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A Vocabulary Learning Game Using a Serious-Game Approach

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Advanced Technologies, Embedded and Multimedia for Human-centric Computing

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 260))

Abstract

It is always hard to keep motivated while doing something we must do but we do not want to. However, gamers put so much time into their favorite games, just because its fun. Games have many tricks to keep attracting people, and nowadays these gimmicks are included into education-games. However, not many of the education-games in the markets are fun enough to keep users motivated for playing. In this paper we address this conflict, propose a better education-game created based on a popular smartphone game, and evaluate the improvement of the motivation through playing the game we offer. As a conclusion, we discovered that the examinees are motivated through the experiment using the education-game we created; however, these motivations are passive as they are not actively willing to do, but rather not mind doing it. Supplementations to shift these passive motivations to active motivations are considered in our future work.

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References

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Correspondence to Kanako Nakajima .

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© 2014 Springer Science+Business Media Dordrecht

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Nakajima, K., Nakajima, T. (2014). A Vocabulary Learning Game Using a Serious-Game Approach. In: Huang, YM., Chao, HC., Deng, DJ., Park, J. (eds) Advanced Technologies, Embedded and Multimedia for Human-centric Computing. Lecture Notes in Electrical Engineering, vol 260. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-7262-5_2

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  • DOI: https://doi.org/10.1007/978-94-007-7262-5_2

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  • Publisher Name: Springer, Dordrecht

  • Print ISBN: 978-94-007-7261-8

  • Online ISBN: 978-94-007-7262-5

  • eBook Packages: EngineeringEngineering (R0)

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