A vocabulary learning game using a serious-game approach

Kanako Nakajima*, Tatsuo Nakajima

*この研究の対応する著者

研究成果: Conference contribution

1 被引用数 (Scopus)

抄録

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.

本文言語English
ホスト出版物のタイトルAdvanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013
ページ13-22
ページ数10
DOI
出版ステータスPublished - 2014 2月 17
イベントAdvanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013 - , Taiwan, Province of China
継続期間: 2013 8月 232013 8月 25

出版物シリーズ

名前Lecture Notes in Electrical Engineering
260 LNEE
ISSN(印刷版)1876-1100
ISSN(電子版)1876-1119

Conference

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

ASJC Scopus subject areas

  • 産業および生産工学

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