When LeapOn was being conceptualized, our game designers were determined to find the right way to measure learning within the game while practicing English communication.
While language content in our game is mapped according to the Common European Framework of Reference for English, our founder Tarana decided that we needed a universally understandable method to measure the success of communication in the communication exchanges between the player and characters.
The three rhetoric appeals of ethos, logos, and pathos as described in Aristotle’s “Poetics” seemed to fit the bill perfectly. These concepts became the universal rubric of comparison between the choices made by players as they navigate various conversations in the game. As players demonstrate ethos, logos, and pathos, they earn gems in the game and develop the art of persuasion in real life.
Represented by emeralds in the game, ethos refers to building credibility and goodwill by convincing others that you are trustworthy and qualified for the task at hand. This credibility can be built in a number of ways, such as by demonstrating one’s experience or skill in a certain area, or by projecting themselves as an honest and ethical person.
Rubies represent pathos or the building of an emotional connection. Players can build this connection with other characters through active listening, proactive participation, and empathy. The formation of an emotional bond has the ability to greatly alter the perception one has of the speaker, and consequently the way they interact with them.
Logos, denoted by sapphires, signifies the building of understanding by appealing one’s sense of logic and reasoning. This can be achieved by connecting facts and analysis to communicate your message in an easily comprehensible way. While one’s argument may be strong, it may mean nothing when expressed unclearly. Logos, in these cases, becomes essential to conversational intelligence.
Each of these three rhetoric appeals has the ability to elevate one in conversation. When used in combination, they form an even stronger platform for success.
In each round, players can earn several of each type of the three gems — one for each rhetoric appeal — based on their performance. Depending on the skills used and responses given in their conversations with other characters, gems can be collected and stored over multiple rounds.
As the gems accumulate, players can use them to their advantage. In later stages of the game, players will be able to build more skills or trade the gems into accomplish more tasks.
These gems are useful not only in monitoring success in the game but also in reality. On-screen, the player’s score adds up. Behind the scenes, LeapOn prepares detailed progress reports on each player’s performance. Stakeholders, decision-makers, and supervisors of gamers can use our comprehensive reports to audit their grasp over English communication skills, as well as track their improvement.
In a number of other such ways, the creators of our game have found innovative solutions for conversational intelligence. To learn more, leap on and stay tuned.
Aristotle B. (2007). Poetics.
Edinger, S. (2013, January 17). Three Elements of Great Communication, According to Aristotle. Retrieved from https://hbr.org/2013/01/three-elements-of-great-communication-according