Abstract
Serious games claim to be both entertaining and instructive [17]. However, research into the actual effects of serious games is rare. This paper presents an effect study that was conducted in 2010 in order to evaluate the learning effects of the serious game Mijn naam is Haas (My name is Haas) upon vocabulary growth in children in grade 1 and grade 2 (age 4 – 7).
Access provided by Autonomous University of Puebla. Download to read the full chapter text
Chapter PDF
Similar content being viewed by others
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
References
Aitchison, J.: Words in the mind. An introduction to the mental lexicon. Blackwell Publishers, Oxford (2002)
Beck, I.L., McKeown, M.G., Kucan, L.: Bringing Words to Life. Robust Vocabulary Instruction. The Guilford Press, New York (2002)
van den Berg, M., Simons, R.J.: Wat weten we over gaming in het PO en het VO? Stichting Kennisnet. Den Haag (2008)
Bloom, P.: How children learn the meaning of words. MIT Press, Cambridge (2002)
Cohen, J.: Statistical Power Analysis for the Behavioral Sciences. Academic Press, New York (1969)
Damhuis, R., Litjens, P.: Mondelinge Communicatie. Expertisecentrum Nederlands, Nijmegen (2003)
Duerings, J., van der Linden, B., Schuurs, U., Strating, H.: Op Woordenjacht. Creatief en effectief werken aan woordenschatuitbreiding, Uitgeverij Garant, Antwerpen, Apeldoorn (2011)
Greidanus, T., Nienhuis, L.: Testing the Quality of Word Knowledge in a Second Language by Means of Word Associations: Types of Distractors and Types of Associations. The Modern Language Journal 85(4), 567–577 (2001)
Haastrup, K., Henriksen, B.: Vocabulary acquisition: acquiring depth of knowledge through network building. International Journal of Applied Linguistics 10(2), 221–240 (2000)
Johnson, W.L., Vilhjalmsson, H., Marsella, S.: Serious Games for Language Learning: How Much Game, How Much AI? In: Proceedings of the 2005 Conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology (2005)
Meara, P.: Lexical Frequency Profiles: A Monte Carlo Analysis. Applied Linguistics 26(1), 32–47 (2005)
Nagy, W.E.: Why vocabulary instruction needs to be long-term and comprehensive. In: Hiebert, E.H., Kamil, M.L. (eds.) Teaching and Learning Vocabulary: Bringing Research to Practice, pp. 27–44. Erlbaum, New York (2005)
Nelson, K.: Language in cognitive development. Cambridge University Press, Cambridge (1996)
Read, J.: The development of a new measure of L2 vocabulary knowledge. Language Testing 10(3), 355–371 (1993)
Schaerlaekens, A., Kohnstamm, D., Lejaegere, M., de Vries, A., Peeters, L., Zink, I.: Streeflijst woordenschat voor 6-jarigen. Swets & Zeitlinger, Lisse (1999)
Selfton-Green, J.: Literature review in informal learning with technology outside school: A report for NESTA futurelab. NESTA Futurelab, Bristol (2006)
Sørensen, B.H., Meyer, B.: Serious games in language learning and teaching – a theoretical perspective. In: Situated Play, Proceedings of DiGRA Conference (2007)
Stoep, J.: Interactief voorlezen: een goed begin. Onderwijskunde in theorie en praktijk, red. L. Verhoeven en R. Voeten, Zwijssen, Tilburg, pp. 94–104 (2004)
Thorne, S.L., Black, R.W.: Language and literacy development in computer-mediated contexts and communities. Annual Review of Applied Linguistics 27, 1–28 (2007)
Verhoeven, L., Vermeer, A.: Taaltoets Alle Kinderen. Cito, Arnhem (2001)
Vermeer, A.: Breadth and depth of vocabulary in relation to L1/L2 acquisition and frequency of input. Applied Linguistics 22(2), 217–234 (2001)
Wasik, B.A., Bond, M.A.: Beyond the pages of a book: Interactive book reading and language development in preschool classrooms. Journal of Developmental Psychology 93(2), 243–250 (2001)
Wong, W.L., Shen, C., Nocera, L., Carriazo, E., Tang, F., Bugga, S., Narayanan, H., Wang, H., Ritterfeld, U.: Serious Video Game Effectiveness. In: Proceeding ACE 2007 Proceedings of the International Conference on Advances in Computer Entertainment Technology. ACM, New York (2007)
Yusoff, A., Crowder, R., Gilbert, L., Wills, G.: A conceptual framework for serious games. In: 2009 Ninth IEEE International Conference on Advanced Learning Technologies, Riga, Latvia, July 15 - 17 (2009)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Schuurs, U. (2012). Serious Gaming and Vocabulary Growth. In: De Wannemacker, S., Vandercruysse, S., Clarebout, G. (eds) Serious Games: The Challenge. ITEC/CIP/T 2011. Communications in Computer and Information Science, vol 280. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33814-4_5
Download citation
DOI: https://doi.org/10.1007/978-3-642-33814-4_5
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-33813-7
Online ISBN: 978-3-642-33814-4
eBook Packages: Computer ScienceComputer Science (R0)