{"title":"数字“猜猜谁”棋盘游戏在英语教学中的应用","authors":"M. Virvou, Spyros Papadimitriou","doi":"10.1109/IISA.2014.6878806","DOIUrl":null,"url":null,"abstract":"This paper describes the development of an educational computer game that is based on the board game `Guess Who' and can be used as a tool for learning English. An initial version of the game has already been used from several educators. In view of this, the game has been extended to an upgraded version, which encompasses additional features and may be used by teachers as an authoring tool in order to create dynamically new languages and monitor students' progress concerning their level of knowledge on a specific language.","PeriodicalId":298835,"journal":{"name":"IISA 2014, The 5th International Conference on Information, Intelligence, Systems and Applications","volume":"s3-36 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Use of digital ‘Guess Who Board Game’ in teaching English\",\"authors\":\"M. Virvou, Spyros Papadimitriou\",\"doi\":\"10.1109/IISA.2014.6878806\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper describes the development of an educational computer game that is based on the board game `Guess Who' and can be used as a tool for learning English. An initial version of the game has already been used from several educators. In view of this, the game has been extended to an upgraded version, which encompasses additional features and may be used by teachers as an authoring tool in order to create dynamically new languages and monitor students' progress concerning their level of knowledge on a specific language.\",\"PeriodicalId\":298835,\"journal\":{\"name\":\"IISA 2014, The 5th International Conference on Information, Intelligence, Systems and Applications\",\"volume\":\"s3-36 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-07-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IISA 2014, The 5th International Conference on Information, Intelligence, Systems and Applications\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IISA.2014.6878806\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IISA 2014, The 5th International Conference on Information, Intelligence, Systems and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IISA.2014.6878806","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Use of digital ‘Guess Who Board Game’ in teaching English
This paper describes the development of an educational computer game that is based on the board game `Guess Who' and can be used as a tool for learning English. An initial version of the game has already been used from several educators. In view of this, the game has been extended to an upgraded version, which encompasses additional features and may be used by teachers as an authoring tool in order to create dynamically new languages and monitor students' progress concerning their level of knowledge on a specific language.