Narrative &
Game for Learning
Sweet English
Tools: Renpy; Midjourney
Nov 7th 2023
Concept Overview
Needs/ Pain Points
This gap is particularly evident in scenarios like informal chats with peers, understanding local idioms, participating in group discussions, or even comprehending the humor and slang commonly used among English speakers. Traditional classroom settings rarely provide the practice needed for such real-life interactions, which are spontaneous and less structured compared to academic discourse. There's a notable difference in the language used in classrooms and textbooks versus that spoken in cafeterias, dormitories, or local shops. This discrepancy often leaves learners feeling underprepared and lacking confidence in their conversational skills.
Design Description
The game's storytelling approach is character-driven, focusing on realistic dialogue and relatable situations to engage players emotionally. The narrative is designed to evolve based on player choices, offering multiple storylines and endings that depend on the player's language proficiency and relational decisions. This design choice emphasizes the game's educational and interactive aspects, making learning English a pivotal part of the story's advancement.
Target Audience
English
Language Learners
Language Learners
Visual Novel and Galgame Enthusiasts
Aged 16-30
Need a real-world English context and affective motivation
Learning Theories
- Affective Design
- Gamified Learning
- Constructivism
- Multimedia Learning
- Sechma
- Social Constructivism
Prototype

