Dynamic Homework: An AI-Powered Gamified Dictionary

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Fabio Spano
https://orcid.org/0000-0003-2928-3748
Adam Kardos
Craig D. Howard
https://orcid.org/0000-0003-2317-6896

Abstract

This design case presents a gamified dictionary learning intervention for away-from-school learning. Intended to be mobile, the game features AI speech recognition for practicing English words and phrases. We also introduce a second feature— an integrated teacher dashboard that addresses issues in traditional homework— a lack of immediate feedback and out-of-class monitoring. We recount the process narrative from ideation through collaborative development and the unique context of Japan. The design aims to free up class contact hours from vocabulary building, so more engaging activities could optimize learning. A negative case analysis highlights early design failures related to graphics and young learner sensibility, along with solutions. Despite being the first digital product from this lead designer, the user base quickly grew to 4,000 users at the time of writing. We drew methodological guidance from authors writing about the purpose, process, and aims of instructional design cases (Boling, 2010; Gray, 2020; Howard et al., 2011; Moore et al., 2023) to situate our narrative. The game is titled “The Gamerize Dictionary,” but throughout the article, we often refer to it as a gamified dictionary to clarify its nature and avoid confusion with the less common term “Gamerize”.

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Article Details

How to Cite
Spano, F., Kardos, A., & Howard, C. D. (2025). Dynamic Homework: An AI-Powered Gamified Dictionary. International Journal of Designs for Learning, 16(1), 139–151. https://doi.org/10.14434/ijdl.v16i1.37858
Section
Design Cases
Author Biographies

Fabio Spano, International Christian University

Fabio Spano is a Ph.D. candidate at International Christian University, Tokyo, and an instructional designer. His research interests include the instructional design of games and video games, focusing on both designing new games and repurposing commercially available off-the-shelf (COTS) games for pedagogical use.

Adam Kardos, EA Kids

Adam Kardos is the owner of EA Kids and founder of AAS Press. Based in Hyogo (Japan), he is a teacher trainer and curriculum writer who has published textbooks and readers for young learners. He also developed the Gamerize Dictionary.

Craig D. Howard, International Christian University

Craig Dennis Howard is an Associate Professor at International Christian University, Tokyo. Craig studies how online discourse can be analyzed to improve instructional designs, and how the knowledge building process of instructional design cases can be leveraged for instructional designers.