VIRGE: Tutoring English over the Web through a Game Maria Virvou, George Katsionis Department of Informatics University of Piraeus Piraeus 18534, Greece.

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VIRGE: Tutoring English over the Web through a Game Maria Virvou, George Katsionis Department of Informatics University of Piraeus Piraeus 18534, Greece

Language Learning The learning of a foreign language has become more important and necessary than ever for many people of many different countries and mother tongues. The Web seems a very appropriate medium for teaching a foreign language since it can ensure that the audience may be anywhere in the world.

Operation of VIRGE VIRGE invites the culture of computer games for creating a language tutoring system. The use of computer games may provide a cultural internationalisation and wide acceptance of these systems by audience all over the world.

Virtual Reality Game The environment of the game is similar to that of many popular adventure games which have many virtual theme worlds with castles and enemies that the player has to navigate through and achieve the goal of reaching the exit. The educational game is called VIRGE (Virtual Reality Game for English) and intends to motivate and engage students through the use of a game. The difference of the educational game is that one must fight ones way through by using ones knowledge.

The VR-Environment of the Game

Technology of computer games If the educational game has not been designed carefully in terms of content and pedagogy the desired results may not be achieved. There has to be a high degree of individualisation in the educational game since it is meant to be used by many different kinds of users. the complex graphics of games render the applications very demanding in terms of resources.

Intelligent Language Tutoring System ILTSs are Intelligent Tutoring Systems (ITSs) that specialise in teaching languages. As such they base their reasoning on their student modelling components. VIRGE monitors closely the actions of students while they play the game and creates an individual student model for every student-player. Generates individualised instruction and advice for students based on these student models that are kept in the Web server.

Student model Keeps track of the knowledge level of students. Detailed information for their errors and answers. Also monitors their behaviour while playing. There are actions which can be connected to their emotions. Actions concerning keyboard and mouse movements, and some times even according to time.

Web Services The problem of the deployment of the ILTS-game over the Web is addressed using the technology of Web services. Web services are language neutral. The client and the server may even be written in different programming languages.

Conclusions ILTS may be combined with the technology of Virtual Reality games and used over the Web for teaching English as a second language. The benefits of the combination of the above technologies are particularly important for the domain of a foreign language teaching because they allow the creation of engaging and motivating educational applications that are cross-cultural.