A vocabulary learning game using a serious-game approach

Kanako Nakajima*, Tatsuo Nakajima

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

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.

Original languageEnglish
Title of host publicationAdvanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013
Pages13-22
Number of pages10
DOIs
Publication statusPublished - 2014 Feb 17
EventAdvanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013 - , Taiwan, Province of China
Duration: 2013 Aug 232013 Aug 25

Publication series

NameLecture Notes in Electrical Engineering
Volume260 LNEE
ISSN (Print)1876-1100
ISSN (Electronic)1876-1119

Conference

ConferenceAdvanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013
Country/TerritoryTaiwan, Province of China
Period13/8/2313/8/25

Keywords

  • Education
  • Serious game

ASJC Scopus subject areas

  • Industrial and Manufacturing Engineering

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