Augmented Reality Vocabulary Trainer

Fussel - Immer der Nase nach

Vocabulary learning can be tough and demotivating, especially for young students. Sometimes the missing context and the accompanying feeling of senseless learning by hard prevents a sustainable learning process.

In a group of six students, we developed an Augmented Reality game for learning English vocabulary for primary school children. The approach here is that the vocabulary can be learned sustainably through visual presentation, one’s own actions and the connection with a story. My colleague Florian J. played a big role and developed the game in Unity and Vuforia. The game was presented during a three-day long exhibition of design students in Graz and dozens of visitors tested it. The protagonist Fussel, a beagle, is lost in the forest and looks for his way back home. On the way, there are obstacles to overcome by choosing the right vocabulary cards. First, the player has to scan the playing field with the tablet to see the game world. Fussel runs to the first obstacle.

The player must now find the correct word card from the vocabulary cards in front of him and place it in the hole in the playing field to overcome the obstacle (e.g. the card “to jump” to make Fussel jump over the stones in the way). Once Fussel has reached the end of the playing field, the next level loads – a new game world with new vocabulary.

Due to time restrictions only one level could be developed. However, a multilevel game with different worlds, levels of difficulty and types of vocabulary is planned. We also had the idea to make the playing field variable (instead of the four given punchouts) in order to allow vocabulary combinations and to be able to design the levels more individually.

Problem Definition

Vocabulary learning can be tough and demotivating, especially for young students. Sometimes the missing context and the accompanying feeling of senseless learning by hard prevents a sustainable learning process.

In a group of six students, we developed an Augmented Reality game for learning English vocabulary for primary school children. The approach here is that the vocabulary can be learned sustainably through visual presentation, one’s own actions and the connection with a story. My colleague Florian J. played a big role and developed the game in Unity and Vuforia. The game was presented during a three-day long exhibition of design students in Graz and dozens of visitors tested it. The protagonist Fussel, a beagle, is lost in the forest and looks for his way back home. On the way, there are obstacles to overcome by choosing the right vocabulary cards. First, the player has to scan the playing field with the tablet to see the game world. Fussel runs to the first obstacle.

The player must now find the correct word card from the vocabulary cards in front of him and place it in the hole in the playing field to overcome the obstacle (e.g. the card “to jump” to make Fussel jump over the stones in the way). Once Fussel has reached the end of the playing field, the next level loads – a new game world with new vocabulary.

What's next?

Due to time restrictions only one level could be developed. However, a multilevel game with different worlds, levels of difficulty and types of vocabulary is planned. We also had the idea to make the playing field variable (instead of the four given punchouts) in order to allow vocabulary combinations and to be able to design the levels more individually.

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Skills

Augmented Reality
100%
User Experience Design
95%
Exhibition Design
95%
User Interface Design
95%

Project Details

DATE: 2018
UNIVERSITY: University of Applied Sciences Joanneum
TEAM: [Jacqueline Kircher], Florian Janssen, Beatrice Bunjaku, Beatrice Schneider, Leon Rehage, Max Williams
SKILLS: Game Design, UX Design, Exhibition Design

Photo above: Exhibition at “Escape” in Graz, where design master’s students exhibited their projects for the public in 2018.

Augmented Reality Vocabulary Trainer Video Demonstration

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