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Framework:
- Start: 01/11/2009
- End: 01/10/2011
- Project partners: Larian Studios, Televic Education, BLCC, UGent-MMLab, UGent-MICT, KULeuven-ITEC
Project leader: Kasper Jordaens
ICON project

The Llingo project aims to explore the potential of serious and educational gaming within the frame of education-technology. A learning process is enhanced by an effective learning environment. This learning environment can only be achieved by accepting the process of gaming by learning. Furtermore, games add a fun-factor to the learning process, they are less expensive and they constitute a compatible alternative for real-life interaction.
Llingo involves actors from the linguistic education industry as well as from the commercial gaming industry. Their expertise in the field of game-technology is applied in the construction of a state-of-the-art-demonstrator in order to establish the potential of the format. Llingo was initiated by the linguistic educational industry and its necessity to keep up with an increasing competitive environment by persistently offering new learning technologies and learning methods. In order to maintain its leading position, the industry has to develop an eye-catching platform which will distinct it from international competition.
Llingo mainly faces educational and technological challenges. It is of crucial importance to offer the student a tailored task at any time and to assess the efficiency of the task. To this end, dynamic representation techniques for the harvested information in a community of learners are required and as well as adequate mining- and reasoning techniques.