Back again taking another look at the potential of a serious
game developed around Japanese Language Learning, I've come to find myself at a
change in perspective. Initially I wished to find a way to make learning the
Japanese language less mandatory in social activities, while still involving the elements
of social activities and game play. After attempting to find activities that
could appear to that method I found that it would prove to be too difficult to
come up with a completely asynchronous, social game system, while still being
motivating and appealing. Suggestions based on getting more social matters into
consideration lead to the idea of including activities from public events,
designed to present players with opportunities to expose themselves to
authentic Japanese language, culture, and exposure. With that in mind, the only
logical chose would be to embrace the social potential of the system and take
advantage of the location we live in.
Bouken Da!: A Japanese Language Journey (Actual name still under consideration), would be an attempt
at creating a system where cultural and language expanding events can be
coordinated and rewarded through an online social structure. With the name
meaning "It's an Adventure!", Bouken Da!: A Japanese Language Journey
(or Bouken for short) could use the concept of adventure to bring life into the
difficult task of learning the Japanese language (and secondarily the culture).
By incorporating concepts of both old and modern Japan, Bouken can be presented
through both internet and real life activities spanning a broad range of
topics.
Let's start off with the idea of the Internet. The Internet
is an amazing resource in the modern era, and with it, Japanese learning has
never been faster. Online dictionaries, translation sites, and the ability to
consult with others at almost any time make learning Japanese far easier than
it has been in the past. However, even with all the resources available,
sometimes one needs a little help finding a place to start. Bouken can start
the journey by providing a game system resembling a role-playing game. Given
situations and tools, students can be tasked into presented situations from a
variety of different concepts. Adventures could vary from everyday interactions
like introduction conversations, to game scenarios like guiding a blind man
through a maze of fire.
Japanese language provides three venues to explore, with
vocabulary, grammar, and the written characters providing different ways that one
could interact in situations. Given the visual nature of Japanese, character
learning can go beyond simple memorization to relate the concepts to adventures
of their own. The origin or ways that one could remember a character can be
given quests or building. For variety some chosen characters or word could also
be used in a fantasy setting to provide context and test knowledge (For
example: The game Okami was able to expose gamers to Japanese Kanji characters
through its use of them whenever magic was implemented in the game).
To provide immersion scenario games could present a user
with the need to collect items, as they learn direction based on visual cues.
These activities would provide unique experiences while still giving
memorization practice like that of flashcards. Answering the questions in a
multiple choice feedback method would help with recall, while giving users the
benefit of instant feedback. Type of activities would include reflecting (going
from one language to the equivalent concept in the other), interpreting
(understanding actions without using English), and projecting (creating or
attempting actions on one's own).
Bringing the journey to the outside world, users could be
presented with real world adventures. Taking place in the real world and based
after real events in the area, users can expand their knowledge through trying out
things on their own. Hawaii being a cultural melting pot has many Japanese
related activities throughout the year. For the classical Japanese Culture
events exist like the Honolulu Festival in March, Children's Day Celebrations
in May, Obon in July, The Okinawan Festival in September, and Mochi pounding in
December. Opportunities to experience modern Japanese culture also exist
through events like KawaiiKon, one of Hawaii's biggest Anime Conventions, which
happens in spring, or see a modern Japanese movie presented at the Hawaii
International Film Festival. Other potential events arise all the time, like
the occasional celebrations for the Hawaii popular Japanese shows like Kikaida
and Kamen Rider V3. The potential for these events to provide exposure to new
concepts and ideas is great, and not only allow users to experience culture and
language, but to also socialize with each other. Knowing these events exist
lead to the potential to grow off them and eventually get support from the
events themselves in some way. Right now in needing to focus the ideas, this
will have the least emphasis as scheduling and event specifics will vary
greatly by event and year.
Wanting to allow growth using one own interest Bouken would
also allow for earning the chance to explore one's own activities. Interest in
Japanese language and culture come from many different places, and the ability
to explore that internet presents a chance for self-motivation and reward.
User's would be allowed event instances during times when events are scarce to
try their hands at something that interests them. Depending on difficulty, they
could try to present a translation to a song, poem, or story from one language
into the other, and gain feedback on choice of vocabulary and grammar for the
nuisances of the piece. By supporting the source of their interest, Bouken can
increase their motivation universally.
Bouken presents the possibility to continue expanding into
several levels of language learning and practice. Beginning users will get use
to seeing and hearing the language, both through internet lessons and attending
events, while more advanced users could begin tackling real situations
involving translations of websites, and guiding beginning users at events.
Creating guides and assisting in learning could be used as a way to create a
cycle of group while tapping into the crowd funding potential. This could also
lead to groups creating their own events or challenges, such as playing Picture-shiritori
(A variation of the Japanese game Shiritori where the end of one word is the
beginning of the next, but with the need of a picture of said item to work).
Like many other serious games, Bouken would use a point
system to support and display progress through lessons. To provide the sense of
growth and as a tie-in to the meaning of the name, users would game experience
points like an RPG and gain levels while charting their growth in the internet
lessons, and their social exposure for events. Again making use of the visual
nature of Japanese as a language, the badge or achievement system can also be
tied into the Japanese Kanji character system, rewarding behavior with appropriate
and related characters. For example, passing a scenario involving the beach may
present them with the Kanji for beach, or attending a movie screening may give
them a Kanji related to the story they saw. Building off the concept of
learning, these badges earned could also be teaching them about the Kanji they
earned, as well as allowing them to learn interesting and new combinations
along the way.
Scenarios would be unlocked progressively in each area to related concepts, for example, a "level" will have one for vocab, grammar, Kanji, about something like say giving directions, and on completing them, unlock the next scenario about buying things. This could lead to an activity such as mapping out your day or something to that effect, allowing a good range of see and copy with expressing your own ideas. The scenario and narrative themselves would probably play out like a powerpoint or old fashion videogame, with images and scenes fueled by the users imagination.
Scenarios would be unlocked progressively in each area to related concepts, for example, a "level" will have one for vocab, grammar, Kanji, about something like say giving directions, and on completing them, unlock the next scenario about buying things. This could lead to an activity such as mapping out your day or something to that effect, allowing a good range of see and copy with expressing your own ideas. The scenario and narrative themselves would probably play out like a powerpoint or old fashion videogame, with images and scenes fueled by the users imagination.
The potential for growth is still great, and there are many
things that still need to be locked down if one would want to make a project
out of it. The system of providing a story with elements of the language would
be difficult, and working on events presents a challenge in itself, as one
would need to find ways to not just validate their attending an event, but
facilitate their learning while at the event. If one were to include multiple difficulties,
it would present even more challenges.
Developing this has gone far beyond my initial expectations
and creating the system feels like it could go beyond what I'm capable of on my
own. Plans for now, going forward into actually developing this project would
be to focus in the areas that I could provide, with both my knowledge of the
language, and my idea for the system. This would include, a variety of
scenarios types testing vocabulary, grammar, and Kanji with reflective,
interpretive, and possibly creative methods. Event activities could be
constructed based on upcoming activities but would be focused on freely gained
learning aspect, with credit being awarded for attendance and proof of
learning. A sample event for an activity like Picture-shiritori would be a nice
basis for planned activities not based on an event. This could provide a good
sample base for the system and help it grow, should I want to continue with the
idea.
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