2017
DOI: 10.1007/978-3-319-66610-5_73
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Semantic Boggle: A Game for Vocabulary Acquisition

Abstract: Abstract. Learning a new language is a difficult endeavor, the main encountered problem being vocabulary acquisition. The learning process can be improved through visual representations of coherent contexts, best represented in serious games. The game described in this paper, Semantic Boggle, is a serious game that exercises vocabulary. It is based on the traditional word-guessing game, but it brings educational value by identifying semantically-related words. The words are found using the ReaderBench framewor… Show more

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Cited by 11 publications
(11 citation statements)
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“…• Vocabulary acquisition games -this is the first phase of the learning process focused on assimilating individual words or simple phrases. The serious games included in this category are Semantic Boggle [11], Semantic Taboo [10] and LearnerSkill [3]; • Comprehension -in this phase, students enhance their ability to learn from different text materials. This category includes Edutainment Platform [13] and Reading Space Secrets [12]; • Collaboration -in this phase students improve their communication and collaboration skills by playing problem-solving games in a chat-like interface.…”
Section: Learning English Through Serious Gamesmentioning
confidence: 99%
“…• Vocabulary acquisition games -this is the first phase of the learning process focused on assimilating individual words or simple phrases. The serious games included in this category are Semantic Boggle [11], Semantic Taboo [10] and LearnerSkill [3]; • Comprehension -in this phase, students enhance their ability to learn from different text materials. This category includes Edutainment Platform [13] and Reading Space Secrets [12]; • Collaboration -in this phase students improve their communication and collaboration skills by playing problem-solving games in a chat-like interface.…”
Section: Learning English Through Serious Gamesmentioning
confidence: 99%
“…Our study focuses on enhancing these methods by incorporating them in a smart learning environment that makes use of gamification. Starting from serious games centered on vocabulary acquisition, such as Semantic Boggle [2] and Semantic Taboo [3], our aim is to move forward towards evaluating how students understand written texts [4].…”
Section: Motivationmentioning
confidence: 99%
“…Bu bağlamda oyunlar İngilizce dersinde kelime öğretiminde alternatif bir yöntem olarak kullanılabilir. Tabu oyunu, bir oyuncunun bir karttan kelimenin anlamını anlattığı, diğerlerinin ise kelimeyi tahmin ettiği çok oyunculu kelime tahmin oyunudur (Toma, Alexandru, Dascalu, Dessus ve Matu, 2017). Tabu oyunu daha önceden hazırlanmış ve içerisinde ana kelime ve kullanılması yasak üç kelime olan kartlarla oynanır.…”
Section: Introductionunclassified