SanjigenJiten: Computer Assisted Language Learning System within a 3D Game Environment

  • Robert Howland
  • Sachi Urano
  • Junichi Hoshino
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7624)


Imagine being able to approach any object in the real world and instantly learn how to read and pronounce the name of the object in any other language. This paper proposes the use of a system that simulates this idea by utilizing the video game medium in a way that makes learning a new language simple and fun. The system was designed specifically for the new technologically-inclined generation that might benefit greatly from learning within a game environment. The process of learning a new language with this system strays from previous and conventional methods in that it employs a more visual-spatial approach to learning. Additionally, this system engages the player through the use of industry-standard video game elements such as a 3D environment, controllable main character, item collection system, scoring system, and complex rewards system. By keeping in line with what people expect from standard video games, this game is capable of holding the player’s attention for longer periods of time than when compared classes, textbooks, or tutors.


Language Learning Educational Games Serious Games Edutainment Visual-Spatial Auditory-Sequential Immersion 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Eaton, S.E.: How Long Does it Take to Learn a Second Language?: Applying the “10,000-Hour Rule” as a Model for Fluency. Onate Press, Calgary (2011)Google Scholar
  2. 2.
    Flamberg, M.: The Value Gamer: Play and Purchase Behavior in a Recession. Nielsen Video Game Tracking Survey (2009)Google Scholar
  3. 3.
    Bowman, R.F.: A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology 22(9), 14–17 (1982)Google Scholar
  4. 4.
    Rüschoff, B., Ritter, M.: Technology-enhanced Language Learning. Computer Assisted Language Learning 14(4), 219–232 (2001)CrossRefGoogle Scholar
  5. 5.
    Michael, D.R., Chen, S.L.: Serious Games: Games That Educate, Train, and Inform. Course Technology PTR. Muska & Lipman/Premier-Trade. Cincinnati, OH (2005)Google Scholar
  6. 6.
    Nielson, K., Doughty, C., et al.: Final Technical Report E.3.2 Rosetta StoneTM Findings. Center for Advanced Study of Language, University of Maryland (2008)Google Scholar
  7. 7.
    Webber, N.E.: Pictures and Words as Stimuli in Learning Foreign Language Responses. The Journal of Psychology 98(1), 57–63 (1978)CrossRefGoogle Scholar
  8. 8.
    Dunne, M.: SGLL Project X. Dublin Institute of Technology, Dublin (2008)Google Scholar
  9. 9.
    Neven, H., Nalawadi, S.: Google Goggles (2009),
  10. 10.
    Vogel, T., Cook, S.: MiddWorld Online. Middlebury College, Middle-bury (2010)Google Scholar
  11. 11.
    Mathewson, J.H.: Visual-Spatial Thinking: An Aspect of Science Often Looked Over by Educators. Science Education 83, 33–54 (1998)CrossRefGoogle Scholar
  12. 12.
    Silverman, L.K.: Upside-Down Brilliance: The Visual-Spatial Learner. The Institute for the Study of Advanced Development, Denver (2005)Google Scholar
  13. 13.
    Elliott, J., Adams, L., et al.: No Magic Bullet: 3D Video Games in Education. Georgia Tech College of Computing, Atlanta (2002) Google Scholar
  14. 14.
    Prensky, M.: Digital Game-Based Learning. McGraw-Hill, NY (2001)Google Scholar
  15. 15.
    Pillay, H.K., Brownlee, J.M.: Cognition and recreational computer games: implications for educational technology. Journal of Research on Technology in Education 32(1), 203–216 (1999)Google Scholar
  16. 16.
    Malone, T.W.: What makes things fun to learn? A study of intrinsically motivating computer games. Report CIS-7. Xerox Palo Alto Research Center, Palo Alto, CA (1980)Google Scholar
  17. 17.
    Regian, J.W., Shebilske, W.L., et al.: Virtual Reality: An Instructional Medium for Visual-Spatial Tasks. Journal of Communication 42(4), 136–149 (1992)CrossRefGoogle Scholar
  18. 18.
    Howland, R.: SanjigenJiten Survey (2011),

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  • Robert Howland
    • 1
  • Sachi Urano
    • 1
  • Junichi Hoshino
    • 1
  1. 1.University of TsukubaTsukubaJapan

Personalised recommendations