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SanjigenJiten: Computer Assisted Language Learning System within a 3D Game Environment

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Advances in Computer Entertainment (ACE 2012)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7624))

Abstract

Imagine being able to approach any object in the real world and instantly learn how to read and pronounce the name of the object in any other language. This paper proposes the use of a system that simulates this idea by utilizing the video game medium in a way that makes learning a new language simple and fun. The system was designed specifically for the new technologically-inclined generation that might benefit greatly from learning within a game environment. The process of learning a new language with this system strays from previous and conventional methods in that it employs a more visual-spatial approach to learning. Additionally, this system engages the player through the use of industry-standard video game elements such as a 3D environment, controllable main character, item collection system, scoring system, and complex rewards system. By keeping in line with what people expect from standard video games, this game is capable of holding the player’s attention for longer periods of time than when compared classes, textbooks, or tutors.

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© 2012 Springer-Verlag Berlin Heidelberg

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Howland, R., Urano, S., Hoshino, J. (2012). SanjigenJiten: Computer Assisted Language Learning System within a 3D Game Environment. In: Nijholt, A., Romão, T., Reidsma, D. (eds) Advances in Computer Entertainment. ACE 2012. Lecture Notes in Computer Science, vol 7624. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34292-9_18

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  • DOI: https://doi.org/10.1007/978-3-642-34292-9_18

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34291-2

  • Online ISBN: 978-3-642-34292-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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