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Game-based 3D Virtual Environment for Learning Japanese Language and Culture

Published: 01 February 2021 Publication History

Abstract

The demand for Japanese language instruction in China has dramatically increased over the past three decades. To promote long-term learner engagement and reducing the gross disparity between what occurs in the conventional classroom compared to the working world after graduation, 3D virtual environment (3DVE) with serious game principles is regarded as a potential solution in this paper. Some related researches proposed in literatures are summarized and critically discussed. The supporting technologies are listed and discussed in order to guide the development of 3DVE for learning Japanese language and culture. This paper also examines the question of what roles these technologies should play in 3DVE in order to promote learning. Two experimental games were developed and the evaluation results proof that game-based 3DVE enables effective acquisition of Japanese language and culture.

References

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The Summary of Result on an Annual Survey of International Students in Japan. https://studyinjapan.go.jp/en/statistics/zaiseki/index.html. 2020
[2]
Howard Rose. Design and Construction of a Virtual Environment for Japanese Language Instruction. Master's Thesis, University of Washington, 1996.
[3]
J. Bernstein, A. Najmi, and F. Ehsani. Subarashii: Encounters in Japanese Spoken Language Education. CALICO Journal, 1999, 16 (3): 361--384.
[4]
Donald Marinelli. When Worlds Converge: On the Coming Supernova of Entertainment and Education Technologies. The Forum for the Future of Higher Education, Aspen Institute in Aspen, Colo., 2004.
[5]
Julius. https://github.com/julius-speech/julius. 2020
[6]
Dixuan Cui. The Effects of 3D Characters' Facial Expressions on Student Motivation to Learn Japanese in a game-based environment [M]. Department of Computer Graphics Technology, Purdue University, 2020.
[7]
Hao-Jan Howard Chen & Hsiao-Ling Hsu (2019) The impact of a serious game on vocabulary and content learning, Computer Assisted Language Learning.
[8]
Panda3D. http://panda3d.org. 2020
[9]
Dimitriadou A, Djafarova N, Turetken O, Verkuyl M, Ferworn A. Challenges in Serious Game Design and Development: Educators' Experiences. Simulation & Gaming. August 2020.
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André Czauderna, Guardiola E. The Gameplay Loop Methodology as a Tool for Educational Game Design[J]. Electronic Journal of e-Learning, 2019, 17(3): 207--221.

Cited By

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  • (2024)Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue OptionsProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687716(1-11)Online publication date: 9-Oct-2024
  • (2023)Students’ Learning Autonomy: A Case Study of Undergraduate Course of Japanese Language ProgramJournal of Psycholinguistic Research10.1007/s10936-023-09992-x52:6(2211-2228)Online publication date: 26-Jul-2023
  • (2021)In-Game Social Interactions to Facilitate ESL Students' Morphological Awareness, Language and Literacy SkillsProceedings of the ACM on Human-Computer Interaction10.1145/34747065:CHI PLAY(1-25)Online publication date: 6-Oct-2021
  • Show More Cited By

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EITCE '20: Proceedings of the 2020 4th International Conference on Electronic Information Technology and Computer Engineering
November 2020
1202 pages
ISBN:9781450387811
DOI:10.1145/3443467
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 February 2021

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Author Tags

  1. 3D
  2. Japanese
  3. serious game
  4. speech recognition

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  • Research-article
  • Research
  • Refereed limited

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EITCE 2020

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EITCE '20 Paper Acceptance Rate 214 of 441 submissions, 49%;
Overall Acceptance Rate 508 of 972 submissions, 52%

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Cited By

View all
  • (2024)Exploring Presence in Interactions with LLM-Driven NPCs: A Comparative Study of Speech Recognition and Dialogue OptionsProceedings of the 30th ACM Symposium on Virtual Reality Software and Technology10.1145/3641825.3687716(1-11)Online publication date: 9-Oct-2024
  • (2023)Students’ Learning Autonomy: A Case Study of Undergraduate Course of Japanese Language ProgramJournal of Psycholinguistic Research10.1007/s10936-023-09992-x52:6(2211-2228)Online publication date: 26-Jul-2023
  • (2021)In-Game Social Interactions to Facilitate ESL Students' Morphological Awareness, Language and Literacy SkillsProceedings of the ACM on Human-Computer Interaction10.1145/34747065:CHI PLAY(1-25)Online publication date: 6-Oct-2021
  • (2021)Delivery Ghost: Effects of Language Immersion and Interactivity in a Language Learning GameExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451767(1-7)Online publication date: 8-May-2021

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