Roadmap for the Development of EnLang4All: A Video Game for Learning English
Abstract
:1. Introduction
2. Related Work
2.1. Video Games for Learning English as a Foreign Language
2.1.1. Current Apps in the Market
2.1.2. Knowledge Retention
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- Relevance: the form in which the game is integrated into the player’s reality as well as the instructional levels relating to each other. This fits with Nielsen’s second heuristic which consists of the association of the system with the user’s reality so that the conventions and language used in the application make sense and are natural to the user’s understanding [14].
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- Embedding: harmonious ways in which the components of learning, fantasy, and play are interconnected without overlapping.
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- Transfer: how knowledge is integrated with the narrative or guiding line of the game.
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- Adaptation of learning methods in the medium of video games.
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- Immersion: immersive qualities of the video game.
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- Naturalization: examines intuition at stake.
2.1.3. Practices for the Best User Experience
- (1)
- Application agility—corresponds to the program’s performance and response time in processing or in action.
- (2)
- Instinctiveness of use—refers to the ease with which the program is used for the first time by the user, with or without a guide with instructions, for good design and development.
- (3)
- Objectivity and clarity—refers to the ease of access to functions and the assimilation and understanding of the content.
- (4)
- Functionality—corresponds to the fluidity of activity flows and ease of navigation, without problems for the user.
- (5)
- Confidence with the data—security and protection that the program has and deals with the users’ data.
- (1)
- Feedback—The status of the system should always be visible in the program, or present it in an appropriate period of time, in order to keep users up to date with what is happening.
- (2)
- Metaphor—In the same philosophical manner as suggested by Aristotle, as art imitates life, the system should also be a reflection of the real world, in the sense of having understandable symbolism, being natural and logical for the user, and representing the user’s reality.
- (3)
- Navigation—Provide explicit means of navigation for the user, either to exit activity flows or correct an action, or to prevent the user from following an unwanted path. Give control and freedom of use to the user.
- (4)
- Consistency and standards—The system must be organized and composed in such a way that the elements are in harmony and coherent with each other, and the system is in harmony with other platforms. The user must be able to identify actions associated with specific elements because they follow a defined pattern.
- (5)
- Error prevention—Always validate with the user whether the chosen action is the one intended, in order to avoid subjecting the user to irreversible actions. Problems in the production system should be avoided at all costs, or else error messages should be provided that inform the user of the problem that has occurred.
- (6)
- Memory and Recognition above recall—In order not to overload the user’s memory by learning system flows, the elements of the system must be explicit and easy to memorize. User guides should be accessible and visible to the user whenever possible.
- (7)
- Efficiency—There should be flexibility and efficiency in the use of the system; these can be achieved through shortcuts or activating only the necessary or main elements in the resulting action.
- (8)
- Design—When applying Nielsen’s heuristics, we have to take into account that less is more; that is, everything that is not relevant is noise and disturbs the user’s perception. The visual layout must be minimalistic, balanced, and respect spacing, contrasts, and the quantity of elements.
- (9)
- Recovery—Help users to recognize, diagnose, and recover from errors through explicit information and clear instructions with a suggestive solution.
- (10)
- Help—Help and documentation are a good starting point for first contact between the user and a program, but not in isolation. This heuristic is related to the sixth heuristic (Memory and Recognition) and supports user interaction in cases of navigation difficulties or the understanding of any flow or action to be performed.
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- Basic: Easy to implement and covers almost all game mechanics.
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- Intermediate: Requires planning and effort but can be achieved with good game design and usability.
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- Advanced: Consists of more complex adaptations for deeper or specific limitations.
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- Offer a wide choice of difficulty levels for the player and allow the difficulty level to be changed during the game.
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- Ensure that game states are always retained and are recoverable.
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- Allow the buttons or commands to be remappable and make it possible to readjust the sensitivity, according to the user’s preferences.
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- Include, if possible, subtitles and audio description for all game streams.
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- Limit the use of simultaneous and multiple or repetitive action mechanisms.
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- Be prepared for integration with other devices or tools.
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- Allow reorganization or increase/decrease of the resolution of the interface.
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- Inclusion of tutorials during and before the game, automatic or free access.
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- Use clear language, if possible, with a short vocabulary, consistent font, and distinct and legible images and icons.
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- Allow users to disable visual elements (dynamic background or decorative elements) or sonorous (music or background sounds) secondary elements.
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- Allow adjustment of game speed or add delays after actions.
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- Highlight main content.
2.2. Serious Games
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- Learning layer—aiming to develop engaging content for English learning.
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- Gameplay layer—dividing the actions of the player into different level challenges.
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- User experience layer—paying additional attention to the user interface and usability of the game being developed.
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- Storytelling layer—since the learner/player had the freedom to choose between options, there was the need to connect the different concepts through maintaining visual consistency between the “actor” portrayed in the challenges [23].
3. Design and Development
3.1. Lo-Fi Prototypes
3.2. Content
3.3. Hi-Fi Prototype
3.3.1. Home Screen
3.3.2. Game’s Menu Screen
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- Level 1: Hours, Pronouns (Subject and Object), and Vocabulary;
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- Level 2: Prepositions (Place and Movement), Hours, Vocabulary, and Determinants (Possessive and Ordinal);
3.3.3. Game’s Sub-Menu Screen
3.3.4. Game (Basic Structure)
3.3.5. Vocabulary Game
3.4. Final Application: Presentation, Mechanics, and Amendments
3.4.1. Header and Footer
3.4.2. How to Play
3.4.3. In-Game Controls
3.5. Evaluation
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- Creating a new player (in the option);
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- Exploring and playing at least 3 (three) study topics;
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- Changing the language of the interface;
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- Changing the settings at the user’s discretion (number of questions, speed or color theme of the application);
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- Attempting to go back to the previous screen in the middle of the game;
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- Attempting to stop a game (i.e., leaving it unfinished, but without losing progress).
3.5.1. Characterization of the Sample
3.5.2. Questionnaire
4. Analysis and Discussion of Results
4.1. Learning
4.2. Usability
4.3. Operability
4.4. Attractiveness and Final Thoughts
- Clarity of illustrations;
- Ease of use;
- Sound and voice effects;
- Attractiveness;
- Simple content and presentation;
- Score in the game;
- Educational component and teaching of English.
- “Hours (Analog)”;
- “Prepositions of place”;
- “Object pronouns”;
- “Motion prepositions”;
- “Possessive determinants”;
- “Order determinants”.
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- Verbs and verb tenses;
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- Vocabulary: Objects, Clothing, Professions and Occupations, Animals, Food, Family, Colors, Geometric Shapes, Human Body;
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- Pronunciation and Expressions.
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- Adding optional background music;
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- Improve tutorials for each game;
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- Possibility to save a game to be resumed later;
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- Creation of your own username in the game;
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- Make graphics more eye-catching;
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- Ensure responsiveness for different devices used (smartphones and tablets);
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- Change the language change layout so that the two flags are visible to the user, or invert the current layout showing the flag corresponding to the language being displayed in the application;
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- Better readability in the illustrations of boxes and balls in the study topic Prepositions of place;
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- Include levels of difficulty and sorting;
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- The application’s responsiveness is already included in the game, so it will not be considered an improvement.
5. Conclusions, Future Work, and Recommendations
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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No. | Question |
---|---|
Participant profile | |
1 | Age |
2 | English level |
3 | Device used to test the game |
4 | Frequency of use of mobile applications for learning |
5 | Material usually used for studying foreign language |
6 | Do you consider the content of the game interface easy to remember? |
7 | Do you consider the information presented in the game satisfactory for learning LI? |
8 | Please indicate what your general performance was in the FIRST and the FOLLOWING uses of the application. |
Usability | |
9 | What was the need to stop the application due to difficulties in navigation or interaction in the game? |
10 | How relevant are progress and scores in the game to you? |
11 | Were you able to view and interact with the application intuitively? |
12 | How do you rate the difficulty you had in creating a new player? |
13 | How would you rate the ease you had in changing screens? |
14 | What is your notion of how to navigate and reach a certain screen? |
15 | How would you rate the clarity of the information presented? |
16 | Did you ever consult the Help section of the game? If “yes”, how do you rate the information content of the “Help” section of the game? |
17 | How do you rate the usefulness of the Help section? |
18 | Please rate the difficulty you had interacting with the buttons. |
Operability | |
19 | Have you accessed the game Settings? If “yes”, how would you rate the usefulness of the settings available in the game? |
20 | How difficult was it to read/see the text presented in the application? |
21 | How confusing were the elements (buttons, images, text) in the application’s interface? |
22 | How do you rate the clarity of the illustrations, graphs, and tables in the game? |
23 | How do you rate the usefulness of the sound component in the game? |
24 | How do you rate the usefulness of the language button on the interface? |
25 | How do you rate the usefulness of illustrations, graphs, and tables in the game? |
26 | When using the application, are the confirmation and prompt windows sufficient for understanding? |
27 | Did you find it difficult to distinguish between the different screens within the game? If “Yes”, why? |
28 | How did you find the response speed of the application (regardless of the feedback speed of the Settings)? |
29 | What occurrence of errors from the application did you observe? |
Final Considerations | |
30 | What feature(s) of the game did you find most relevant/interesting? |
31 | What topic(s) did you find most interesting? |
32 | What topic(s) of study would you like to have seen in the game? |
33 | What would you improve about the game? |
34 | Importance of educational video games in the context of English language learning |
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Alexandre, I.M.; Lopes, P.F.; Borges, C. Roadmap for the Development of EnLang4All: A Video Game for Learning English. Multimodal Technol. Interact. 2023, 7, 17. https://doi.org/10.3390/mti7020017
Alexandre IM, Lopes PF, Borges C. Roadmap for the Development of EnLang4All: A Video Game for Learning English. Multimodal Technologies and Interaction. 2023; 7(2):17. https://doi.org/10.3390/mti7020017
Chicago/Turabian StyleAlexandre, Isabel Machado, Pedro Faria Lopes, and Cynthia Borges. 2023. "Roadmap for the Development of EnLang4All: A Video Game for Learning English" Multimodal Technologies and Interaction 7, no. 2: 17. https://doi.org/10.3390/mti7020017
APA StyleAlexandre, I. M., Lopes, P. F., & Borges, C. (2023). Roadmap for the Development of EnLang4All: A Video Game for Learning English. Multimodal Technologies and Interaction, 7(2), 17. https://doi.org/10.3390/mti7020017