top of page
WechatIMG1253.jpeg

Anecventure

An English language learning app that provides an engaging and effective way to improve reading speed, speaking skills, and vocabulary.

It is a serious game designed with purposes beyond pure entertainment and it is a multimedia tool by nature. As a subfamily of videogames, it combines different types of media (animations, music, text...) to create immersive experiences for the players. The versatility allows it to be used as tools in education, where many of the serious games have become proven learning tools: they are used across many domains with multiple goals and formats, and their acceptance and effectiveness is almost always positive (Connolly, TM. et al, 2012). 

Try the Game!

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.

WechatIMG1257.jpeg

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.

WechatIMG1256.jpeg

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. 

Screen Shot 2023-04-30 at 11.10.26 PM.png

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.

bottom of page