ABSTRACT
Traditional second language acquisition (SLA) often lacks deep immersion in authentic environments, presenting high learning and resource challenges. To overcome this, we introduced "Language Urban Odyssey" (LUO), a serious game designed to offer an affordable language practice environment. LUO combines Large Language Models (LLMs) with game-based learning, creating an immersive and interactive experience. Players interact with AI-driven characters in a fictional city, leveraging ChatGPT 3.5’s capabilities for simulating real language use and cultural diversity. The game aims to reduce language learning barriers, ignite interest, and provide practical scenarios. Test results show LUO significantly boosts interest and proficiency in language learning. Players praise its engaging narrative, interactive dialogues, and adaptive experience. However, while LUO is beneficial, it’s crucial to recognize gamified learning’s limits; genuine language fluency still requires real-life communication practice and validation.
⁎ These authors contributed equally to this work.
† Corresponding author.
Skip Supplemental Material Section
Supplemental Material
3613905.3651112-talk-video.mp4
Talk Video
mp4
170.4 MB
Download
Available for Download
vtt
3613905.3651112-preview.vtt (768 B)
vtt
3613905.3651112-talk-video.vtt (4.7 KB)
References
- Trevor Ashby, BradenK Webb, Gregory Knapp, Jackson Searle, and Nancy Fulda. 2023. Personalized quest and dialogue generation in role-playing games: A knowledge graph-and language model-based approach. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, New York, NY, USA, 1–20. https://doi.org/10.1145/3544548.3581441Google Scholar
Digital Library
- NadiaAzzouz Boudadi and Mar Gutiérrez-Colón. 2020. Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019. The EuroCALL Review 28, 1 (2020), 57–69. https://doi.org/10.4995/eurocall.2020.12974Google Scholar
Cross Ref
- Koray Cantez and ATAR Cihat. 2021. Investigating the contribution of the European Union Erasmus+ youth exchange project to foreign language learning. Eurasian Journal of Applied Linguistics 7, 1 (2021), 259–276. https://doi.org/10.32601/ejal.911281Google Scholar
Cross Ref
- Polona Caserman, Katrin Hoffmann, Philipp Müller, Marcel Schaub, Katharina Straßburg, Josef Wiemeyer, Regina Bruder, Stefan Göbel, 2020. Quality criteria for serious games: serious part, game part, and balance. JMIR serious games 8, 3 (2020), e19037. https://doi.org/10.2196/19037Google Scholar
Cross Ref
- AnnaUhl Chamot. 2005. Language learning strategy instruction: Current issues and research. Annual review of applied linguistics 25 (2005), 112–130. https://doi.org/10.1017/S0267190505000061Google Scholar
Cross Ref
- Yongyeon Cho, Huiwon Lim, and HyeJeong Park. 2021. Human-Computer Interaction in Education: Keyword and Discipline Network in 20 Years. In Human-Computer Interaction. Theory, Methods and Tools: Thematic Area, HCI 2021, Held as Part of the 23rd HCI International Conference, HCII 2021, Virtual Event, July 24–29, 2021, Proceedings, Part I 23. Springer, Springer International Publishing, Cham, 50–65. https://doi.org/10.1007/978-3-030-78462-1_4Google Scholar
Digital Library
- Mehmet Demirezen and IbrahimHalil Topal. 2015. Fossilized Pronunciation Errors from the Perspectives of Turkish Teachers of English and their Implications. Procedia - Social and Behavioral Sciences 199 (2015), 793–800. https://doi.org/10.1016/j.sbspro.2015.07.613 The Proceedings of the 1st GlobELT Conference on Teaching and Learning English as an Additional Language.Google Scholar
Cross Ref
- Nazmi Dinçer. 2023. The role of serious games in effective aviation English. Applied Linguistics Papers 27, 2 (2023), 72–82. https://doi.org/10.32612/uw.25449354.2023.1.pp.72-83Google Scholar
Cross Ref
- Chris Ferguson, EgonL Vanden Broek, and Herre VanOostendorp. 2020. On the role of interaction mode and story structure in virtual reality serious games. Computers & Education 143 (2020), 103671. https://doi.org/10.1016/j.compedu.2019.103671Google Scholar
Digital Library
- Nicola Galloway and Rachael Ruegg. 2020. The provision of student support on English Medium Instruction programmes in Japan and China. Journal of English for Academic Purposes 45 (2020), 100846. https://doi.org/10.1016/j.jeap.2020.100846Google Scholar
Cross Ref
- Shilin Gao, MatthewP Aylett, DavidA Braude, and Catherine Lai. 2023. Synthesising personality with neural speech synthesis. In Proceedings of the 24th Meeting of the Special Interest Group on Discourse and Dialogue. Association for Computational Linguistics, Prague, Czechia, 393–399. https://doi.org/10.18653/v1/2023.sigdial-1.36Google Scholar
Cross Ref
- Enkelejda Kasneci, Kathrin Seßler, Stefan Küchemann, Maria Bannert, Daryna Dementieva, Frank Fischer, Urs Gasser, Georg Groh, Stephan Günnemann, Eyke Hüllermeier, 2023. ChatGPT for good? On opportunities and challenges of large language models for education. Learning and individual differences 103 (2023), 102274. https://doi.org/10.1016/j.lindif.2023.102274Google Scholar
Cross Ref
- Daniel King. 2021. Integrating Serious and Casual Game Design Approaches: A Framework for Activist-Casual Game Design. In Proceedings of the 16th International Conference on the Foundations of Digital Games. Association for Computing Machinery, New York, NY, USA, 1–9. https://doi.org/10.1145/3472538.3472568Google Scholar
Digital Library
- Shawn Loewen, Dustin Crowther, DanielR Isbell, KathyMinhye Kim, Jeffrey Maloney, ZacharyF Miller, and Hima Rawal. 2019. Mobile-assisted language learning: A Duolingo case study. ReCALL 31, 3 (2019), 293–311. https://doi.org/10.1017/S0958344019000065Google Scholar
Cross Ref
- FernandoRodríguez López, Mario Arias-Oliva, Jorge Pelegrín-Borondo, and LuzMaría Marín-Vinuesa. 2021. Serious games in management education: An acceptance analysis. The International Journal of Management Education 19, 3 (2021), 100517. https://doi.org/10.1016/j.ijme.2021.100517Google Scholar
Cross Ref
- Fanny Meunier, Marcel Pikhart, and Blanka Klimova. 2022. New perspectives of L2 acquisition related to human-computer interaction (HCI). Frontiers in Psychology 13 (2022), 1098208. https://doi.org/10.3389/fpsyg.2022.1098208Google Scholar
Cross Ref
- Steven Moore, Richard Tong, Anjali Singh, Zitao Liu, Xiangen Hu, Yu Lu, Joleen Liang, Chen Cao, Hassan Khosravi, Paul Denny, 2023. Empowering education with llms-the next-gen interface and content generation. In International Conference on Artificial Intelligence in Education. Springer, Springer Nature Switzerland, Cham, 32–37. https://doi.org/10.1007/978-3-031-36336-8_4Google Scholar
Cross Ref
- HeatherL O’Brien, Paul Cairns, and Mark Hall. 2018. A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies 112 (2018), 28–39. https://doi.org/10.1016/j.ijhcs.2018.01.004Google Scholar
Cross Ref
- Nahid Sharifzadeh, Hadi Kharrazi, Elham Nazari, Hamed Tabesh, Maryam EdalatiKhodabandeh, Somayeh Heidari, and Mahmood Tara. 2020. Health education serious games targeting health care providers, patients, and public health users: scoping review. JMIR serious games 8, 1 (2020), e13459. https://doi.org/10.2196/13459Google Scholar
Cross Ref
- JaeYung Song, Anne Pycha, and Tessa Culleton. 2022. Interactions between voice-activated AI assistants and human speakers and their implications for second-language acquisition. Frontiers in Communication 7 (2022), 995475. https://doi.org/10.3389/fcomm.2022.995475Google Scholar
Cross Ref
- Richard Sparks and Leonore Ganschow. 1993. Searching for the cognitive locus of foreign language learning difficulties: Linking first and second language learning. The modern language journal 77, 3 (1993), 289–302. https://doi.org/10.2307/329098Google Scholar
Cross Ref
- Dominicus Tornqvist. 2014. exploratory Play in simulation sandbox Games: a review of What We Know about Why Players act crazy. International Journal of Game-Based Learning (IJGBL) 4, 2 (2014), 78–95. https://doi.org/10.4018/ijgbl.2014040105Google Scholar
Digital Library
- Meng-Han Tsai, Yu-Lien Chang, Jen-Shiuan Shiau, and Shun-Mei Wang. 2020. Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection. International journal of disaster risk reduction 43 (2020), 101393. https://doi.org/10.1016/j.ijdrr.2019.101393Google Scholar
Cross Ref
- Judith van Stegeren and Jakub Myśliwiec. 2021. Fine-tuning GPT-2 on annotated RPG quests for NPC dialogue generation. In Proceedings of the 16th International Conference on the Foundations of Digital Games. Association for Computing Machinery, New York, NY, USA, 1–8. https://doi.org/10.1145/3472538.3472595Google Scholar
Digital Library
- Xiya Wang and Yang Feng. 2023. An Experimental Study of ChatGPT-Assisted Improvement of Chinese College Students’ English Reading Skills: A Case Study of Dear Life. In Proceedings of the 15th International Conference on Education Technology and Computers. Association for Computing Machinery, New York, NY, USA, 21–26. https://doi.org/10.1145/3629296.3629300Google Scholar
Digital Library
- Yongliang Wang, Ali Derakhshan, and LawrenceJun Zhang. 2021. Researching and practicing positive psychology in second/foreign language learning and teaching: the past, current status and future directions. Frontiers in Psychology 12 (2021), 731721. https://doi.org/10.3389/fpsyg.2021.731721Google Scholar
Cross Ref
- JieChi Yang and Benazir Quadir. 2018. Individual differences in an English learning achievement system: gaming flow experience, gender differences and learning motivation. Technology, Pedagogy and Education 27, 3 (2018), 351–366. https://doi.org/10.1080/1475939X.2018.1460618Google Scholar
Cross Ref
- Ruofei Zhang and Di Zou. 2022. Types, purposes, and effectiveness of state-of-the-art technologies for second and foreign language learning. Computer Assisted Language Learning 35, 4 (2022), 696–742. https://doi.org/10.1080/09588221.2020.1744666Google Scholar
Cross Ref
Cited By
View all
Index Terms
Language Urban Odyssey: A Serious Game for Enhancing Second Language Acquisition through Large Language Models
Applied computing
Education
Interactive learning environments
Human-centered computing
Human computer interaction (HCI)
Interactive systems and tools
Recommendations
- Layout-sensitive language extensibility with SugarHaskell
Haskell '12: Proceedings of the 2012 Haskell Symposium
Programmers need convenient syntax to write elegant and concise programs. Consequently, the Haskell standard provides syntactic sugar for some scenarios (e.g., do notation for monadic code), authors of Haskell compilers provide syntactic sugar for more ...
Read More
- From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-Based Interactive Story
Interactive Storytelling
Abstract
A distinctive aspect of interactive stories is how they enable players to impact the story based on their choices, with repeated playthroughs potentially yielding different stories. While some work has been done to investigate repeat experiences ...
Read More
- Layout-sensitive language extensibility with SugarHaskell
Haskell '12
Programmers need convenient syntax to write elegant and concise programs. Consequently, the Haskell standard provides syntactic sugar for some scenarios (e.g., do notation for monadic code), authors of Haskell compilers provide syntactic sugar for more ...
Read More