Bunker-Room Mnemonics for Second-Language Vocabulary Recall
This paper presents a proposal and an initial prototype for a Serious Game (SG) aimed at helping second-language learners memorize a list of non-linked vocabulary items under a system of visuospatial bootstrapping (Darling et al., 2017). The usefulness of such a tool was suggested by the efficient o...
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Published in | International journal of virtual and augmented reality Vol. 6; no. 1; pp. 1 - 13 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Hakodate
IGI Global
01.01.2022
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Subjects | |
Online Access | Get full text |
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Summary: | This paper presents a proposal and an initial prototype for a Serious Game (SG) aimed at helping second-language learners memorize a list of non-linked vocabulary items under a system of visuospatial bootstrapping (Darling et al., 2017). The usefulness of such a tool was suggested by the efficient outcomes of spatial mnemonics in TEFL providing 21st-century teachers, students, and game designers with new possibilities and it represents a new application of CALL. The game design is based on a modified version of Kalmpourtzis’ AMSTP game design model (2019) and it uses aesthetics, mechanics, story, technology, and pedagogy as its basis, adding the sixth element to its core: user expertise. The resulting AMSTP-UE framework allows in-game analysis from the point of view of a teacher, a learner, or a game designer. The game is a first-person walking simulator using the medium of virtual reality (VR) to provide its players with the feeling of presence in a virtual world. The prototype suggests using visuospatial information, deep learning APIs, and in-game data capture. |
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ISSN: | 2473-537X 2473-5388 |
DOI: | 10.4018/IJVAR.304899 |