Conference Paper

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

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Abstract

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.

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... Different approaches to VR language learning are currently under investigation, with some of the most compelling educational uses of the technology involving VR social platforms that allow language learners from around the world to spontaneously meet and interact with speakers of their target language. Within these virtual contexts, gesturing with motion controllers and interacting with 3D props can provide additional semantic context and help novice learners deduce the meaning of unfamiliar words and phrases [9]. ...
... Howland et al. [9] present a learning game targeted towards learners of Japanese that features a 3D environment in which objects can be manipulated freely per the user. When the user interacts with an object, its pronunciation and part of speech are displayed with a translation into the player's native language-hence the application's name "Sanjigen Jiten", which translates to "3D Dictionary" in English. ...
... An obvious limitation of the work is that despite its name, the content is more akin to a lexicon: the number of words that can be queried this way is small and limited to the objects placed in the virtual world by the creator of the application. By providing a software component that can be reused in other applications, we allow developers of educational applications to quickly and easily replicate the main functionality presented in [9] without developing it on their own. In addition, since the dictionary content is not embedded into the application, it can be easily updated with more content. ...
... The DGBLL studies show that teachers worldwide have attempted to combine various in and out of class, as well as individual and group activities. These include: playing outside the lessons (Berns et al., 2013;Howland et al., 2012;Peirce & Wade, 2010), extramural game activity and repeated game play (e.g., playing each chapter five times, Doe, 2014), playing in the classroom according to the instructions of teacher (Guillén-Nieto & Aleson-Carbonell, 2012;Kocaman & Kizilkaya-Cumaoglu, 2014), combining classroom activities with play activities, e.g., game as homework (Neville, 2015) and many others. In most of the game projects, the participating players were given individual activities outside the school. ...
... Cai Miller, and Seneff (2013) and Rayner and Tsourakis (2013) are concerned with the use of language-technological components (such as speech-recognition and synthesis) in serious games. In all the studies on learner opinions investigated, except De Grove, Van Looy, and Mechant (2011), high motivation and very positive learner attitudes towards the serious games were reported (see Doe, 2014;Jantke & Hume, 2015;Howland, Urano, & Hoshino, 2012). The effect of motivation on the attitudes of the learners and the learning success is a most frequently reported factor in the other branches of Digital Game-Based Learning (DGBL) as well (Akpinar & Turan, 2012;Egenfeldt-Nielsen, 2005). ...
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The interest in Digital Game-Based Language Learning (DGBLL) has increased considerably in recent years although being a relatively new approach. Despite the interest that DGBLL took, the studies in the context of German as a Foreign Language (FL) are quite limited. Moreover, DGBLL in the Turkish context is not prevalent. Due to this gap in the literature, a research project was launched at a big state university in Turkey in 2014 to explore the potentials and limitations of DGBLL. The study focuses specifically on serious games for FL teaching and learning. The aim of the project, in addition to the promotion of linguistic skills of the learners, is to contribute to the development of professional qualifications of the future FL teachers. The present research aims to report on the pilot study of the project. A one group pre-test post-test research design was used in the study. Quantitative data was collected via two opinion questionnaires implemented at the beginning and at the end of the process as well as a receptive vocabulary test. Qualitative data was collected via semi-structuted interviews and game diaries that participants kept. Two serious games for German was selected and used with traditional dictation, transcription and reading comprehension activities. The results of an 11-week gaming activity indicated significant differences between pre- and post-tests in vocabulary. Additionaly, age was found to be an important factor that affects participants’ attitudes towards serious games. The results indicate that the participants found game activities useful for the development of other language skills.
... A game called Influent recently explored this idea, by having the player walk around a 3D environment and learn the vocabulary associated with objects in that environment [23]. This offered an exciting new way to interact with language, but we believe there is potential to enrich context with other aspects such as conversation and narrative. ...
... MicroMandarin, for example, makes use of the user's real world location as a source for vocabulary words [18]. A video game, Influent, uses a 3D environment to teach vocabulary words [23]. This game makes use of visual context to teach vocabulary meanings, but does not provide a set of deep, structured, and layered challenges to motivate the player. ...
Conference Paper
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Learning a second language is challenging. Becoming fluent requires learning contextual information about how language should be used as well as word meanings and grammar. The majority of existing language learning applications provide only thin context around content. In this paper, we present Crystallize, a collaborative 3D game that provides rich context along with scaffolded learning and engaging gameplay mechanics. Players collaborate through joint tasks, or quests. We present a user study with 42 participants that examined the impact of low and high levels of task interdependence on language learning experience and outcomes. We found that requiring players to help each other led to improved collaborative partner interactions, learning outcomes, and gameplay. A detailed analysis of the chat-logs further revealed that changes in task interdependence affected learning behaviors.
... Simulations are very useful in language learning, as they offer the opportunity to involve users in educational scenarios. Howland et al [21], proposed Influent, a video game that uses a 3D environment to teach vocabulary words. Culbertson et al [22], developed Crystallize, an immersive 3D Japanese language learning video game where the player can collect words, use those words to converse with non-player characters, and collaborate with other players through avatars in joint tasks, or language "quests". ...
... Cheng et al. [8] further developed Crystallize with virtual reality (VR) extension and showed that participants felt more involved in a foreign culture. As another example, a commercial game, Infuent, lets players explore in a 3D simulated environment and learn foreign vocabulary in a naturalistic way [23]. However, most of these games use L1 to provide explicit instructions or translations. ...
... A good summary can be found in [29]. For example, Sanjigenjiten uses a 3D environment to teach vocabulary words [18]. This game makes use of visual context to teach vocabulary meanings, but it does not provide a deep learning progression. ...
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Many people want to learn a language but find it difficult to stay engaged. Ideally, we would have language learning tools that can make language learning more enjoyable by simulating immersion in a foreign language environment. Therefore, we adapted Crystallize, a 3D video game for learning Japanese, so that it can be played in virtual reality with the Oculus Rift. Specifically, we explored whether we could leverage virtual reality technology to teach embodied cultural interaction, such as bowing in Japanese greetings. To evaluate the impact of our virtual reality game designs, we conducted a formative user study with 68 participants. We present results showing that the virtual reality design trained players how and when to bow, and that it increased participants' sense of involvement in Japanese culture. Our results suggest that virtual reality technology provides an opportunity to leverage culturally-relevant physical interaction, which can enhance the design of language learning technology and virtual reality games.
... For learning basic skills such as writing, games such as My Japanese Coach have been developed. Another game, Influent [28] teaches vocabulary in a virtual home and has game modes where the player must rush to find items in the home. These games, while they have some motivational framework, lack real or simulated interpersonal interactions. ...
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Thesis
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