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A Vocabulary Learning Game Using a Serious-Game Approach

  • Kanako NakajimaEmail author
  • Tatsuo Nakajima
Conference paper
Part of the Lecture Notes in Electrical Engineering book series (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.

Keywords

Serious game Education 

References

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    The Annual Video Game Industry Report: Media Create (2007–2012)Google Scholar
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    McGonigal J (2011) Reality is broken: why games make us better and how they can change the world. Penguin Books, City of WestminsterGoogle Scholar
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    Kamiya N, Hasegawa N, Hasebe N, Machida N (2011) Part of speech ratio and kinds of verbs in “english note”: scientific approaches to language 1(9):233–258Google Scholar
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    Bartle RA (1996) Hearts, clubs, diamonds, spades: players who suit muds, http://www.mud.co.uk/richard/hcds.htm

Copyright information

© Springer Science+Business Media Dordrecht 2014

Authors and Affiliations

  1. 1.Department of Computer Science and EngineeringWaseda UniversityTokyoJapan

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