The objective of the project was the development of a modern and state-of-the-art computing environment, as well as the necessary resource infrastructure (language resources and computing tools), aiming at the creation of digital educational games addressed to students (primary and secondary education) for: a) the improvement of their language and learning level in general and b) the development of various skills related to the vocabulary and content of specific subjects (e.g. geology-geography, biology, etc.).
Currently the availability of educational games, especially in terms of enhancing language proficiency for Greek, is very limited. In contrast, for other more widely used languages, such as English, a wide range of electronic educational language games for vocabulary development and cultivation is available.
The novelty and originality of this project lies in its dynamic nature, i.e. its ability to generate a large number of questions embedded in the context of a variety of different educational games/scenarios (e.g. crypto puzzles, crosswords, matching games, fill-in-the-blank games, choice games, etc.). ), utilising large-scale electronic language resources, such as a corpus of textbook texts, a corpus of educational material from electronic repositories, a morphological dictionary with 90,000 entries and 1,200,000 generated clitic types, a thesaurus of synonyms and antonyms of 22,000 entries, as well as tools for editing texts and extracting information from texts.

LEXIPAIGNIO
Development of a cutting-edge innovative and state-of-the-art computing environment for the creation of digital educational games for students
Οrganisational Unit of implementation
Educational Technologies, Training and Certification Division
Funding Framework
NSRF 2014-2020/RESEARCH, CREATE, INNOVATE/ERDF

total budget
239.483,83€
Scientific Manager
Vaggelatos Aristides