A Vocabulary Learning Game Using a Serious-Game Approach

It is always hard to keep motivated while doing something we must do but we do not want to. However, gamers put so much time into their favorite games, just because its fun. Games have many tricks to keep attracting people, and nowadays these gimmicks are

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Abstract It is always hard to keep motivated while doing something we must do but we do not want to. However, gamers put so much time into their favorite games, just because its fun. Games have many tricks to keep attracting people, and nowadays these gimmicks are included into education-games. However, not many of the education-games in the markets are fun enough to keep users motivated for playing. In this paper we address this conflict, propose a better education-game created based on a popular smartphone game, and evaluate the improvement of the motivation through playing the game we offer. As a conclusion, we discovered that the examinees are motivated through the experiment using the education-game we created; however, these motivations are passive as they are not actively willing to do, but rather not mind doing it. Supplementations to shift these passive motivations to active motivations are considered in our future work. Keywords Serious game

 Education

Introduction It is always hard to keep motivated while doing something we must do but we do not want to, such as studying and working. On the other hand, there is something we enjoy doing it although we do not have to: games. Games are loved by many; in the research held in 2009 in Japan, 34 % of all Japanese citizens, and 64 % of Japanese elementally students play games regularly [1], and those gamers are willing to play games for there lives [2]. Good games have power to attract people, thus applying game mechanics to education has already been investigated for K. Nakajima (&)  T. Nakajima Department of Computer Science and Engineering, Waseda University, 3-4-1 Okubo Shinjuku, Tokyo 169-8555, Japan e-mail: [email protected]

Y.-M. Huang et al. (eds.), Advanced Technologies, Embedded and Multimedia for Human-centric Computing, Lecture Notes in Electrical Engineering 260, DOI: 10.1007/978-94-007-7262-5_2, Ó Springer Science+Business Media Dordrecht 2014

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K. Nakajima and T. Nakajima

several times. However, it is doubtful that the education games produced in the market today work well enough. According to the Annual Video Game Industry Report, the peak of the education game market was in 2006–2007 in Japan, with the release of Brain Age: Train Your Brain in Minutes a Day! and English Training: Have Fun Improving Your Skills!. Brain Age: Train Your Brain in Minutes a Day!, the one sold very well, is full of game mechanics, and even though game was not the main part of English Training: Have Fun Improving Your Skills!, it included some of game parts and sold well. Many education games are released after the hit of Brain Age, but most of them were not successful. The reason of the failure of the education game industry is based on misusing the concept of ‘‘game’’. According to the Annual Video Game Industry Report In 2008, ‘‘many of the education game titles in the market today are just reprints of the existing books, thus they can reduce the cost of software development’’ [1]. These software are sold as they are games, but most of the t