Approach in an Intelligent Moodle Learning Platform’, Interactive Learning Environments, 31(5), pp. 2529-2543. doi: 10.1080/10494820.2019.1636084.
  • Troussas, C., Krouska, A. and Sgouropoulou, C. (2020) ‘Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education’, Computers & Education. Elsevier, 144, p. 103698.
  • Van Steen, M. and Tanenbaum, A. S. (2017) Distributed systems. Maarten van Steen Leiden, The Netherlands.