Difference between revisions of "Page 14.2"
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=Evaluation activities in Estonia = | =Evaluation activities in Estonia = | ||
− | In total, | + | In total, 55 users have participated in siLang evaluation activities in Estonia. The participants in the studies exposed to different versions of the proof-of-concept game. Activities started in the fall 2013 and concluded in the fall 2014. Users’ feedback was particularly useful as it informed the implementation process and contributed to the development of a stable version of the game. |
It was opted that the participants recognised the need that the game addresses. The participants could see how the siLang ideas are reflected in the game. The attempt to simulate a setting where the diverging use of English is practiced was considered as successful. | It was opted that the participants recognised the need that the game addresses. The participants could see how the siLang ideas are reflected in the game. The attempt to simulate a setting where the diverging use of English is practiced was considered as successful. | ||
The realistic scenario of the game was also positively commented by the users. The language tasks integrated into the game were also considered meaningful and in line with project objectives. The users could see how the language tasks helps the practice of different language skills. | The realistic scenario of the game was also positively commented by the users. The language tasks integrated into the game were also considered meaningful and in line with project objectives. The users could see how the language tasks helps the practice of different language skills. | ||
− | The siLang serious game was considered easy to use; the participants stated that the game is didactic and entertaining as well. In overall, reflecting upon their | + | The siLang serious game was considered easy to use; the participants stated that the game is didactic and entertaining as well. In overall, reflecting upon their experiences, the students stressed the fact that siLang serious game engages users in meaningful language learning tasks that are in line with the today’s needs and challenges. |
The participants in the study came across some technical issues which were dealt by the implementation team. The final version of the siLang serious game reflects these updates. Students’ suggestions on the animated avatars with customizable appearance and profiles are beyond the scope of the current project but it can def-initely inform future extensions of the game. | The participants in the study came across some technical issues which were dealt by the implementation team. The final version of the siLang serious game reflects these updates. Students’ suggestions on the animated avatars with customizable appearance and profiles are beyond the scope of the current project but it can def-initely inform future extensions of the game. |
Latest revision as of 10:32, 26 January 2015
[edit] Evaluation activities in Estonia
In total, 55 users have participated in siLang evaluation activities in Estonia. The participants in the studies exposed to different versions of the proof-of-concept game. Activities started in the fall 2013 and concluded in the fall 2014. Users’ feedback was particularly useful as it informed the implementation process and contributed to the development of a stable version of the game. It was opted that the participants recognised the need that the game addresses. The participants could see how the siLang ideas are reflected in the game. The attempt to simulate a setting where the diverging use of English is practiced was considered as successful.
The realistic scenario of the game was also positively commented by the users. The language tasks integrated into the game were also considered meaningful and in line with project objectives. The users could see how the language tasks helps the practice of different language skills.
The siLang serious game was considered easy to use; the participants stated that the game is didactic and entertaining as well. In overall, reflecting upon their experiences, the students stressed the fact that siLang serious game engages users in meaningful language learning tasks that are in line with the today’s needs and challenges.
The participants in the study came across some technical issues which were dealt by the implementation team. The final version of the siLang serious game reflects these updates. Students’ suggestions on the animated avatars with customizable appearance and profiles are beyond the scope of the current project but it can def-initely inform future extensions of the game.
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