Game Master LLM: Task-Based Role-Playing for Natural Slang Learning
Amir Tahmasbi, Milad Esrafilian, Judson Wright, Sooyeon Jeong, Aniket Bera
TL;DR
This paper addresses how to improve second-language learners' acquisition and spontaneous use of casual slang with an LLM-driven, task-based RPG. The authors implement a three-phase narrative game guided by a GPT-4o Game Master, paired with implicit and explicit feedback, to foster active spoken practice. In a between-subjects study with 14 participants, the RPG condition produced higher normalized gains in meaning and contextual usage of target phrases and greater active usage than a traditional AI classroom. Qualitative data further indicate enhanced engagement and perceived realism, suggesting narrative-driven LLM interactions can effectively support vocabulary acquisition in informal language contexts.
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.
