{"id":398084,"date":"2017-07-07T15:50:28","date_gmt":"2017-07-07T22:50:28","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&#038;p=398084"},"modified":"2018-10-16T20:02:32","modified_gmt":"2018-10-17T03:02:32","slug":"effects-language-learning-game-korean-elementary-school-student","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/effects-language-learning-game-korean-elementary-school-student\/","title":{"rendered":"Effects of Language Learning Game on Korean Elementary School Student"},"content":{"rendered":"<p>This paper introduces a preliminary study on affective effects\u00a0of Spoken Dialog-Based Language Learning Game (DB-LLG)\u00a0currently under the development in our research group. DBLLG<br \/>\nis an educational game designed for language learners to\u00a0convey interactive conversations with in-game characters in\u00a0interactive immersive environments, such as post office,\u00a0library, shops, on the street, etc. Students have meaningful\u00a0interactions with Non Player Characters to complete tasks in\u00a0each game mission. We used the Wizard-of-Oz method as a\u00a0preliminary technique to explore various affective effects\u00a0resulting from students\u201f dialog behaviors during the game. A\u00a0total of 10 elementary school students, ranging in age from 12\u00a0to 13, participated in the experiment. The pre\/post survey\u00a0questionnaires were conducted to investigate the effect of DBLLG\u00a0approach on the affective factors of learning English.\u00a0The results showed that DB-LLG significantly encourages<br \/>\nstudents\u201f satisfaction, interest, and learnability, while slightly\u00a0decreasing students\u201f pre-existing confidence.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This paper introduces a preliminary study on affective effects\u00a0of Spoken Dialog-Based Language Learning Game (DB-LLG)\u00a0currently under the development in our research group. DBLLG is an educational game designed for language learners to\u00a0convey interactive conversations with in-game characters in\u00a0interactive immersive environments, such as post office,\u00a0library, shops, on the street, etc. Students have meaningful\u00a0interactions with Non Player [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"ISCA SIG on Speech and Language Technology in Education (SLaTE 2011), Venice","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"","msr_journal":"","msr_number":"","msr_organization":"","msr_pages_string":"","msr_page_range_start":"","msr_page_range_end":"","msr_series":"","msr_volume":"","msr_copyright":"","msr_conference_name":"ISCA SIG 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SIG on Speech and Language Technology in Education (SLaTE 2011), Venice","msr_affiliation":"","msr_published_date":"2011-08-01","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"398087","msr_publicationurl":"","msr_doi":"","msr_publication_uploader":[{"type":"file","title":"Lee&#8211;Effects of Language Learning Game on Korean Elementary School 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