Interactive Location-Based Game for Supporting Effective English Learning

Many non-English speaking countries regard English as the most important second language. Therefore, developing modern assisted-learning tools that can support effective English learning is a critical issue in the English-language education field. With the fast development of wireless positioning techniques, the location-based game has been considered as a novel type of game and it has high potential to support context-aware learning. Accordingly, this study proposes a novel game-based English learning system with context-aware interactive learning mechanism which can appropriately provide a corresponding game-based English learning scene to the learner’s handheld device based on the learner’s location context. The proposed system aims to construct a mixed reality game learning environment that integrates virtual objects with real scenes in a university library. The preliminary experimental results reveal that the proposed learning mode provides likely benefits in terms of promoting learners’ learning interests, increasing learners’ willing to learning English.

[1]  Chih-Ming Chen,et al.  Personalized Context-Aware Ubiquitous Learning System for Supporting Effectively English Vocabulary Learning , 2007, Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007).

[2]  A. Collins Goal-Based Scenarios and the Problem of Situated Learning: A Commentary on Andersen Consulting's Design of Goal-Based Scenarios. , 1994 .

[3]  Gwo-Jen Hwang Criteria and Strategies of Ubiquitous Learning , 2006, IEEE International Conference on Sensor Networks, Ubiquitous, and Trustworthy Computing (SUTC'06).

[4]  Albert Sydney Hornby,et al.  The Situational Approach in Language Teaching (I) , 1950 .

[5]  Duncan Rowland,et al.  Life on the edge: supporting collaboration in location-based experiences , 2005, CHI.

[6]  Marina Papastergiou,et al.  Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..

[7]  Axel Küpper Location-based Services: Fundamentals and Operation , 2005 .

[8]  N. Naiman,et al.  The Good Language Learner , 2003 .

[9]  Sara de Freitas,et al.  Online gaming as an educational tool in learning and training , 2007, Br. J. Educ. Technol..

[10]  Lucia Pannese,et al.  Games and learning come together to maximise effectiveness: The challenge of bridging the gap , 2007, Br. J. Educ. Technol..

[11]  M. Driscoll Psychology of Learning for Instruction , 1993 .

[12]  A. U. Chamot,et al.  The Good Language Learner , 1996 .

[13]  Ian Taylor,et al.  Shared visiting in EQUATOR city , 2002, CVE '02.

[14]  David S. Kirk,et al.  Savannah: mobile gaming and learning? , 2004, J. Comput. Assist. Learn..

[15]  Gregory D. Abowd,et al.  Providing architectural support for building context-aware applications , 2000 .

[16]  David Kirk,et al.  Savannah: experiential learning through mobile gaming , 2004 .

[17]  Judy Robertson,et al.  Computer game design: Opportunities for successful learning , 2008, Comput. Educ..

[18]  Hirokazu Kato,et al.  Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing , 2002, Personal and Ubiquitous Computing.