Valentina Terzieva

Dr. Valentina Terzieva

orcid

Research Focus & Metrics

Academic Career Length

20Years (2007-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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21 December 2021 in Sustainability
Verified
Journal Article
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Boyan BontchevBoyan Bontchev
Boyan Bontchev
Albena AntonovaAlbena Antonova
Albena Antonova
VTValentina Terzieva
Valentina Terzieva
YDYavor Dankov
Yavor Dankov
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 precipitation. Considering these challenges, the authors explore the efficiency of serious video games and describe the process of design and validation of the pilot educational online maze game “Let us save Venice”. More specifically, the main research question motivating the study is to identify what the experience factors and the mini-games are that contribute mostly to raising awareness to climate resilience and built heritage sustainability. The question implies two main research objectives: first, to explore what role user-centered game design plays in creating immersive and enjoyable educational video maze games, and second, to investigate which factors influence user experience and game playability in the design phase, and how they contribute to learnability and raising awareness. The background section of the article focuses on a preliminary study of the educational potential of serious games and introduces the EU-funded project e-Creha. Then, it explores the process of game design, development, and validation, focusing on metrics such as game learnability and game experience. The results outline the main findings that immersion, positive affect, and competence appeared to be the main experience factors contributing to raising awareness to climate resilience and built heritage sustainability. Lastly, the discussion section provides further directions for game improvement and future work.

13 September 2018
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Conference Paper
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TSTeodor Savov
Teodor Savov
VTValentina Terzieva
Valentina Terzieva
KTKatia Todorova
Katia Todorova

1 June 2022 in Sustainability
Verified
Journal Article
Open access
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VTValentina Terzieva
Valentina Terzieva
Boyan BontchevBoyan Bontchev
Boyan Bontchev
YDYavor Dankov
Yavor Dankov
EPElena Paunova-Hubenova
Elena Paunova-Hubenova
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 platform. In particular, this article explores the following three research questions: (1) Which characteristics in the student’s model should be considered for the personalization of educational video games? (2) What are the student’s preferences regarding the personalization of educational video games? (3) How should the process of personalization of educational video games be organized? The answers to these questions are found by conducting practical experiments concerning user experience with the educational maze video game. The article also describes the model of students comprising user’s, learner’s, and player’s aspects with both static and dynamic features. Further, the personalization process of educational games based on this model is described. The results showing the student’s preferences are presented and critically examined. The provided discussion involves the disparities in the preferences of different groups of students concerning the amounts of play of learning games, preferred mini-games, and parameters to which educational materials should be tailored.

23 September 2017 in CBU International Conference Proceedings
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Journal Article
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TSTeodor Savov
Teodor Savov
VTValentina Terzieva
Valentina Terzieva
KTKatia Todorova
Katia Todorova
PKPetia Kademova-Katzarova
Petia Kademova-Katzarova
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 survey, we investigate their opinions on the issues related to technology integration in contemporary classrooms. The research shows that educators appreciate the benefits of technology implementation in the teaching-learning process, but they need a single structured system encompassing all technological resources and tools. This work proposes a conception for a smart classroom – an innovative learning environment that can establish and control suitable conditions for education as well as to impact the instructional process directly.

31 March 2025 in Applied Sciences
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Journal Article
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VTValentina Terzieva
Valentina Terzieva
TITatyana Ivanova
Tatyana Ivanova
MIMalinka Ivanova
Malinka Ivanova
SISvetozar Ilchev
Svetozar Ilchev
EDEdita Djambazova
Edita Djambazova
IPIliyan Petrov
Iliyan Petrov
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 an IEE is introduced and correlated to other popular concepts in the educational field. Relevant user requirements for the IEE are defined and discussed. They serve as the basis for creating the conceptual model as a UML class diagram. The proposed model gives an overall picture of the relationships among the essential elements of the IEE and provides insights into its future development. Two possible applications are outlined: personalized teaching and learning and the assessment process. Any particular application of the model to build an IEE must consider all specific user requirements and add relevant details. The proposed conceptual model can be used to enhance the teaching–learning process and improve learners’ performance.

24 June 2025 in Information
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Journal Article
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VTValentina Terzieva
Valentina Terzieva
MIMalinka Ivanova
Malinka Ivanova
EDEdita Djambazova
Edita Djambazova
SISvetozar Ilchev
Svetozar Ilchev
In the last decade, Science, Technology, Engineering, and Mathematics (STEM) education has rapidly evolved and increasingly makes use of innovative technologies. This paper aims to explore and analyze the research on integrating the Internet of Things (IoT) within STEM education and outline key aspects and emerging trends. A complete picture of the recent ten years is gained by gathering bibliometric data from the Scopus and Web of Science scientific databases. Two search queries combining IoT, STEM education, and security were submitted to extract relevant publications and obtain insight into the explored area. The manual content analysis of the study results and publications outlines several key roles of IoT in implementing STEM educational practices, which are conceptualized to reflect user viewpoints. Widespread IoT applications in STEM at different educational levels are discussed and summarized. The special focus on security aspects showed that they are underrepresented, evidenced by the small number of publications related to IoT in STEM education. The importance of including topics aimed at designing and implementing secure IoT applications in STEM-oriented curricula and courses is also discussed.