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Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Developing Serious Games for Learning Language-in-Culture

Developing Serious Games for Learning Language-in-Culture
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Author(s): K. A. Barrett (Alelo, Inc., USA) and W. Lewis Johnson (Alelo, Inc., USA)
Copyright: 2011
Pages: 31
Source title: Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-60960-195-9.ch505


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This chapter will focus on the instructional design process used to create Alelo’s language and culture training programs. The objective of the design process is not just a serious game, but an integrated learning environment which combines serious games with other supporting learning activities. Learners apply their newfound communication skills and cultural knowledge to complete tasks in a simulated environment. The chapter will specifically focus on the design and development phases of the process, which uses interdisciplinary teams combined with an iterative approach to meet customer needs. The authors employ innovative learning technologies such as artificial intelligence and speech recognition; these add greatly to the learning experience but also introduce unique challenges for instructional design. Central to the instructional design process is situated instructional design and rapid prototyping. Authoring techniques that facilitate the creation of lessons and games that scaffold the learner from beginning- to intermediate-level proficiency are also be described. In addition, the chapter will explain how Alelo’s technology instantiates current theories, models, and research findings in the fields of language learning, serious games, and artificial intelligence.

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