{"title":"猜英语词汇:一款面向多平台儿童的游戏应用","authors":"Kasikrit Damkliang, Saufee Wutthisamai, Patranit Jirasinchanarat","doi":"10.1109/KST.2016.7440497","DOIUrl":null,"url":null,"abstract":"This paper proposes a game application prototype of an architectural, algorithms, graphical user interface (GUI) design, implementation, and evaluation for guessing English vocabularies for mobile devices, both smartphones and tablets on multiple platforms supported. The application aims to conduct participation amongst the people who use smartphones and tablets to practice English, especially for children. The guessing words application requires at least two players for each gameplay role acting as hinter and guesser. A competition mode of multiple team gameplay is archived by the Bluetooth connection. The application provides mechanisms for both logical and physical game rules using a devices accelerometer. The players can select playing modes which consisting of four modes such as words and pictures in English vocabularies. The players can also create their own customized games including given vocabulary lists from a teacher. Furthermore, the application prototype has been implemented, built, and technical tested. Full implementation of the game is freely distributed on an on-line place already.","PeriodicalId":350687,"journal":{"name":"2016 8th International Conference on Knowledge and Smart Technology (KST)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Guessing English vocabularies: A game application for children on multiple mobile platforms\",\"authors\":\"Kasikrit Damkliang, Saufee Wutthisamai, Patranit Jirasinchanarat\",\"doi\":\"10.1109/KST.2016.7440497\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper proposes a game application prototype of an architectural, algorithms, graphical user interface (GUI) design, implementation, and evaluation for guessing English vocabularies for mobile devices, both smartphones and tablets on multiple platforms supported. The application aims to conduct participation amongst the people who use smartphones and tablets to practice English, especially for children. The guessing words application requires at least two players for each gameplay role acting as hinter and guesser. A competition mode of multiple team gameplay is archived by the Bluetooth connection. The application provides mechanisms for both logical and physical game rules using a devices accelerometer. The players can select playing modes which consisting of four modes such as words and pictures in English vocabularies. The players can also create their own customized games including given vocabulary lists from a teacher. Furthermore, the application prototype has been implemented, built, and technical tested. Full implementation of the game is freely distributed on an on-line place already.\",\"PeriodicalId\":350687,\"journal\":{\"name\":\"2016 8th International Conference on Knowledge and Smart Technology (KST)\",\"volume\":\"34 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 8th International Conference on Knowledge and Smart Technology (KST)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/KST.2016.7440497\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 8th International Conference on Knowledge and Smart Technology (KST)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/KST.2016.7440497","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Guessing English vocabularies: A game application for children on multiple mobile platforms
This paper proposes a game application prototype of an architectural, algorithms, graphical user interface (GUI) design, implementation, and evaluation for guessing English vocabularies for mobile devices, both smartphones and tablets on multiple platforms supported. The application aims to conduct participation amongst the people who use smartphones and tablets to practice English, especially for children. The guessing words application requires at least two players for each gameplay role acting as hinter and guesser. A competition mode of multiple team gameplay is archived by the Bluetooth connection. The application provides mechanisms for both logical and physical game rules using a devices accelerometer. The players can select playing modes which consisting of four modes such as words and pictures in English vocabularies. The players can also create their own customized games including given vocabulary lists from a teacher. Furthermore, the application prototype has been implemented, built, and technical tested. Full implementation of the game is freely distributed on an on-line place already.