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Introduction
Valentina Terzieva currently works at the Institute of Information and Communication Technologies, Bulgarian Academy of Sciences. Valentina does research in Human-computer Interaction, Computer and Society and Computing in Social science, Arts and Humanities. Her topics of interest include also e-Learning, integration of ICT in education and learning games.
Current institution
Publications
Publications (86)
This paper aims to summarize recent trends in the field of intelligent education and build on the research findings to propose a conceptual model of an intelligent educational environment (IEE) along with possible applications. A bibliometric analysis explores the recent trends to obtain insights into the current research directions. The concept of...
4TH International Conference on Application of Information and Communication Technology and Statistics in Economy and Education (ICAICTSEE 2014). UNWE Sofia
Purpose
This paper presents an in-depth study of learners’ learning and playing styles and their implications for educational video games. This study aims to scrutinize the manifestation of learning and playing styles among learners, to identify the style predispositions and dominance and to assess the implication of these results for educational v...
Contemporary climate change affects not only human beings and natural ecosystems but tangible cultural heritage, too. Understanding and appreciating climate change’s influence on built cultural heritage involves raising awareness of vulnerability and resilience issues. Hence, educators need to develop integrated approaches to teaching the protectio...
Contemporary teaching at schools and universities aims to enhance learners’ understanding of interrelated science, technology, engineering, and mathematics (STEM) issues by solving real-world problems. To increase the effectiveness of STEM education, personalized teaching methods should be considered and implemented. This research is focused on the...
STEM education aims to prepare students for their future jobs, providing authentic tasks and problems to solve. Usually, approaches to teaching STEM subjects are based on a constructivist learning theory that accentuates active, practical, and interactive learning approaches. Nowadays, the implementation of STEM education faces several logistical a...
This chapter presents and compares video games about climate resilience and the vulnerability of built cultural heritage regarding modern climate changes, together with some results about user experience received through their experimental validation. Usually, game-based learning is considered a subcategory of serious games (SG). Educational video...
The Ph.D. thesis analyzes technology-based teaching approaches and teaching through educational computer games. The subject of scientific research is the approaches to the development of various types of educational computer games customized to the characteristics and preferences of learners, taking into account surveys of the opinions and preferen...
Contemporary intelligent educational systems (IESs) and intelligent tutoring systems (ITSs) collect and process a large amount of data to deliver real-time learning, personalized according to the student’s needs. Such an approach includes a wide variety of machine learning algorithms, including artificial neural networks (ANNs), to model, analyze,...
The chapter presents the main functionalities of an Intelligent Educational System (IES) that enables a personalized and adaptive learning process matching the requirements of inclusive education and discusses corresponding pedagogical and technological approaches. Effective ways of organizing the tutoring process using intelligent technologies are...
The growing expansion of smart devices and intelligent technologies encourages the development of intelligent learning environments where a personalized and adaptive learning process is offered. In this regard, we perform research on how to implement appropriate tutoring strategies to provide such a learning process in an Intelligent Educational Sy...
The increasing use of game-based learning necessitates software platforms and technological tools to create serious video learning games. This article presents the APOGEE process for the automated creation of maze video learning games and describes the development methodology. This methodology has been applied to the design of four educational vide...
The Internet of Things (IoT) encompasses digital technologies with an intense potential to become more widespread in all areas of life soon. This paper aims to present the role of the IoT in achieving smart environments in different contexts. Particular attention is paid to the concept of smart schools and smart education. Our research discusses ho...
Personalized learning has gained in popularity over the past decade. It provides learners with learning resources that comply with their characteristics and preferences or offers them tasks and quizzes adapted to their performance. This research presents how we apply this concept to an educational video maze game created and generated on the APOGEE...
Recently, emerging technologies gained widespread popularity in the education area. Especially in the current pandemic situation, they enable expanded access to education and improve the learning experience. Therefore, it is necessary to study innovative technologies and how to utilize them in the teaching-learning process. A survey about technolog...
Todays, learning analytics is a vital component in the concept of intelligent education. Analytical tools give many benefits for educators and enable a smart educational process. Our research hypothesis is that learning analytics will provide essential information for achieving adaptable learning paths, better learning performance, and as a result...
The paper presents an exploration of the role of mobile technology for the realization of personalized learning and for improvement the students’ learning performance within an intelligent educational environment. The two of the created predictive models show the patterns and anomalies in students’ learning behavior and their learning performance....
Climate resilience competencies improve people’s capacity to recognize and adopt strategies for mitigating negative climate effects. Especially concerning the built cultural heritage protection in the coastal areas, both professionals and citizens have to be prepared for water-related extreme events, such as floods, sea-level rise, and altered prec...
Designing and creating educational video games is very complex, time-consuming, and expensive. For applying game-based learning in mass, teachers and educators need software platforms and tools for an easy and straightforward design and construction of games for learning. Therefore, the growing need for such software instruments suitable for non-IC...
The use of software tools for automated video game development is crucial in both entertainment games and serious games. The article presents aspects of the practical application of a software platform for generating three-dimensional video games for learning, which are mazes enriched with different types of didactic mini-games. The halls in the ma...
Purpose
The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of the student that comprises user, learner and player-related aspects of the student’s profile. Each of the considered user, learner and player sub-models has a stat...
The paper presents some important concepts for intelligent educational systems (IES) and proposes a subdivision of IES into functional modules. Each functional module relates to a set of specific requirements for the IES that consider both technological and people-related aspects. Bearing these requirements in mind, we have used our industrial expe...
The paper presents a brief scientific study of the capabilities of the APOGEE software platform to facilitate the automated creation of an educational video maze game. It presents the developed within Heritage BG project experimental educational video maze game dedicated to the work and legacy of Bulgarian rebel Valchan Voivoda and their impact on...
The paper addresses some issues related to the preferable attributes of e-learning resources according to teachers’ views. The first part introduces general requirements to educational materials, with emphasis on their relations to particular characteristics. The authors assert that the design of learning materials depends on a variety of factors s...
Gamification of education is a fact in recent years. This method for imperceptible learning is used in many countries and schools all over the world. The advantages and disadvantages of the educational games according, to students and teachers, are shortly explained here. The paper describes an intelligent video maze-game that is a container for va...
New technologies provide many benefits for almost every aspect of human life. They add more opportunities for education, such as innovative teaching approaches, distant learning, easier personalization of resources, access to educational materials on the Internet, etc. To explore different aspects of ICT implementation in the educational process in...
Contemporary information and communication technology (ICT) and its applications are not only becoming an integral part of the everyday life of our society but also standard in most of the schools across the globe. Furthermore, the technology integration offers a qualitative transformation of all components of educational process. As innovative too...
Nowadays, information and communication technologies (ICT) and the Internet of Things (IoT) are already ubiquitous in the field of education. They began significantly to change the way of teaching and learning. A large-scale online survey in Bulgarian schools shows that in most classrooms different innovative tools are available which allow technol...
Today’s digital age is redesigning the educational process significantly, so the researchers have conducted a survey to explore the practice of teachers in the integration of contemporary information and communication technologies (ICT) at school level in Bulgaria. The paper presents and analyses findings of the teachers’ views on the frequency of...
In the last decades, game-based learning has gained an increasing popularity in many countries worldwide. Learning by playing computer games gives school students some undeniable advantages over classical teaching: students are motivated to learn; they are an active part of the learning process; information is acquired in a pleasant way and is reme...
In the contemporary education system, many information and communication technologies (ICT) and their applications already are an essential requisite. The value that they add to the traditional pedagogical practice makes it more engaging, flexible and efficient. Internet of things (IoT) as well as various multimedia and smart technologies enables i...
The 21st century puts the ICT (Information and Communication Technology) in the focus of society thus, it becomes an integral part of almost each area – economics, culture, politics, etc. and education is not an exception. So, in spite of being quite a conservative system, the education has started slowly but steadily to embrace the innovations and...
The article explores the application of educational games over the last five years in Bulgarian schools. The trends in the change of different aspects in this field are traced, focusing on the attitude of the teachers to gaming educational resources. Self-assessments of teachers' competence for the use of ICT in learning purposes, their willingness...
The initial results from the implementation of the project APOGEE are presented. Its goal is to create an open-source software platform to build adaptable, customisable according to player 3D video maze-based games with intelligent virtual characters. The previous experience on the subject has been examined and analysed. We conducted a study on the...
In today's world full of digital devices, information and communication technologies (ICT) are already well placed in education. As an efficient tool for supporting teaching, they engage learners’ attention, motivate them, facilitate knowledge acquisition, and provide access to a vast amount of learning resources. Computer educational games are the...
The amount of data pouring into organizations as well as their variety and in addition, the speed at which they arrive is increasing tremendously. This tendency is observed in almost every field. Huge amounts of unstructured data have to be transformed into structured, useful and valuable infor-mation in order organizations to improve their decisio...
Abstract is available at: https://library.iated.org/view/TERZIEVA2017INT
The information and communication technologies (ICT) have penetrated into almost all areas of human life. They have a dual impact on education – increase learning efficiency and train students actively to use innovations. We assess this impact by examining teachers’ experience with innovative tools in Bulgarian schools. In an anonymous online surve...
The main purpose of this study is to reveal the usage of modern tools in the context of school education. We examine teachers' practice concerning the implementation of technology in diverse classroom activities. Further, we estimate and represent teachers' subjective preferences in accordance with their experience. The estimation is calculated by...
The aim of the research is to evaluate the potential of new technologies applied in education. We assess the usage of information and communication technology (ICT) for personalisation of learning resources by examining the opinions of teachers in a survey. The results show that to be used in different learning contexts and to meet the needs and pr...
This research is concentrated on the incorporation of Internet of Things (IoT) in the educational area. Technology integration holds a considerable potential to enhance instructional and learning processes in order education to be qualitative and competitive. Classrooms are gradually changing from traditional to technology-rich ones where numerous...
Information and communication technologies (ICT) have a huge impact on the quality of teaching, particularly in terms of the traditional classroom. This influence can be assessed by examining the teachers’ opinions on the use of modern tools in teaching and learning in school. For this purpose, we conducted a study through an online anonymous surve...
Big Data is the new trend in personalization. It provides powerful tools that enhance educational services. The great variety of data concerning individuals has to be carefully selected, correctly collected and appropriately processed. The key element here is to extract relevant information in order to make deep analysis and accurate predictions ab...
Big Data is the new trend in personalization. It arises as the latest focus in science, economics and society. It drives deep shift in the way that companies work, transforming the business organisation and management into data-centric. Therefore, all the institutions direct their efforts towards serving these demands. This research provides a brie...
The paper reveals the potential of Big Data applied in education. The specifics of Big Data in educational contexts and different sources for their extraction are described. The power of innovative tools for data collection, management, and analysis by which to identify best practices or problems in the educational process is shown. Considering the...
The paper discusses possible mathematical modelling of a relatively small (family) store and optimal financial resources allocation as prognosis based on mini-max approach. The model reflects the trading processes in the store as a finite antagonistic game with individual utility function as objective function. The utility function is evaluated bas...
JOHN ATANASOFF SOCIETY. C-16. OF AUTOMATICS AND INFORMATICS. International Conference. AUTOMATICS AND INFORMATICS'2014. 1-3 October 2014, Sofia, Session DATA BASE SYSTEMS AND DATA ANALYSIS 1-3.
http://www.tu-varna.bg/icai/images/stories/Proceedings_AI/proceedings_of_the_ai_14_content.pdf
Some techniques that contribute to better understanding and knowledge acquisition in e-learning are presented. A review of ICT tools for technology support of learning resources’ adaptation according to the individual needs of learners is made. The main requirements for the development of e-learning resources that affect their customization are sho...
Technology-based teaching methods by using modern ICT are presented. An overview of the classical teaching methods and their implementation through ICT tools is made. An application of serious games providing the opportunity for the implementation of a technology-based learning process is discussed. They can be used for basic and additional trainin...
Alternative methods of learning using modern information and communication technologies (ICTs) are presented. An overview of web-based resources, providing games and entertaining units that can be used by teachers and parents of children with learning difficulties for additional training and to pursue and consolidate the already acquired knowledge...
Individuals with specific learning difficulties such as dyslexia have below-average learning performance. The state regulations
require such learners to be integrated in public schools, but they need specific teaching methods, additional lessons with
specially trained teachers, etc. We present a conceptual model of environment for facilities develo...
The paper describes a framework of adaptable e-learning environment for development of personalized e-learning facilities
for dyslexic pupils. One of its basic components is reuse platform that is necessary for effective production and usage of
e-learning resources. An ontology-based approach to design of this platform is represented by an open sem...
The education of pupils with learning difficulties is very complicated due to great variety of their specific cognitive abilities and psychological factors. It requires the use of personalized learning facilities that can help achievement of their learning goals. For that reason we design an adaptable system for development of tools on the basis of...
The dyslexic pupils have specific learning difficulties in acquiring of basic competences in reading and writing. Their education is successful, if it is personalized and individual. It can be achieved by development of personalized e-learning environments that support teaching dyslexic pupil to read. The paper presents a framework for producing of...
E-learning usability is a goal of the user - centred e-learning design. Its achievement depends on the determination of the requirements, characteristics and preferences of the users of an e-learning system or environment (learner, teacher and administrator of an educational process). This paper presents different aspects of e-learning usability. O...
This paper aims to present an approach of searching and retrieving complete and unabridged information about reusable learning objects. The proposed method is based on the new feature of Microsoft Reporting Services that is Ad hoc reports. It gives the ability of teachers to determine the most appropriate learning object among those stored in a rel...
1. ANALYSIS OF CURRENT SITUATION AND NEED FOR A CHANGE The increasing amount of learning materials available through the Internet and the growing need for developing attractive and compelling educational resources put their quality on the backstage. At present most of the accessible instructional content is pedagogically poor, consisting of sequenc...
One of the continuing challenges of education is enabling those who attempt to improve teaching and learning to take advantage of the rapidly changing new environment created by information and communication technologies. To do so, educators should engage in re-assessing learning and teaching practices and use new technologies to enhance educationa...
E-learning usability is a goal of the user - centred e-learning design. Its achievement depends on the determination of the requirements and preferences of the users of an e-learning system or environment (learner, teacher and administrator of an educational process). This paper presents an approach to estimation of learner's preferences that have...
In this paper we present the results of browsing, analyzing and comparing many ontology mapping tools, approaches and methods. We extract and classify valuable parameters for strict and unambiguous tool or method description. Every mapping tool, algorithm or approach must have such a description, practically usable for both human and software agent...
Dyslexic pupils have learning difficulties in reading, writing, maths. They require individualised education. The paper presents an approach to achievement of personalised teaching the basics of reading that applies dyslexic learner' profile ontology and learning goals ontology. A general model of reading that is rationale for determination of the...
The cooperative work depends on three factors – a group of workers, shared re-sources and shared purpose (view). A complete cooperative form is constructed under the si-multaneous influence of these factors. The paper presents a framework that provides the coop-erative forms – community, collective and interoperability. This framework is considered...
Zum Vol. I von: Computer science meets automation: 52. IWK, Internationales Wissenschaftliches Kolloquium ; proceedings ; 10 - 13 September 2007
Zum Vol. II von: Computer science meets automation: 52. IWK, Internationales Wissenschaftliches Kolloquium ; proceedings ; 10 - 13 September 2007