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Semantic Taboo – A Serious Game for Vocabulary Acquisition

Abstract : Vocabulary acquisition is considered one of the most important aspects of a language because it defines and constraints communication. In order to overcome this, students and teachers use various techniques meant to improve the learning process and facilitate word acquisition. Using conceptual networks that establish links to prior knowledge is an approach with proven good results. The game presented in this paper, Semantic Taboo, is a serious game that helps users enlarge their conceptual network. The game has two modes, one for teachers and one for students. In the teacher module, users have the option of adding playing cards. The theme of the card (the seed) is taken as input, while the list of taboo words is selected from the list of semantically related words provided by the ReaderBench framework. The student model has the same game principle as the traditional game, but the list of taboo words and the description of the seed help the learner acquire new words. The preliminary validation consisted of 15 users who were impressed by the game concept and its educational value.
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Contributor : Philippe Dessus <>
Submitted on : Wednesday, October 18, 2017 - 9:28:03 AM
Last modification on : Tuesday, May 11, 2021 - 11:36:32 AM
Long-term archiving on: : Friday, January 19, 2018 - 12:18:30 PM


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  • HAL Id : hal-01618507, version 1




Irina Toma, Cristina-Elena Alexandru, Mihai Dascalu, Philippe Dessus, Stefan Trausan-Matu. Semantic Taboo – A Serious Game for Vocabulary Acquisition. Romanian Journal of Human - Computer Interaction, 2017, 10 (2), pp.241-256. ⟨hal-01618507⟩



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