Games In Language Learning, Serious Games And Simulated/Interactive Games Used In Learning

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[Games in Language learning, Serious Games and Simulated/Interactive Games used in Learning]

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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 ...
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