Skip to main content

Design of Web-Based Mini-Games for Language Learning: An Evidence-Based and User-Centred Approach

  • Conference paper
  • 1337 Accesses

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 280))

Introduction

This paper reports on an ongoing project which aims to develop and evaluate web-based mini-games for language learning in an evidence-based and user-centred approach. In recent years, a shift is taking place towards more learner-centred learning environments, and designers of Computer Assisted Language Learning (CALL) software have stressed the need for a user-centred design approach (Colpaert, 2010; Hémard, 2003). In general, there is a growing interest in participatory design, in which users are involved in the design process (co-design), marking a move away from traditional design methods characterized by an expert mind-set (Sanders 2008).

Many gaming elements, such as competition, interaction/interactivity, problem solving, scoring, and feedback, are also present in traditional learning and testing environments. Hence, it is conceivable that learners’ perceptions of these “gaming elements” determine the reception of a language learning activity as a game to a significant extent, rather than the educational intentions of instructional designers alone (Hubbard, 1991). This warrants empirical research on language learners’ perceptions of games for learning, as well as user evaluation studies with operational prototypes.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Boden, M.A.: The Creative Mind: Myths and Mechanisms, 2nd edn. Routledge (2004)

    Google Scholar 

  2. Bullinger, H., Müller-Spahn, F., Rössler, A.: Encouraging Creativity - Support of Mental Processes by Virtual Experience. In: Virtual Reality World. IDG Conferences & Seminars (1996)

    Google Scholar 

  3. Csikszentmihalyi, M.: Creativity: Flow and the Psychology of Discovery and Invention. Harper Perennial (1997)

    Google Scholar 

  4. Colpaert, J.: Elicitation of language learners’ personal goals as design concepts. Innovation in Language Learning and Teaching 4(3), 259–274 (2010)

    Article  MathSciNet  Google Scholar 

  5. Dow, S., Fortuna, J., Schwartz, D., Altringer, B., Klemmer, S.: Prototyping dynamics: sharing multiple designs improves exploration, group rapport, and results. In: CHI, pp. 2807–2816 (2011)

    Google Scholar 

  6. Frazer, A., Argles, D., Wills, G.: Assessing The Usefulness Of Mini-games As Educational Resources. In: ALT-C 2007: Beyond Control (2007)

    Google Scholar 

  7. Hubbard, P.: Evaluating computer games for language learning. Simulation & Gaming 22(2), 220–223 (1991)

    Article  MathSciNet  Google Scholar 

  8. Hémard, D.: Language Learning Online: designing towards user acceptability. In: Felix, U. (ed.) Language Learning Online: Towards Best Practice, pp. 21–43. Swets and Zeitlinger, Lisse (2003)

    Google Scholar 

  9. Peterson, M.: Computerized Games and Simulations in Computer-Assisted Language Learning: A Meta-Analysis of Research. Simulation & Gaming 41(1), 72–93 (2010)

    Article  Google Scholar 

  10. Purushotma, R., Thorne, S.L., Wheatley, J.: 10 key principles for designing video games for foreign language learning (2009), http://knol.google.com/k/ravi-purushotma/10-key-principles-for-designing-video/27mkxqba7b13d/2#done (retrieved October 22)

  11. Sanders, L.: ON MODELING: An evolving map of design practice and design research. Interactions 15, 13–17 (2008)

    Article  Google Scholar 

  12. Squire, K.: Cultural Framing of Computer/Video Games. The International Journal of Computer Game Research 2(1) (2002), http://www.gamestudies.org/0102/squire/

  13. Weisberg, R.W. Creativity: Genius and Other Myths. W.H. Freeman & Co. (Sd) (1986); Celce-Murcia, M.: Grammar Pedagogy in Second and Foreign Language Teaching. Tesol Quarterly 25(3), 459-480 (1991)

    Google Scholar 

  14. Ellis, R.: Task-based language learning and teaching. Oxford University Press, Oxford (2003)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Annema, JH., Poels, Y., Zaman, B., Cornillie, F. (2012). Design of Web-Based Mini-Games for Language Learning: An Evidence-Based and User-Centred Approach. In: De Wannemacker, S., Vandercruysse, S., Clarebout, G. (eds) Serious Games: The Challenge. ITEC/CIP/T 2011. Communications in Computer and Information Science, vol 280. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33814-4_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-33814-4_13

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33813-7

  • Online ISBN: 978-3-642-33814-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics