Cited by 12Educational Games and GamificationSecond Language Acquisition and LearningMultimedia Learning Systems

Roman palace: a videogame for foreign-language vocabulary retention

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Larchen Costuchen, Alexia, Mollá Vayá, Ramón Pascual, Dinkova Dimitrova, Darina·2022·International Journal of Emerging Technologies in Learning (iJET)

Abstract

The goal of this work was to develop a serious game which would aid in the retention of foreign-language non-contextualized vocabulary items in different age categories. To this end, the loci method was used to enhance visual and spatial memory among the game’s players. The novelty of this proposal lies in the combining of mnemonic strategies with the environment of an exploratory video game. Structurally, this project consists of three main pillars: pedagogical foundations, the development of the serious game, and the evaluation of the game's efficiency through qualitative and quantitative study. The 3D game was developed through the Unity game engine in its version 2020.3. The prototype’s efficiency was assessed quantitatively in an experimental group of 21 participants who were compared with a control group of 27 participants. All the data were displayed in R Studio using the ggplot2 library. The study was complemented with qualitative findings collected through semi-structured interviews with a group of 7 participants. The experimental method proved to be more efficient and more entertaining than the conventional method used in the control group.

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Research works printed but not linked: 3

  1. [1][1] Levy, M. (1997). Computer-assisted language learning: Context and conceptualization. Oxford University Press. -
  2. [16][16] Bower, G. H. (1970). Analysis of a Mnemonic Device: Modern psychology uncovers the powerful components of an ancient system for improving memory. American Scientist, 58(5), 496–510. -
  3. [30][30] Larchen Costuchen, A. (2020) Adaptación curricular: gamificación, el aula invertida y la aplicación de métodos mneumotécnicos. Estud. Interlingüísticos, n.o 8, pp. 111-123. -

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Authors
Larchen Costuchen, A., Mollá Vayá, R. P., & Dinkova Dimitrova, D.
Venue
International Journal of Emerging Technologies in Learning (iJET)
Published
2022-03-14
Volume
17
Issue
05
Pages
87-102
ISSN
1863-0383 (ISSN-L)
OpenAlex
W4220964704
Cited by
12
References
33
Citations by year
2026: 1 · 2025: 2 · 2024: 3 · 2023: 5 · 2022: 1
FWCI
4.19
Type
journal article
Language
en
Open access
Locations
  • International Journal of Emerging Technologies in Learning (iJET) (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • RiuNet (Universitat Politècnica de València) (submittedVersion, cc-by-nc-nd)
Funders
Universitat de València
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Developmental and Educational Psychology › Second Language Acquisition and Learning
  • Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
Keywords
serious games, method of loci, spatial memory, visual memory, mnemonic strategies, Unity game engine

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