2018
DOI: 10.14569/ijacsa.2018.090202
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A Serious Game for Improving Inferencing in the Presence of Foreign Language Unknown Words

Abstract: This study presents the design of a serious game for improving inferencing for foreign language students. The design of the game is grounded in research on reading theory, motivation and game design. The game contains trial-and-error activities in which students create conversations and then watch these conversations play out. Making mistakes results in students receiving feedback and being requested to try again. An evaluation of the system was also conducted, in which participants used both simple text and t… Show more

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Cited by 9 publications
(6 citation statements)
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References 44 publications
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“… Game-based feature should be introduced to enhance the user experience of students and teachers in current LND app which is also described by [19] and using game-based features, challenges also be included for the pupils to enhance the usability and to keep focus while on good and interactive design for learning application which is also mentioned in [46].…”
Section: Discussion and Recommendationsmentioning
confidence: 99%
“… Game-based feature should be introduced to enhance the user experience of students and teachers in current LND app which is also described by [19] and using game-based features, challenges also be included for the pupils to enhance the usability and to keep focus while on good and interactive design for learning application which is also mentioned in [46].…”
Section: Discussion and Recommendationsmentioning
confidence: 99%
“… Game-Based learning should be adopted for improvement of user experience and the game's challenge must not have the issue of usability as it is necessary to keep the focus on usability while designing a game-based learning application. These points have also been highlighted by [21][23] [58].…”
Section: Recommendationsmentioning
confidence: 93%
“…Yet, the majority of these games tend to just be presented as a tool for learning, and are not evaluated for learning outcomes or at best employ extremely limited qualitative or quantitative analysise.g., [50,53,76,78,99,119,127]. However, some recent work has examined and shown the positive effects of educational VNs on self-efficacy and flow [128], as well as improvements to knowledge, learning, and interest when compared to reading non-interactive material [40,46,51,94,112].…”
Section: Educational Visual Novelsmentioning
confidence: 99%
“…There are also a substantial number of VN development tools-such as Novelty [57], Unity [98], and Ren'Py[4]-which support ease of development for educational game designers at a wide variety of technical skill levels. Notably, educational VNs have often been developed in academic settings as alternatives to traditional non-interactive text and reading materials, e.g., [48,51,94], with many arguing for their potential as powerful learning tools [87,104,123].…”
Section: Introductionmentioning
confidence: 99%