Conference article

Formalism for a language agnostic language learning game and productive grid generation

Sylvain Hatier
University of Grenoble Alpes, Litt & Arts, Grenoble, France

Arnaud Bey
University of Grenoble Alpes, Litt & Arts, Grenoble, France

Mathieu Loiseau
University of Grenoble Alpes, Lidilem, Grenoble, France

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Published in: Proceedings of the 8th Workshop on Natural Language Processing for Computer Assisted Language Learning (NLP4CALL 2019), September 30, Turku Finland

Linköping Electronic Conference Proceedings 164:6, p. 57-64

NEALT Proceedings Series 39:6, p. 57-64

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Published: 2019-09-30

ISBN: 978-91-7929-998-9

ISSN: 1650-3686 (print), 1650-3740 (online)


In this article, we describe the modifications of MagicWord, a language learning game focused on accuracy, in order to allow the integration of new languages. We first describe the motivations behind the design of the game. Then we explain the modifications performed before exploring the consequences both game-wise and language learning-wise. In order to improve their replay-value, language learning games need to rely on language resources of diverse complexity depending on their rules and objectives. In this paper, we tackle the issue of providing multi-language resources for a language learning letter game, MagicWord. Before exploring the technical difficulties as well as their intricacies both in terms of language representation, learning and gaming, we will explain the game, its objectives and the design process.


NLP, Serious Game, Lexicon


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