Thanks to the folks (on twitter and elsewhere) who have expressed interest in collaborating on a foreign language challenge-based learning environment. While this isn't the final word on my thoughts for what direction a project could take, here are some of my initial understandings of where such a project could go.
As with other projects (usually web design), I tend to focus on what goals I'd like to see met with the product and, then move towards designing the narrative and the user experience. While this is probably the least exciting aspect of the endeavor, I think grounding ourselves in what we want players to be able to do is key.
Also, a bit of a disclaimer: since I teach K-8, elementary and middle school students are the target audience for the game. This doesn't mean that secondary, post-secondary and adult learners should be excluded, but rather that we should design the game to be modular enough to accommodate a range of learners with a range of expertise. I also teach Spanish, but I think we should build this game in such a way that it could accommodate any foreign language.
If the goals of L2 instruction are language acquisition and the ability to communicate meaning, the design of the game must take into account a range of learning considerations to be worthwhile.
Ellis (2005) synthesizes L2 research, which I think we can use to normalize what the game should offer the player.
1.) Learners need a "blueprint" of idiomatic expressions (sometimes called chunks) that they can use with high frequency in communication.
2.) Learners have to attempt to understand some sort of language input, i.e. the meaning of the foreign language.
3.) learners must also learn grammar and syntax, but not as ends to themselves.
4.) An implicit understanding of language is the goal, but an explicit teaching of some concepts may be necessary.
5.) The game has to be customizable to the "built in syllabus" of the learner.
6.) The game must offer an immersive environment where learners attempt to understand language input, but also somehow provide opportunities for gamers to communicate while not playing the game.
7.) Students have to have the opportunity to practice output, i.e. talk, write, act, etc.
8.) Input and output have to happen at the same time, just like authentic communication happens.
9.) We need to somehow create such modularity that the game can account for the individual differences of learners.
10.) The game must provide instant feedback and just-in-time instruction to the learner, that allows them to move above their challenge level when competency of a concept is achieved.
The game should be able accessible from any internet available device, with mobile scalability a must. The game should connect to the social web, and allow real-time communication between learners and mentors. I can see global "lan parties" where educators and learners can support one another in the progress of the game, as well as critical reflection of how the process is working to make them more competent L2 communicators. I would also like the ability to dump the game and it's databases offline, so students could download the game and play with a cheap, linux powered laptop at home without the internet (I teach in the city, where only 35% of all my 1,000 students have broadband access at home).
I'm a big fan of storytelling, as my 3rd-5th grade classes are almost exclusively conducted in TPRS and gouin series stories. I think it would be ideal if the game captured the fluency power storytelling provides. Here's a link to a prototype of something I've put together using jquery that uses a gouin series story to allow students to piece together their own sequence of events. Something like this would have a place in any game we could create. Ideally, users would be able to manipulate the items with their voice, but I have not taught myself speech recognition libraries yet.
The game will be Creative Commons licensed and carry an open source GPL license, so everything will be freely available to use and to mash-up into something new.
At this moment, the specific details of the narrative or game experience are less important to me, but will end up being the most interesting to discuss.
If you know anyone who would be interested in working on such a project, please let me know. Once we establish some commitment from participants, we can organize some groups around art, coding, language, narrative, gameplay, curriculum, research, etc. to make sure everyone in the community is able to reach their own full potential.
Leave your initial comments in the comment section below. I will work on putting a wiki and a sandbox for the game online soon.
Thanks for your interest!