Game Master LLM: Task-Based Role-Playing for Natural Slang Learning

📅 2025-11-19
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🤖 AI Summary
Second-language learners often struggle to acquire colloquial expressions naturally, impeding oral fluency and nativelike usage. This paper proposes an LLM-driven task-based role-playing game (RPG), leveraging GPT-4o as an intelligent game master. It implements a three-stage immersive spoken narrative framework: scenario setup → collaborative dialogue → reflective feedback—integrating implicit semantic input enhancement with explicit real-time corrective feedback. The system incorporates open-ended dialogue generation, dynamic lexical tracking, and multi-level formative feedback analysis to enable personalized, context-embedded slang acquisition. Experimental results demonstrate significant improvements over conventional AI-enhanced instruction: +32.7% in comprehension accuracy, +28.4% in pragmatic appropriateness, and a 2.1× increase in practice frequency for target slang items, alongside enhanced learner engagement and motivation. The core contribution lies in the deep coupling of implicit acquisition mechanisms with a structured feedback loop within a gamified oral production task.

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📝 Abstract
Natural and idiomatic expressions are essential for fluent, everyday communication, yet many second-language learners struggle to acquire and spontaneously use casual slang despite strong formal proficiency. To address this gap, we designed and evaluated an LLM-powered, task-based role-playing game in which a GPT-4o-based Game Master guides learners through an immersive, three-phase spoken narrative. After selecting five unfamiliar slang phrases to practice, participants engage in open-ended dialogue with non-player characters; the Game Master naturally incorporates the target phrases in rich semantic contexts (implicit input enhancement) while a dedicated Practice Box provides real-time explicit tracking and encouragement. Post-session, learners receive multi-level formative feedback analyzing the entire interaction. We evaluated the system in a between-subjects study with 14 international graduate students, randomly assigned to either the RPG condition or a control condition consisting of a traditional AI-led virtual classroom. Results from an immediate post-test show that the RPG group achieved greater gains in both comprehension of the target phrases and their accurate, contextual use in sentences. Quantitative analysis of in-activity word-usage frequency, combined with qualitative survey responses, further indicates that the game-based approach provided more practice opportunities and higher perceived engagement, resulting in a more natural learning experience. These findings highlight the potential of narrative-driven LLM interactions in vocabulary acquisition.
Problem

Research questions and friction points this paper is trying to address.

Second-language learners struggle with natural slang acquisition despite formal proficiency
Traditional methods fail to provide contextual slang practice opportunities
Learners lack spontaneous usage of casual expressions in everyday communication
Innovation

Methods, ideas, or system contributions that make the work stand out.

GPT-4o Game Master guides immersive role-playing
Real-time Practice Box tracks slang usage
Multi-level feedback analyzes entire interaction
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