Development of a Gamificational Experimental Platform Utilizing a Fighting Game Style Learning and an Avatar Encouragement for English Vocabulary Building Application on Smartphones

ID: 49981 Type: Research/Technical Showcase
  1. Yuki Kurata, Daichi Minayoshi, Shingo Morioka, Yoshiki Yasufuku, and Tetsuya Sato, Dept. of Electrical Engineering, Kobe City College of Technology, Japan

Tuesday, November 15 2:45 PM-3:45 PM Location: Edison Ballroom View on map

No presider for this session.

Abstract: This paper is a report on the development of a gamificational experimental platform. The platform was originally developed as an English vocabulary building application, named KCCT Vocabulary Builder. The objectives of this application have not been only to build the vocabulary, but also to analyze the learning behaviors in order to enhance the students' learning experiences. Our latest development has successfully incorporated a fighting game style of education named “Battle Mode (multiplayer mode)” on top of the conventional “Single Mode (singleplayer mode)” and an avatar encouragement according to each student's learning performance. By utilizing this latest platform, we have proven that students' learning behaviors can be analyzed in connection with the gamificational concepts based on some inconscient biological data, including a brainwave, a blinking point of time and strength, and physical movements of the smartphone as an indicator of the smartphone's holding stability.

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