What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Serious Games: Games That Educate, Train, and Inform
Serious Games: Games That Educate, Train, and Inform
Evaluating CETEMPúblico, a free resource for Portuguese
ACL '01 Proceedings of the 39th Annual Meeting on Association for Computational Linguistics
Serious video game effectiveness
Proceedings of the international conference on Advances in computer entertainment technology
IAAI'08 Proceedings of the 20th national conference on Innovative applications of artificial intelligence - Volume 3
Polyglot Cubed: the design of a multi-language learning game
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
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Language learning resources are constantly evolving alongside technology. Computer-Aided Language Learning (CALL) is an area of research that focuses on developing tools to improve the process of learning a language. REAP.PT is a system that aims to teach Portuguese in an appealing way, addressing issues that the user is interested in. Initially conceived for vocabulary learning, this paper presents new trends in the REAP.PT development. For text-based exercises, it focus on automatic generation of syntactic and vocabulary questions. These exercises are set in a gaming context, to better motivate students. The paper also introduces a new evolution of REAP.PT, a 3D gaming environment for the learning of expressions denoting spacial relations between objects and object manipulation. These gaming aspects increase students motivation and help promote language learning.