[Games in Language learning, Serious Games and Simulated/Interactive Games used in Learning]
by
Acknowledgement
I would take this opportunity to thank my research supervisor, family and friends for their support and guidance without which this research would not have been possible (Alexander, 2006,, 32).
Table of Contents
CHAPTER 02: LITERATURE REVIEW3
Serious Gaming3
Persuasive Games3
Collaborative Games3
Game Genres4
Serious Games from Different Perspectives4
Attributes of Serious gaming7
Behaviorist Theory7
Interaction7
Reward7
Practice and drill8
Cognitive Theory8
Incremental learning8
Linearity9
Attention span9
Transfer of learnt skill9
Constructive theory10
Scaffolding10
Learner control10
Educational Attributes of Serious Games11
Games in Language Learning Context13
Types of Language Learning Games17
Edutainment: A combination of education and entertainment.17
Persuasive Games - games used as persuasion technology18
Organizational-dynamic games18
Training and Simulations -18
Gaming with the Past Decade19
Advances from Initial Invention20
Progressive Advances in Virtual Learning in Language Especially from 2001 to 201023
Learning in Digital Games24
Attributes In Serious Gaming In Language Learning28
Role of Emotion in Learning with Games32
Educational Game Design, Empirical Examples34
Reading, Speaking, and Listening Skills are Intergrated in Serious Gaming39
CHAPTER 03: METHODOLOGY44
Introduction44
Purpose of the Study44
Research design45
Types of Agent used for Study45
Student Interacts46
The Web-based architecture and examples53
Technical discussion of the use of the architecture55
Summary60
Authentication and Credibility63
Qualitative Data and Levels of Measurement65
Quantitative Data65
Qualitative Data66
Data Analysis67
Advantages:68
Disadvantages:69
Case Study Mingoville - A Game-Based Course For Language Teaching In Primary School69
Limitations, Assumptions and Suggestion for Future Research72
Literature Search73
Inclusion & exclusion criteria74
Ethical concern75
Archive data on people75
REFERENCES77
CHAPTER 02: LITERATURE REVIEW
Serious Gaming
A serious game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics. Serious games are designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train, investigate, or advertise. Sometimes a game will deliberately sacrifice fun and entertainment in order to make a serious point. Whereas video game genres are classified by gameplay, serious games are not a game genre but a category of games with different purposes. This category includes educational games and advergames, political games, or evangelical games. The category of serious games for training is also known as "game-learning".
Persuasive Games
Persuasive Games has a diverse portfolio of successful videogames. These games are designed for advertisers, public policy makers, corporate trainers, educators, news organizations—as well as ordinary people.
Collaborative Games
Collaborative Games are games in which players are required to collaborate with each other to manage the sharing of the displays. The use of shared displays in mobile computer games has the potential to introduce new interaction models, which have not been previously explored in literature.
Game Genres
Video game genres are used to categorize video games based on their gameplay interaction rather than visual or narrative differences. A video game genre is defined by a set of gameplay challenges. They are classified independent of their setting or game-world content, unlike other works of fiction such as films or books. For example, an action game is still an action game, regardless of whether it takes place in a fantasy world or outer space. Within game studies there is a lack of consensus in reaching accepted formal definitions for game ...