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Communications in Information Science and Management Engineering CISME

A Bingo Game for English Vocabulary Learning


Jia-Jiunn Lo1, Fang-Li Tseng2
Department of Information Management, Chung Hua University, Hsinchu, Taiwan
1
jlo@chu.edu.tw; 2m09810028@chu.edu.tw

Abstract-Vocabulary is essential for English learning. However, has been integrated into game designs which stimulate the
usually, English vocabulary learning is implemented with rote development of digital game-based learning.
learning so that most students think it is boring and they seem to
lack motivation to practice memorizing vocabulary. Researchers Digital game-based learning integrates computer games and
have applied digital game-based learning for English vocabulary learning content so that makes learning processes more
learning. This study applied the concept of Bingo game to develop engaging and attractive to learners. It has a number of
an online multiple-user digital game-based learning system for advantages for learning environments. Primarily, it can
English vocabulary. It is expected to enhance student’s effectively motivate learners. Digital game-based learning
motivation for learning and memorizing English vocabulary.
works for the following reasons: (1) the added engagement that
Keywords-Game-based Learning; English Vocabulary comes from putting the learning into a game context; (2) the
Learning; Bingo Game interactive learning process employed; and (3) the way the two
are integrated [5]. [6] surveyed related research and
I. INTRODUCTION summarized that digital game-based learning can be beneficial
During the learning processes, it is critical to stimulate and to education in terms of learning effectiveness, cognitive ability
maintain learners’ learning motivations to achieve the development, learning motivation, and learning concentration.
predefined learning objectives. Traditional learning approaches [5] mentioned that digital game-based learning can have
require well trained and experienced instructors to invoke significant effectiveness in learning boring materials including
learners’ motivation. However, in many contexts, learners do vocabulary learning. [7] summarized English vocabulary
not actively engage in learning. Especially, to many students, learning games into six categories and compared their
learning English vocabulary is a boring task with rote learning characteristics as illustrated in Table 1.
and lacks motivation [1]. Games are able to trigger the
learners’ intrinsic motivation and provide highly engaging TABLE I. COMPARISON OF ENGLISH VOCABULARY GAMES [7]

challenges to promote learning [2]. Therefore, learners can Game Interaction of Application in
engage in learning activities spontaneously through playing. Advantage Drawback
category system and user the classroom
As a consequence, this study integrates learning activities Increase the
and game play to design an online multiple-player Bingo game Cross- Easy to fall into No instant A common way
knowledge of word
for English vocabulary. Learners compete synchronously on word puzzle by limited interaction with to test students’
meaning according to
puzzle answer the system word ability
the internet. Taking the advantage of games’ characteristics, hints
learners’ motivation can be effectively enhanced to improve
their recognition of English vocabulary. Word
Train the sensibility
Need to observe
No instant
Less application
with the outsight of interaction with
search patiently in the classroom
II. LITERATURE REVIEW word the system

As the growth of globalization, promoting English Teat a range of words System can react As an exam to
Less interesting
communicative competence is getting important in non English Quiz and evaluate scores
like an exam
with answers evaluate
speaking countries including Taiwan. The formal English easily instantly students
education in Taiwan begins from elementary schools. However, Strengthen word It may depend Class can be
System reacts
as [3] mentioned learning another language is not an easy task structure by on luck, not divided into
Hangman after each guess
at all. Vocabulary is central to foreign language learners. pondering over the measure the
instantly
groups to
However, vocabulary acquisition is usually the most difficult memory actual ability compete
part during the learning process for most English learners. Remember word
Focus on System reacts
Though spending much time to memorize vocabulary, content and position
memory more instantly each
Class can divide
EFL/ESL (English as a Foreign Language/English as a Second Match in the memory to into groups to
than meaning of time player turn
Language) students usually think vocabulary learning is strengthen word compete
word over cards
ability
difficult and boring. [4] summarized that the most severe
obstacle in English vocabulary learning is the lack of well According to the No instant
qualified instructors as well as insufficient instructional time. Word Strengthen the word Train ability of
order of letters, interaction with
Nowadays, information technologies are getting popular and jumble memory by arranging word spelling
less fun the system
are integrated into educational contexts. Online learning not
only enables students learn anytime and anyplace but also Of the games listed in Table 1, there are no games that
facilitates instructors. designed for multiple players with synchronous interactions.
Studies of how technologies are properly used to support The concept of Bingo games can be complementary of such
language learning have raised many researchers and educators’ gap. Bingo is a popular and easy synchronous game without
interest. The advantages of games to promote learning limitation of number of players. Research has been applied
motivation have been found. Recently, computer technology Bingo games in educational contexts with proved learning
effectiveness. [8] Designed a Bingo game to facilitate learning

CISME Vol.1 No.8 2011 PP.1-4 www.jcisme.org ○


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Communications in Information Science and Management Engineering CISME
mathematical skills of fraction. [9] Revised the match of C. Game Rules
numbers to match of calculation results. Most current designs The English vocabulary Bingo game is implemented as the
of educational Bingo games are related to Mathematics. Not following:
many are applied to English vocabulary learning. Therefore,
this study designs a Bingo game for English vocabulary 1) As the player logins the system, he/she enters the game
learning. It aims at enhancing students’ English vocabulary lobby (Figure 2). The game lobby includes numbers of game
competence by decreasing their feeling of boring in English rooms each with different game settings. The called game
vocabulary learning to achieve the learning objectives. rooms, the information of games rooms, and the number of
current signed-in players are presented in the game lobby. The
III. GAME DESIGN player can select a game room called by others to join or
initiate a new game room to recruit other players to start a
A. System Development Tools game.
This system was designed with Visual C# of Microsoft 2) As a player initiates a new game room, he/she can set
Visual Studio 2008 and AJAX. The database was Microsoft different game parameters including the item type, scope of
SQL Server 2008. It can be implemented with general web vocabulary, number of cells in the game board, number of
browsers. vocabulary to be shown, vocabulary showing up interval, and
the winning condition (Figure 3). There are three item types:
B. System Framework English questions/ Chinese cells, Chinese questions/English
The system framework is illustrated as Figure 1. cells, and mix of English questions/ cells and Chinese
questions/cells. The scope of vocabulary is directly related to
Login the vocabulary level. The higher the vocabulary level is, the
more vocabulary are included and the more difficult the
vocabulary are. The number of cells in the game board is
Choice defined by selecting from a pull-down menu which ranges from
3x3 square (9 cells) to 8x8 square (64 cells). Each cell
corresponds to one different word randomly selected within the
User Intro- Learning Logout New Join vocabulary scope. These words can be either English or
data duction portfolio game game Chinese word subject to the selected item type. The number of
vocabulary to be shown is determined by the multiplication of
the number of cells and can influence the complexity of the
Start
game game. In this game, one or two times of the cell number can be
selected from a pull-down menu. For instance, if the 5x5 game
board and the multiplication 2 are selected, the system
Finish randomly selects 5x5x2=50 words from the vocabulary scope
game
to show. The higher multiplication is, the more difficult to
connect a line in the game board. The vocabulary showing up
Fig. 1. System Framework interval has direct influence of the progress of the game. The
player can select the interval ranged from 3 seconds to 30
For the first-time user, he/she needs to input his/her data to seconds from a pull-down menu. The shorter the interval is, the
build the learning portfolio. After login the system, the user can less time the player can select the answer. Short interval is
view his/her data and introduction of the game. The user can suitable for skilled students and long interval is suitable for
also access his/her learning portfolio which includes the novices. In this game, different winning conditions can be
vocabulary with explanations that have been shown in his/her selected from a pull-down menu. The winning conditions can
previous gaming experiences and the winning/losing records. range from any player connects one line to any player connects
5 lines.
3) Once a game room is initiated with set parameters,
players can enter the room and view the game parameters.
Then he/she can select the “Join the game room” button to start
the game (Figure 4).
4) As the game starts, the system randomly presents
questions (vocabulary) according the set game parameters.
Players have to select the corresponding words, which has the
same meaning in the other language, shown in the cells in the
game board within the specified time duration. Figures 5 and 6
illustrate the screenshots at the same time of two players in the
same game room. They have the same question but different
words in the cells.
5) If the player selects the right word, the color of this cell
changes to green, otherwise the color changes to grey (Figure
7). The winning rule is to connect the green cells to a line. To
avoid players answer the questions by guessing, each cell can
Fig. 2. The Screenshot of Game Lobby only be selected once. The grey cells (incorrect selected words)

CISME Vol.1 No.8 2011 PP.1-4 www.jcisme.org ○


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Communications in Information Science and Management Engineering CISME
cannot be selected later. Therefore, the grey cells become the
obstacle of connecting green cells.
6) The game is finished as one player reaches the winning
conditions defined in the game room.

IV. CONCLUSION

Vocabulary is essential for English learning. However, usually,


English vocabulary learning is implemented with rote learning
so that most students think it is boring and they seem to lack
motivation to practice memorizing vocabulary. Researchers
have applied digital game-based learning for English
vocabulary learning. This study applied the concept of Bingo
game to develop an online multiple-user digital game-based
learning system for English vocabulary. It is expected to
enhance student’s motivation for learning and memorizing
English vocabulary.

Fig. 5. The Screenshot of Player A

Fig. 3. The Screenshot of Initiating a New Game Room

Fig. 6. The Screenshot of Player B

Fig. 4. The Screenshot of Game Room Parameters


Fig. 7. The Screenshot of Correct and Incorrect Cells

CISME Vol.1 No.8 2011 PP.1-4 www.jcisme.org ○


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Communications in Information Science and Management Engineering CISME
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