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Prototype

1. The main character makes an appearance, introduces the background of the story through dialogue between NPCs, and the player becomes familiar with the game mechanics and the use of various instructions.

2. Players receive tasks and complete them through reading the contextual clues.
 

a. Simple Task - Talk to NPCs and sell water to the people on the street.

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b. Intermediate Task -  Go into the city to find the jeweler and ask him to translate the ancient Moorish language on the parchment.

C. Difficult Task - Take a boat out to sea to find the underground palace.

3. Answer the reading comprehension questions according to the previous episodes, ignite the fire of wisdom and pass the game.

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4. The game features a voice recording and playback function, which includes five oral exercises. The process involves playing a standard recording, after which the player listens and prepares to read. They then click the mouse to begin recording, with an on-screen text prompt to guide them. Once the recording is complete, the player can click anywhere on the screen to hear their own playback. This process allows players to compare their reading with the standard recording, improving their pronunciation, intonation, and speech speed to match the standard.

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Character Design

PEREJIL
Protagonist - Water Carrier

Perejil's job is to get water from the spring and sell it to people on the streets. He has a large family of a lazy and bombastic wife and three ragged children. He has a helpful friend, Javier, the donkey. Javier helps him carry more jars of water so that he can make more money.

TARIF
Moorish Merchant - Perejil's Friend
 

Tarif is from Tangier, Africa. He owns a jewelry store in the town. He is the most knowledgeable and humble person in town. He is an expert in jewelry, perfume, antiques and ancient Moorish. His dream is to collect precious antiques, return to his hometown to open a museum and display them in the exhibition hall.

Pardillo Padrugo
Perejil’s neighbor - Barber

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Pardillo Padrugo is Perejil’s neighbor. He is no ordinary barber; even the mayor asks him to cut his hair. His greatest interest in life is to report everything he sees and hears to the mayor of the town.

Mayor of the town

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For the Mayor, money is everything. In his jurisdiction, the guilty can be cleared of their sins with money, but those without money are deprived of their last possessions even if they are not guilty!

Sheriff Peter

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Sheriff Peter obeys all the orders of the mayor. He treats the rich with respect; when he faces the poor, he leaks his fierce and vicious side.

In Perejil's wife youth, she was once a far-famed beauty, but married the penniless Perejil. Her dream is to live as rich as a duchess, but this unrealistic dream was often ridiculed by her neighbors.

Perejil’s wife

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Moorman
Foreigner by the Spring

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Moorman is a mysterious foreigner. Perejil found him faint and ill by the spring. He left a wooden box as a reward for Perejil’s kindness.

Introduction of Anecventure

Problem Statement

Around 4 million K12 children from new immigrant families in the US face limited English proficiency as their parents have limited ability to guide them in English learning.

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Survey

The surveys are conducted to evaluate the users' motivation and vocabulary skills before and after playing the game, and also include comprehension questions related to the game experience.

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Prototype

Our goal is to provide a virtual and immersive language learning environment for 4 million K12 children from new immigrant families who may face limited English proficiency due to a lack of English language exposure and limited guidance from their parents. 

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Standard

Set a standard to locate the players in two different levels: novice and expert. This distinction helps the learning app respond better to the specific characteristics of the players.

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