Abstract

Interest in serious games for education has grown during the last years. The credit goes to the potential for engaging students with new ways to capture and maintain attention. The goal of this paper is to introduce a new multidisciplinary approach that incorporates psychological analysis theory with fuzzy inference and neural networks in the Foreign Language Learning prospects identification through serious games. Our research first used a Delphi method to accumulate Information Systems students’ opinions resulting from a SWOT analysis of the use of serious games to learn English language. Then, we designed a Fuzzy Logic based Foreign Language Learning Prospects Identification System through serious games that takes four standard input parameters (Strengths, Weaknesses, Opportunities, Threats) already identified during our SWOT analysis and predicts the output (Learning Prospects of Foreign Language) by considering impact of certain variations in input parameters. Implementation results have been obtained through (MATLAB R2020a) and have shown reliable incites and findings.

Highlights

  • In the 21st century, the technology use in the process of education has turned to be vital to empower the experience of learning

  • We need to analyze a variety of characteristics that carry significant roles in shaping this model in identifying the optimal model to deal with the problem of prospect identification

  • The best Adaptive Neuro Fuzzy Inference System (ANFIS) configuration will be determined by comparing RMSE, MSE, and MAE values for various epoch numbers the number of membership functions delegated to each ANFIS structure

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Summary

Introduction

In the 21st century, the technology use in the process of education has turned to be vital to empower the experience of learning. Students are digital natives, learning knowledge and interpreting it differently [1]. Since birth, they have been familiar with the technology world, such as gaming, blogging, and social networking. They have been familiar with the technology world, such as gaming, blogging, and social networking As they spend most of their time on devices, they seem to reject traditional learning materials and feel bored very quickly in classrooms. Professors from different disciplines, including teachers of English language, integrate gaming in classrooms as an innovative learning support to bring a touch of entertainment mixed with serious content [3]. As a matter of fact, serious games allow players to experience situations that are difficult or even impossible in the real world for reasons of safety, cost, time, etc. [15]

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