nario. The learner acts as an avatar in the simulated
environment and must provide natural language ut-
terances and in some systems even gestures thereby
learning not only grammar but also cultural skills of
the target language/society.
In these systems however, the virtual world is used
mainly as a mean to immerse the learner in a simula-
tion of the societal and cultural world of the L2 lan-
guage. The linguistic sophistication of the exercises
remains limited covering, e.g. preset dialogs and sim-
ple language exercises such as vocabulary training or
drills. Moreover, these exercises are hard coded and
all the systems described above rely on human author-
ing for the learning content. Recently, some work
has aimed at automatizing the generation of learn-
ing content and learning activities. Indeed, teachers
very often lament the high expense on time to pro-
duce different learning activities. Examples of works
in this direction are for instance, VISL (Bick, 2005),
a visual interactive syntax learning tool accessible
though the internet for learning the syntax of different
languages and TAGARELLA (Amaral and Meurers,
2007), an intelligent web-based workbook for learn-
ing Portuguese and more recently WERTI
3
, a proto-
type of a system for the automatic generating of exer-
cises (Metcalf and Meurers, 2006) based on arbitrary
web content selected by the learner.
I-FLEG, the language game presented in this pa-
per, integrates both these research approaches and
provides a situated language learning environment to-
gether with automatic generation of learning activities
in context.
This paper is structured as follows. Section 2 de-
scribes the architecture of the language game I-FLEG
and illustrates how learning activities are automati-
cally generated in the context of the game. Section
3 concludes describing the preliminary evaluation of
the system and discussing pointers for future research.
2 I-FLEG
I-FLEG is a prototype interactive 3D game for sec-
ond language learning. To ensure portability to differ-
ent platforms, the system is implemented in Java and
uses Second Life
4
as a graphical interface. The sys-
tem consists of a reasoning module that implements
the game logic linked to a natural language genera-
tion module and to a database.
I-FLEG is a sort of an adventure game. Its goal
is to teach vocabulary (on some specific topics such
3
http://prospero.ling.ohio-state.edu/WERTi/
4
http://secondlife.com/
as house, food, etc.) and some grammar features
(e.g. prepositions, adjective morphology) to learners
of a second language. The current implementation is
addressed to a target audience including learners of
French at A1-A2 levels, i.e. beginners and interme-
diate level learners. However, the modular architec-
ture of the system allows to easily set it to another
language. At present, the system also includes an En-
glish grammar and lexicon that can be used for train-
ing.
Following pedagogical approaches (Uhl-Chamot
and O’Malley, 2009) that emphasized the importance
of learner awareness of the acquired language skills
during the learning process and the role of indepen-
dent learning, in the game framework we adopt a free
learning flow strategy and let the learner free to ex-
plore learning contents and to organize the learning
process meeting his own individual needs.
2.1 Game Scenario
The game scenario is a house containing different
rooms such as a living room, a kitchen, a library, etc.
A first person perspective is used. The learner is an
avatar that can freely move in the game world. He
can interact with the physical objects of the virtual
world by touching, moving or taking them. By doing
so he learns their names and characteristics or triggers
learning activities. The player communicates with the
system by typing text in a chat box.
The game aspect is represented by the challenge
the player has to master. Somewhere in the house,
there are strange objects hidden, that are not part of
the furniture. These objects when touched trigger
learning activities, i.e. exercises. The player has a
limited amount of time to find out where they are,
touch them and solve the learning activities linked to
them. By solving exercises the player earns credits
points (the score). The game consists of different lev-
els. Each level represents a language proficiency level
in the second language (e.g. A1) and includes a set
of training activities covering several teaching goals
ranging over different grammar topics, e.i. vocabu-
lary, syntax, morphology, etc. A level is complete
when the learner has totalized the score that define
the accomplishment of that language level.
2.2 Learner Model
The system monitors the user during the whole game
session and maintains a learner model. After each
game session, the interactions of the user with the
system are stored in a database. The content of the
database is retrieved each time the same user logs in
A SERIOUS GAME FOR SECOND LANGUAGE ACQUISITION
395