Generation of Educational 3D Maze Games for Carpet Handicraft in Bulgaria


  • Boyan Bontchev Faculty of Mathematics and Informatics, Sofia University, Bulgaria
  • Radina Panayotova Faculty of Mathematics and Informatics, Sofia University, Bulgaria



Video Game, Maze, Generation, Education, Carpet


Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication in Bulgaria since 17 th century until modern days. The game was automatically generated by means of declarative description of the maze processed by an open software tool named Maze Builder and built on top of Unity game platform and specially designed for automatic generation and easy modification of maze video games. There are explained the maze game design process, the educational tasks embedded into the maze, and a practical experiment conducted with the generated game. The initial results obtained from these experiments are very positive and encouraging with regard of playability of such educational mazes and, as well, concerning their easy and straightforward generation by educators, who are not IT professionals.


Abt, C. C. (1987). Serious games. University press of America. 0,00% 10,00% 20,00% 30,00% 40,00% definitely no more likely no I can't say more likely yes definitely yes

Backlund, P., & Hendrix, M. (2013, September). Educational games-are they worth the effort? A literature survey of the effectiveness of serious games. Proc. of 5 th Int. Conf. on Games and virtual worlds for serious applications (VS-GAMES), IEEE, 1-8.

Bontchev, B. (2015). Customizable 3D video games as educational software. Proc. of EDULEARN, 15.

Bontchev, B. (2016). Holistic player modeling for controlling adaptation in video games. Proc. of 14 th Int. Conf. e-Society, Vilamoura, Portugal, IADIS, 11-18.

Bontchev, B., Paneva-Marinova, D., & Draganov, L. (2016) Educational Video Games for Bulgarian Orthodox Iconography. Proc. of 9 th Annual Int. Conf. of Education, Research and Innovation, Seville, Spain, November 14-16, IATED, DOI: 10.21125/iceri.2016.1374

Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2008). Understanding video games: The essential introduction. Routledge.

ESA. (2015). Essential Facts About the Computer and Video Game, retrieved May 30, 2017, from

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258-283.

Schmidt, R., Emmerich, K., & Schmidt, B. (2015, September). Applied games–in search of a new definition. In International Conference on Entertainment Computing, LNCS, Vol. 9353, Springer, 100-111.

Shaffer, D. W., Halverson, R., Squire, K. R., & Gee, J. P. (2005). Video games and the future of learning (WCER Working Paper No. 2005-4), Madison: University of Wisconsin– Madison.

Shapiro, J. (2014). Games in the Classroom: Overcoming the Obstacles, retrieved May 30, 2017, from

Spence, I., & Feng, J. (2010). Video games and spatial cognition. Review of General Psychology, 14(2), 92.




How to Cite

Bontchev, B., & Panayotova, R. (2017). Generation of Educational 3D Maze Games for Carpet Handicraft in Bulgaria. Digital Presentation and Preservation of Cultural and Scientific Heritage, 7, 41–52.