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Narrative and Games / Simulations

The content of the game may vary depending on the player’s chosen target language. In this game description, we assume that the player wants to learn English as their target language. The game will provide players with some everyday life scenarios and allow them to explore these scenes on their own.

Overview

Reflecting on how we learned our mother tongue, rather than just reading books, we mostly learned through the surrounding environment and interactions with others. Therefore, our group wants to design a game that creates an informal language environment for players, allowing them to gradually build their understanding of a new language through immersive environments.

01

Learning Principles 

The spatial contiguity principle. When the player takes a photo of the item, the item information will be displayed directly below the item to ensure that the player can combine the word with the item.
Coherence principle. This game provides a simple connection between direct text with visual assets. Players can learn English words by interacting with the items. There are only English words provided rather than roots, explanation sentences, etc, to allow players to receive simplified information.

Chunking. Chunking is to make knowledge into smaller but related units so learners don’t have to go through a large amount of information at once. The game is divided into different small settings and has related items in it. Also, at first, learners will learn the fundamentals, such as recognizing items, and gradually get to the harder ones, such as interacting with NPCs.

Target Audience 

Non-native English speakers who are teenagers and able to use computers.

Learning Objectives

  1. Names of possible items that could appear in the environments displayed in the game.

  2. The proper way of asking questions and how to respond so others don’t get offended.

  3. Accomplish fetch quests from NPCs to test player’s understanding on the knowledge they learn in each scene.

Game Time

40-60 Mins

Logic Model
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The game's learning content is divided into learning process and reflection test content. In the learning process, players can learn English words by taking photos and finding photos of items and corresponding words in the album. The words in the album do not need to be matched by the player. After taking a photo, it will be displayed what it is. For example, assuming the player is in the supermarket scene, and there are many items on the shelves. If the player takes a photo of an apple, the word "apple" will be displayed under the photo. But there will be no corresponding translation. Players can know that this thing is an apple based on their own experience and naturally know what the item that the "apple" represents. Then, in the notebook, players need to connect the given pictures and words to achieve the purpose of word memory. The reflection and test process involves players applying knowledge by accepting tasks from NPCs. For example, an NPC will ask the player if he can give him a few "apples."  The player can read the notebook to check whether they are right or not. And find the correct items to give to the NPC. The player completes the process of application of the knowledge by giving the apples to the NPC.

Learning Goals and Motivational Elements
  1. Immersive Language Learning: The primary learning goal is to immerse players in an environment where they can learn English naturally through exploration and interaction. This approach mimics how individuals acquire their native language, promoting contextual understanding and practical application rather than rote memorization.

  2. Vocabulary Acquisition: Players will learn vocabulary related to everyday scenarios such as classrooms, supermarkets, restaurants, etc. The game encourages players to actively seek out and collect words by exploring these environments and taking photos of objects, associating visual cues with their corresponding English words.

  3. Grammar and Contextual Understanding: Through interactions with NPCs and completing tasks, players reinforce their understanding of grammar rules and contextual usage of language. Tasks set by NPCs reflect real-life situations, such as greetings or locating specific items, ensuring practical language application.

  4. Reflective Learning: The game incorporates reflective learning through NPC tasks, where players must demonstrate their understanding of the language learned within each scenario. This serves as a self-assessment tool, allowing players to gauge their progress and identify areas for improvement.

  5. Motivation through Progression: Players are motivated to progress through the game by completing levels, exploring the world, and unlocking new environments. The sense of achievement and advancement encourages continued engagement with the language-learning process.

Manifestation in the Game
  1. Exploration and Collection: Players explore diverse environments, each offering unique vocabulary and language-learning opportunities. They collect words by taking photos of objects, associating them with their English equivalents displayed in the photo album.

  2. Interactive Learning: Interactions with NPCs provide opportunities for dialogue practice and task completion, reinforcing language comprehension and application. NPC tasks serve as checkpoints, ensuring players demonstrate proficiency before advancing to the next level.

  3. Contextual Learning: Scenarios reflect real-life situations, allowing players to learn language in context. Whether navigating a subway station or ordering food at a restaurant, players encounter language in authentic settings, fostering practical language skills.

  4. Reflective Assessment: NPC tasks serve as reflective assessments, evaluating players' mastery of the language learned within each scenario. Completion of tasks and accurate word-picture associations in the notebook indicate progress and readiness to advance.

  5. Progression and Achievement: Advancement through levels and unlocking new environments signify progress and achievement. Players are motivated to clear levels and explore new scenes, driven by a sense of accomplishment and the desire to further their language skills.

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Example Mockup (image from the internet)

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