Serious games have a potential of allowing growth of content
through methods that are more active. In making a serious game, developers
focus on the ability to impart some learning or information in the context of a
game or an entertaining activity. Expanding into the potential of using what
we've learned throughout the ICS691 serious games class thus far, and gained
experience with Git, Python, Django, and Heroku, along with the exposure to the
already existing serious game in the Kukui Cup, I had begun exploring the
potential ideas that could be done in developing a serious game idea of my own.
In the studies of serious games, there exists two common
foci, either the ability to impart information, or to enlighten and change
behavior for a more positive outcome. Both foci make use of the excitement and
active participation which comes from a game to keep the user involved and
motivated to continue learning and/or maintaining their behavior. With this in
mind, I intend to propose an idea for the study and continuous learning of
language. For the sake of my own personal experience and knowledge, this
proposal will be suggested with Japanese in mind.
When it comes to serious games, Japan has been involved in
trying to include learning into gaming environments for some time (some examples
of what Japan could define as potential serious games, you can visit here).
Japanese is visual, both culturally and linguistically, and because of this, learning
the language can be a challenge. It is because of this belief, that we would
explore making a serious game that would assist in the learning of Japanese
language and/or culture.
The idea is not a new idea, there are various different
concepts which already exist, in different media with different limitations,
including the pay for access learning site LinguaLift,
the free multinational Japanese learning system Erin's Challenge! I can speakJapanese, and the mobile application Obenkyo.
Each site or application provides methods for studying Japanese as a language using game
elements of quizzes or entertaining aspects like movies, comics or games.
With the exception of LinguaLift, which requires paid access
and could not be evaluated, the flaw that currently exists with these systems
is that they are not optimized for use across different devices (Obenkyo is
only available on Android, and Erin's Challenge while accessible on mobile
devices does not optimize it's display or interface for it). In addition, these
applications focus solely on the learning/review of Japanese language content,
with little additional motivation to continue using their methods.
The ultimate goal of this concept is to provide a system that
can be accessed both through mobile devices and from a computer, providing
learning material for the Japanese language, and providing hints and
encouragement to continue studying or expanding studying beyond the confines of
the game. To do this we will combine the general quiz, learning system that
would be used in other games, with additional goals and games which could
influence motivation into expanding use of the language and/or applying learned
content into different situations.
Initial learning would include vocabulary and expression
lists, as well as lists for the kanji characters commonly used in the Japanese
language. They can be tested in game like systems that combine randomized lists
with scores based on correctness and speed of recognition. This will allow
users a competitive system to challenge themselves, and could potentially lead
to a community system to compare scores and statistics with others.
Figure 1: Kanji recognition using fill in the blanks and
translations
Figure 2: Grammatical check by using English and having
users pick proper Japanese
In addition, cultural content could be given in colorful
visual-based or audio-based presentations, which would then be tested on as a
way of allowing users to gain cultural information as well. The variety of
presentations of information and tweaks to testing methods could provide
necessary variety to the game as to maintain user attention. Cultural
information provides a free flowing style of presentation and quizzing that can
be more scenario-response-based rather than using recognition (For example:
give them a scenario regarding a person introducing themselves to someone and
have a user pick the best choices of what to say and how the other people would
respond).
To try to encourage students expand beyond the limitations
of quizzes and continue to study, goals could be given with suggestions allowing
users the opportunity to attempt to expand their studies. This can range from
small things like suggestions for items they could read or look at, to
activities or ways they can practice the content they learn. These optional
activities could also be included in some way (such as a copy of a news or
entertainment article they could read for fun) and then quizzed on for extra
practice.
Figure3: Provide ways students can learn more, as well as an
optional in-game activity to add more to their experience.
Scores and levels can be provided to maintain a connection
between the game as a whole and the individual units. While not an emphasis,
ranks or level can be used to chart progress up to certain levels either based
on an arbitrary system of progress or on possible estimated progress based on
standards of language (such as the Japanese Language Proficiency Test system)
giving users a gauge to their progress and a reminder of how much progress they
had achieved.
Figure 4: Some kind of progress to their activities, which
can help them judge real world level.
The concept itself is still very young, but the difficulty
that is sometimes given with learning a language might be alleviated with an
active system of actions and goals, which can motivate users beyond the
repetition of lists on paper.




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