Sylvain Hatier
University of Grenoble Alpes, Litt & Arts, Grenoble, France
Arnaud Bey
University of Grenoble Alpes, Litt & Arts, Grenoble, France
Mathieu Loiseau
University of Grenoble Alpes, Lidilem, Grenoble, France
Download articlePublished in: Proceedings of the 8th Workshop on Natural Language Processing for Computer Assisted Language Learning (NLP4CALL 2019), September 30, Turku Finland
Linköping Electronic Conference Proceedings 164:6, p. 57-64
NEALT Proceedings Series 39:6, p. 57-64
Published: 2019-09-30
ISBN: 978-91-7929-998-9
ISSN: 1650-3686 (print), 1650-3740 (online)
In this article, we describe the modifications of MagicWord, a language learning
game focused on accuracy, in order to allow the integration of new languages. We
first describe the motivations behind the
design of the game. Then we explain the
modifications performed before exploring
the consequences both game-wise and language learning-wise.
In order to improve their replay-value, language
learning games need to rely on language resources
of diverse complexity depending on their rules and
objectives. In this paper, we tackle the issue of
providing multi-language resources for a language
learning letter game, MagicWord. Before exploring the technical difficulties as well as their intricacies both in terms of language representation,
learning and gaming, we will explain the game,
its objectives and the design process.