Serious game design model for language learning in the cultural context

Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games hav...

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Veröffentlicht in:Education and information technologies 2022-08, Vol.27 (7), p.9317-9355
Hauptverfasser: Ishaq, Kashif, Rosdi, Fadhilah, Zin, Nor Azan Mat, Abid, Adnan
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Rosdi, Fadhilah
Zin, Nor Azan Mat
Abid, Adnan
description Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many other domains. However, most of these games are fun-based and lack a holistic design and development approach. Therefore, as a principal contribution, this research presents a theoretical model for designing language learning games in a cultural context. The proposed model combines the elements of sociocultural theory with the concepts and elements of gamification, keeping in view the requirements and educational settings, including level and mode of education, etc., to ensure the effectiveness and usability of the developed game. Subsequently, based on the proposed model, a Language Learning Game (LLG) has been designed and developed through a systematic process that involves game design, low-fidelity, and high-fidelity prototyping and its validation. The LLG has been evaluated comprehensively at different stages by incorporating standard methods. Whereby this research augments the existing set of heuristics by proposing a number of specialized heuristics for the evaluation of serious games to gauge their conformance to the cultural context. The evaluation results show that the game has overall usability scores of 90%. While the quasi-experiment-based pre-test and post-test have been conducted, the results reveal that the results obtained by LLG are statistically significantly better than adopted mobile application and traditional group.
doi_str_mv 10.1007/s10639-022-10999-5
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subjects Computer & video games
Computer Appl. in Social and Behavioral Sciences
Computer Oriented Programs
Computer Science
Computers and Education
Cultural Context
Cultural factors
Design
Education
Educational Games
Educational software
Educational Technology
Evaluation
Game Based Learning
Gamification
Handheld Devices
Heuristic
Heuristics
Information Systems Applications (incl.Internet)
Language Acquisition
Language culture relationship
Language instruction
Learning environment
Mobile applications
Mobile devices
Mobile phones
Sociocultural theory
Usability
User Interfaces and Human Computer Interaction
Wireless telephone software
title Serious game design model for language learning in the cultural context
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