Preview

10 Principles For Designing Foreign Language Learning Video Games Case Study

Better Essays
Open Document
Open Document
2048 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
10 Principles For Designing Foreign Language Learning Video Games Case Study
This study revealed that Bobby Bola dan Peri Buku Ajaib 3 has covered 2 out 10 principles for designing foreign language learning video games proposed by Purushotma, Thorne, and Wheatley (2009). The details are provided below.

Principle #1
At least as much thought needs to go into the design of failure states as for success states.

As a learner of a new language, it is normal for the players to make mistakes and fail. What is important is how video games react to the failure that occurs. Designer of video game for foreign language learning should design games that not only give feedback, but also make failure part of fun in learning.

In Bobby Bola dan Peri Buku Ajaib 3 the design of both the success and failure states are similar. In general, there are two responses, which are sound and visual responses. The sound response is in the form of voice-over by the fairy that the players can immediately hear when
…show more content…
The Caterpillar Letters games task is to navigate a caterpillar around an area to collect letters that ultimately form two adjectives. The Relaxing Cycling game task is to navigate Bobby Bola, the character of the game, that is riding a bicycle on the road. In this game, paying attention to traffic signs and the traffic light is crucial.

The mechanism to input answer in Bobby Bola dan Peri Buku Ajaib 3’s game is quite rapid. This is because, first, the games prepare items (e.g. words, letters, and pictures) to answer the questions given, instead of expecting the players to construct their own output. Second, the mechanism to answer and carry out the task in the games only use two input devices, i.e., mouse and keyboard’s arrow keys. The players do not have to type out their own answer, which can be “too slow and cumbersome for use in a video game” (Purushotma, Thorne, & Wheatley, 2009, p.

You May Also Find These Documents Helpful

  • Better Essays

    Unit 22 Asseement

    • 1496 Words
    • 6 Pages

    |Unit Title: |Unit Number: | |Developing computer games |22 | |Level of Award: 3 |Centre Number: 16405 | |Candidate Name: |Candidate Number: | |Learning Hours: 60 |Duration of Academic Year: 1 Term | |Unit Deadline: | |Assignment Brief Author: Mr Badhasha | |Tutor/Assessor | |Signed: |Date: | |Final Grade: |Date: | |Assignment Internal Verifier: | |Signed: |Date: | |Tutor/Assessor Comments: | |…

    • 1496 Words
    • 6 Pages
    Better Essays
  • Good Essays

    The area of conception would be the next area of failure, information is critical. Lastly the area of execution would be the final area of failure, there should never be guess work involved. The US found itself learning many brutal lessons regarding ill structured problems during Operation Anaconda. Command According to Wikiversity.org.…

    • 1348 Words
    • 6 Pages
    Good Essays
  • Good Essays

    According to Roger Von Oech, the author of “ToErr IsWrong”,shows us at least two reasons about failure. The most common aftermath that a human being must face in life is their failure. There are two types of failures, errors and mistakes. The most important thing is how we learn and are able to benefit from our previous failures. I agree with Von Oech that having mistakes, errors and failures are necessary. If people who can handle failures in a positive way. This will lead people successful in their future life. On the other hand, if who handle, errors, mistake and failures in a negative way. This will be painful and not attended with future success.…

    • 1241 Words
    • 5 Pages
    Good Essays
  • Better Essays

    They realize the faster ways to complete the goals and make fewer mistakes. This means, the players actually learn effective ways to perform their gameplays during playing the game. In respond to this phenomena, Juul says, “[i]f games are challenging, they are also challenging in a way that players often learn to surmount” “To play a game is essentially a learning experience where the player acquires the skills needed to overcome the challenges of the game” (95). In other words, Juul believes that challenges in games enable the players to advance their performance by “expanding and refining the repertoire” (96). In short, Rollercoaster Tycoon not only satisfies entertaining objective, but also it provides exhilarating “learning experience” to the…

    • 1110 Words
    • 5 Pages
    Better Essays
  • Good Essays

    Punctuation checker, which consists of having the player place the proper punctuations in the sentence, useful for avoiding comma splice, and run-on sentences. And definitions where the player was asked to define the given word, mostly from the parts of speech. Students learn the proper way to write a sentence, and become aware of the different errors and how to fix them. to create this game, my partner and I used a white carboard where we placed vertically our index cards containing the number of points in the front, and the question on the back, hidden from the player. This game is played with no more than three people in a group, and only three groups allowed. The group with the most points wins the game.…

    • 743 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    no win situations

    • 1308 Words
    • 5 Pages

    6.Orlick and others have devised or collected hundreds of such games for children and adults alike. The underlying theory is simple: All games involve achieving a…

    • 1308 Words
    • 5 Pages
    Powerful Essays
  • Good Essays

    With the development of technology a very important technological advancement for entertainment that was developed and improved over time were video games. Video games have been a growing area and a highly developing area. With new games and consoles launched every year, video games have interested people around the globe and people of different ages. In today’s time, video games have become a way of teaching children, a way of learning through adventures games. Other genres include, action games or also known as violent games, drawing games, role-playing, simulation, strategy, racing (vehicle-stimulation) and also health games.…

    • 590 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Typing Game

    • 1247 Words
    • 5 Pages

    Computer games offer pleasures for the player to experience and learn the objective of the game. The proponents plan to combine game and keyboard tutorial because it adds eagerness to a player to finish the game. Today, there are typing tutorial game that also pressure the player to do their best to obtain the skill needed to master keyboarding but our game has story that entertain the user for every chapter and stages of our game. The users of our software acquiring the story while learning keyboarding.…

    • 1247 Words
    • 5 Pages
    Better Essays
  • Good Essays

    Failure can be a noteworthy teacher because it clearly demonstrates what not to do. Nobody wants to fails but, failure can educate us on many things. It can build character, drive us to improve, and provide us with wisdom and experience. If failure is accepted with an open mind it can contribute valuable knowledge and drive progress towards the goal of success. It is the journey which makes us or breaks us. In essence our success is largely dependent upon how we fail and most importantly how we react to them.…

    • 820 Words
    • 4 Pages
    Good Essays
  • Good Essays

    The occurrence of failures is inevitable in this context. These failures give empirical evidence of what they can do next time. There are many examples of such productive failures that made individuals or organizations smarter.…

    • 803 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Companies can learn from failure by setting up clear systems of measurement and utilizing certain performance indicators which record failures in detail. Simply not overlooking failure as something inevitable?…

    • 2533 Words
    • 11 Pages
    Powerful Essays
  • Powerful Essays

    Pharma industry growth

    • 6976 Words
    • 30 Pages

    reason why we focus on a successful case and not failures is that there are already…

    • 6976 Words
    • 30 Pages
    Powerful Essays
  • Powerful Essays

    The research question that been highlighted here is to view interactivity of second language on music video game on recalling vocabulary. This research captured my attention due to the usage of media in teaching English as second language to undergraduate Japanese students. As we all know, multimedia technology has been…

    • 1619 Words
    • 7 Pages
    Powerful Essays
  • Satisfactory Essays

    Secondly, success will be more valuable with failures. When we meet a lot of failures on our…

    • 365 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Many immigrant workers in the fields of construction, menial labor, household help, and service sectors in countries like the US and Qatar have limited English proficiency, which is often a barrier to advancement in their careers and creates problems in communication with their supervisors and managers, which in turn leads to a myriad of other problems. These problems also expand to the refugee population, who find it hard to get jobs with limited English skills, thereby making their adjustment process in the US harder. English proficiency is also a problem with the deaf population; only 10% of the 18-year olds read at or above an 8th grade level, and the average deaf adult reaches only a 4th grade reading level. We can address the problems of limited English proficiency by providing these groups with a fun way of practicing their English skills. The senior thesis is motivated by the aforementioned problems faced by immigrant adults, refugees and deaf students and proposes to develop a mobile-phone based educational game for enhancing the English communication skills of these limited English proficient (LEP) adults. The senior thesis will build on mobile phone based literacy tools developed during TechBridgeWorld's iSTEP program in 2009, which consists of two parts: the actual single player game accessible via mobile phones, and an online content authoring system to allow teachers or other informed individuals to add content to the games. So far, a majority of the related research efforts have concentrated on the effectiveness of similar educational games on children, and the thesis will contribute to the understanding the effectiveness of mobile phone based educational games on adult literacy. This will require significant research to effectively incorporate techniques used to teach English as a Foreign Language (EFL) to adults into educational…

    • 797 Words
    • 4 Pages
    Good Essays