The goal of this work was to develop a serious game which would aid in the retention of foreign-language non-contextualized vocabulary items in different age categories. To this end, the loci method was used to enhance visual and spatial memory among the game’s players. The novelty of this proposal lies in the combining of mnemonic strategies with the environment of an exploratory video game. Structurally, this project consists of three main pillars: pedagogical foundations, the development of the serious game, and the evaluation of the game's efficiency through qualitative and quantitative study. The 3D game was developed through the Unity game engine in its version 2020.3. The prototype’s efficiency was assessed quantitatively in an experimental group of 21 participants who were compared with a control group of 27 participants. All the data were displayed in R Studio using the ggplot2 library. The study was complemented with qualitative findings collected through semi-structured interviews with a group of 7 participants. The experimental method proved to be more efficient and more entertaining than the conventional method used in the control group.
This chapter provides an example of a secondary-education curriculum tailored to increase 21st century students´ motivation in second-language study by integrating digital learning into the classroom. The proposed syllabus is competency-based, open-structured, and promotes active learning within the constructivist paradigm. The research focus of this chapter suggests raising discussion on the practical benefits this type of curriculum design has on learning. The accompanying challenges that institutions face will also be addressed. The legal framework was based on public-school policy, the autonomous regulations in the Valencian Community, Spanish National Legislation, and the International Guidelines of the Council of Europe. The syllabus content is supported by such programs as Quizlet and Anki App for vocabulary acquisition; Kahoot, Socrative, and Jeopardy App for reading comprehension and grammar work; and Augment and HP Reveal for visuospatial stimulus via augmented reality. Web-based platforms such as Adobe Spark, Explain Everything, Nearpod, Padlet, and Canva, among others, were applied for digital story-making, videocast, interactive presentations, discussion boards, graphic-novel writing activities, etc. It should be noted that this design is just one of various options, that the current educational system in Spain is expecting curricular changes and that digital technology and internet-based resources need to be constantly checked for updates.
MnemoRoom4U is an AR (Augmented Reality) tool that uses a memory-palace strategy for foreign-language training. A memory palace helps information recall with the aid of object association in visualizations of familiar spatial surroundings. In MnemoRoom4U, paper or digital flashcards are re-placed with virtual notes containing L1 words and their L2 translations that are placed on top of real physical objects inside a familiar environment, such as one’s room, home, office space, etc. The AR-supported notes aid associative memory by establishing a relationship between the physical objects in the user’s mind and the virtual lexis to be retained in L2. Learners first set up a path through their familiar environment, attaching virtual sticky notes—each containing a target word to be memorized together with its corresponding source-language translation—to real-life objects (e.g. furniture in their homes or offices). They then take the same path again, reviewing all the words, and finally carry out a retention test. MnemoRoom4U is a technological artifact designed for specific didactic purposes in the Unity game engine with the ARCore augmented-reality plug-in for Android. This work takes a Design-Science approach with phenomenological, exploratory underpinnings tracking back to the efficiency of spatial mnemonics previously reported quantitatively and combines it with AR technology to effect L2 vocabulary recall.
This paper presents a proposal and an initial prototype for a Serious Game (SG) aimed at helping second-language learners memorize a list of non-linked vocabulary items under a system of visuospatial bootstrapping (Darling et al., 2017). The usefulness of such a tool was suggested by the efficient outcomes of spatial mnemonics in TEFL providing 21st-century teachers, students, and game designers with new possibilities and it represents a new application of CALL. The game design is based on a modified version of Kalmpourtzis’ AMSTP game design model (2019) and it uses aesthetics, mechanics, story, technology, and pedagogy as its basis, adding the sixth element to its core: user expertise. The resulting AMSTP-UE framework allows in-game analysis from the point of view of a teacher, a learner, or a game designer. The game is a first-person walking simulator using the medium of virtual reality (VR) to provide its players with the feeling of presence in a virtual world. The prototype suggests using visuospatial information, deep learning APIs, and in-game data capture.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.