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Picard: a creative and social online flashcard learning game

Published: 29 May 2012 Publication History

Abstract

Many subjects such as languages, history, biology, geography, law, and medicine require the memorization of large numbers of unstructured facts and vocabulary. While there are many techniques and tools for memorizing such information, sustaining motivation remains a major barrier towards progress in these subjects. In order to help fill this gap, we brainstormed, experimented, and paper-prototyped to create Picard, a Facebook game that intertwines creative and social elements to turn rote learning into a creative, engaging experience. Picard, inspired by Pictionary, encourages players to come up with creative stories and images to help remember a particular card. Players compete and cooperate with their friends on Facebook to create the most memorable and funny mnemonics, called Picards, gaining points when they help themselves or others remember flashcards. Players use these Picards to learn and prove knowledge of the material at spaced intervals, which research has shown to be maximally effective for learning. Our game is the novel combination of an established learning methodology with player creativity and social support for learning. Picard increases player investment in the process of learning by allowing players to create and share useful visual mnemonics, while at the same time motivating and structuring their study habits through spaced-repetition quizzes.

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D. Elmes. Anki, 1987. http://ankisrs.net/.
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S. Leitner. So lernt man lernen: Der Weg zum Erfolg. (How to Learn to Learn: The Road to Success.). Herder, Freiburg, Germany, 2003.
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B. Means, Y. Toyama, R. Murphy, M. Bakia, and K. Jones. Evaluation of evidence-based practices in online learning: A meta-analysis and review of online learning studies. Report from the Center for Technology in Learning under contract to the U. S. Department of Education, Office of Planning, Evaluation, and Policy Development, Policy Program Studies Service., 2009. http://www2.ed.gov/rschstat/eval/tech/evidence-based-practices/finalreport.pdf.
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Cited By

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  • (2023)Artificial Intelligence Linguistic Register and Personality Architecture: users' perception2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM)10.1109/HNICEM60674.2023.10589171(1-5)Online publication date: 19-Nov-2023
  • (2016)Social Situational Language Learning through an Online 3D GameProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858514(957-968)Online publication date: 7-May-2016

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FDG '12: Proceedings of the International Conference on the Foundations of Digital Games
May 2012
332 pages
ISBN:9781450313339
DOI:10.1145/2282338

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  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 May 2012

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  • (2023)Artificial Intelligence Linguistic Register and Personality Architecture: users' perception2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM)10.1109/HNICEM60674.2023.10589171(1-5)Online publication date: 19-Nov-2023
  • (2016)Social Situational Language Learning through an Online 3D GameProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858514(957-968)Online publication date: 7-May-2016

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