Reference number : GC-2017-Q3-00563, amendment number : , agreement type : G, recipient legal name : Nacke, Lennart (University of Waterloo), recipient country : CA, recipient province : nan, recipient city : Ontario, recipient postal code : nan, program name english : Engage Grants for universities, program name french : Subventions d'engagement partenarial pour les universités, program purpose english : Research on computer-assisted language learning has shown that the use of multimedia materials such as images and videos can facilitate interpretation and memorization of new words and phrases by providing richer cues than text alone. Immersive learning technologies, such as mobile games and virtual reality (VR), blend gaming experiences with language acquisition. Adult consumers have become interested in using leading-edge game technology to learn new languages faster and more comprehensively than in non-technology settings. Meeting this demand, Speax, Inc. is currently building Speax: French, a software for beginners, which is delivered through one standalone mobile language-learning application, with downloadable episodic content, and which integrates speech technology in a manner that has never before been used for this type of product. However, while the current technology has digital game components, it needs to be user-experience-tested and expanded into an immersive VR technology setting to fully realize the vision of the company for an immersive language learning application. The goal of this grant is to study mobile and VR gaming technology that provides an immersive and challenging player experience while still retaining learning objectives. Following a user-centred development approach, the research team will be building and scientifically analysing the effectiveness of the game technology. As the research team has prior experience with designing and evaluating complex interactive learning technology experiences, as well as analyzing immersive technologies, our focus will be on researching technological parameters of how different learning techniques impact players' immersive experiences in mobile and VR game settings. First, we will conduct a review to identify technology immersion, player experience, and engagement factors for games and interactive experiences for language learning, with special emphasis on language acquisition and VR. Based on this literature review, we will move forward with game development suggestions for the software. Finally, we will build an immersive technology prototype that helps the company advance towards their goal of an immersive language-learning game._x000D_
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_x000D_, program purpose french : Research on computer-assisted language learning has shown that the use of multimedia materials such as images and videos can facilitate interpretation and memorization of new words and phrases by providing richer cues than text alone. Immersive learning technologies, such as mobile games and virtual reality (VR), blend gaming experiences with language acquisition. Adult consumers have become interested in using leading-edge game technology to learn new languages faster and more comprehensively than in non-technology settings. Meeting this demand, Speax, Inc. is currently building Speax: French, a software for beginners, which is delivered through one standalone mobile language-learning application, with downloadable episodic content, and which integrates speech technology in a manner that has never before been used for this type of product. However, while the current technology has digital game components, it needs to be user-experience-tested and expanded into an immersive VR technology setting to fully realize the vision of the company for an immersive language learning application. The goal of this grant is to study mobile and VR gaming technology that provides an immersive and challenging player experience while still retaining learning objectives. Following a user-centred development approach, the research team will be building and scientifically analysing the effectiveness of the game technology. As the research team has prior experience with designing and evaluating complex interactive learning technology experiences, as well as analyzing immersive technologies, our focus will be on researching technological parameters of how different learning techniques impact players' immersive experiences in mobile and VR game settings. First, we will conduct a review to identify technology immersion, player experience, and engagement factors for games and interactive experiences for language learning, with special emphasis on language acquisition and VR. Based on this literature review, we will move forward with game development suggestions for the software. Finally, we will build an immersive technology prototype that helps the company advance towards their goal of an immersive language-learning game._x000D_
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_x000D_, agreement title english : Gamification of Language Learning Practices with Digital Technology, agreement title french : Gamification of Language Learning Practices with Digital Technology, agreement number : EGP, agreement value : 25000.0, agreement start date : 2017-12-13, agreement end date : nan, description english : nan, description french : nan, expected results english : nan, expected results french : nan, additional information english : Grant or Award spanning more than one fiscal year (2017-2018 to 2018-2019)., additional information french : Subvention ou bourse octroyée s'appliquant à plus d'un exercice financier (2017-2018 à 2018-2019)., owner organization : nserc-crsng, owner organization title : Natural Sciences and Engineering Research Council of Canada | Conseil de recherches en sciences naturelles et en génie du Canada