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Designing serious games with linguistic resources

Published: 26 April 2009 Publication History

Abstract

Language or word based casual games are becoming increasingly popular, but many of the game-play mechanics rely on spelling and word searching. This sub-genre of casual games is also targeted by serious games developers, but in their current 'spelling-bee' form they are not ideal tools for pedagogical assessment. Incorporating meta-data about linguistic constructs and their relationships would enable creative uses of existing corpora in games. Unfortunately, an impediment to integrating these linguistic resources into games is the laborious task of compiling and condensing the available data into a suitable form. This research into creative serious games has developed a word matching game which utilizes multiple diverse corpora to create the game-play data. The game itself is incorporated as an interface to an Intelligent Tutoring System framework. The design of the game and the approach to data generation is described.

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Cited By

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  • (2023)Using Process Data of Task Performance in Creative Thinking AssessmentPsychological Science and EducationПсихологическая наука и образование10.17759/pse.202328040428:4(63-80)Online publication date: 3-Nov-2023
  • (2023)Combining intelligent tutoring systems and gamification: a systematic literature reviewEducation and Information Technologies10.1007/s10639-023-12092-x29:6(6753-6789)Online publication date: 9-Aug-2023
  • (2021)Digital Games for Creativity Assessment: Strengths, Weaknesses and OpportunitiesCreativity Research Journal10.1080/10400419.2021.1971447(1-27)Online publication date: 23-Sep-2021
  • Show More Cited By

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cover image ACM Other conferences
FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. WordNet
  2. casual games
  3. intelligent tutoring systems
  4. serious games

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2023)Using Process Data of Task Performance in Creative Thinking AssessmentPsychological Science and EducationПсихологическая наука и образование10.17759/pse.202328040428:4(63-80)Online publication date: 3-Nov-2023
  • (2023)Combining intelligent tutoring systems and gamification: a systematic literature reviewEducation and Information Technologies10.1007/s10639-023-12092-x29:6(6753-6789)Online publication date: 9-Aug-2023
  • (2021)Digital Games for Creativity Assessment: Strengths, Weaknesses and OpportunitiesCreativity Research Journal10.1080/10400419.2021.1971447(1-27)Online publication date: 23-Sep-2021
  • (2011)Serious Linguistic Games as Intelligent Tutoring SystemsHandbook of Research on Improving Learning and Motivation through Educational Games10.4018/978-1-60960-495-0.ch033(726-758)Online publication date: 2011

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