Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

Designing games for learning English as a second

language

Ali A Altalbe Brett Wilkinson


King AbdulAziz University- Deanship of e-Learning and Flinders University- School of Computer Science,
Distance Education Engineering and Mathematics
Jeddah- Saudi Arabia Adelaide- Australia
aaltalbi@kau.edu.sa brett.wilkinson@flinders.edu.au

Abstract I. INTRUDUCTION
This paper describes the various techniques used in teaching in Writing, reading, speaking and listening are the basic and most
the form of games and presents an approach for teaching important skills which require communication. Mastering only
English as a second language by means of games. A detailed one of these skills does not help in effective communication.
study of existing game is carried out to make English learning There are various ways in which education can be imparted to
by means of games effective and fruitful. one and all. The way that is employed to educate depends on
The wide technology spread of the gaming industry and its several factors, such as geographical locations, culture, how
effect on teaching is an amalgamation of all the various games people interact, relocations and adapting to a new place or
developed on the varied platforms. A detailed study of a region, etc. The various curriculum types that are available and
several of these games spread over various technological practiced all over the world can be categorized into the
platforms is carried out. Games ranging from cellular devices following types (Harnad, Lancaster, & Steklis, 1976)
such as iOS, Android; to desktop computers, web-based games,
Alignment: Teaching does not in itself help in knowledge
and games designed for dedicated gaming consoles such as building, it is important to align the knowledge in a proper way
XBOX, Sony Play Station and many more; are all taken into
for effective understanding and to be used in the correct way
consideration as part of this study.
and to improve test scores.
A part of the study also shows how technology facilitates better
learning and makes these games more effective. The design of Conceptual-learning: Concept-based learning concerns teachers
games in accordance with inherent capabilities of the device on introducing examples that help students understand the subject
which they execute, and the importance of appropriate and matter based on the application of concepts.
extensive use of device features is also presented. Well Team-based: Team-based learning is a type of curriculum in
designed games that are mapped to the requirements of the which teaching stresses more group effort rather than
course, and which make use of the technological advanced are individual understanding and individual growth.
observed to be effective teaching tools as compared to
classroom teaching strategies. Classroom-approach: The classroom approach is the most
Schools and Universities all across the globe, including but not widely used and an ancient form of education. It’s the
limited to UK, Japan and many more; are as an experiment traditional type.
employing games as teaching tools in their regular curriculum. Test-based curriculum: This type of curriculum emphasizes the
The findings of a few surveys carried out in these schools, fact that tests are a correct approach for judging a person’s
stand in support of the new techniques of teaching employed. understanding of a subject. This curriculum type is score-based
With advancing technology and the need to deliver better, and tests the student’s intellect on the basis of scores obtained
faster and enjoyable courseware, games are the future of the in various tests.
education industry.
Digital-curriculum: With the advent of cheap computers and
Keywords: Games; E-learning; English; designing; develop; handheld devices, the digital media now incorporates many
language methods that can lead to faster and better means of
communication and education.

978-1-4673-5285-7/13/$31.00 ©2013 IEEE


Game and digital simulations are being used widely to take
education to the next level. For all age groups and the
handicapped the digital world has been positive and
productive; in that new techniques can help make education III. THE PROBLEM AND THE QUESTION
more fun and enjoyable, so games and other audio-video Q: What is the effectiveness of using video games as an
enhancements have largely gained momentum in teaching
educational tool for teaching English to students from
people of all ages and also become a medium through which
people can now enjoy learning. different cultures?

The purpose of the paper was to develop a methodology to


II. IMPORTANCE OF LANGUAGES IN EDUCATION identify suitable practices and measure the effectiveness of
The main aim of education is to impart knowledge that can be using video game for teaching English language to different
used effectively in one’s life and make it more manageable, cultures. An initial survey of existing application was
and keep learning from those experiences and working for a conducted. Key issues addressed were the use of video games
better future. The basic structure of education should be such in teaching a second language, what game are currently being
that an individual not only gains the ability to communicate used, development process for these games and analyse of use
well but is also able to put forward his ideas and knowledge of various game platforms.
for better both work and life. Linguists believe that English Also, this paper focus on a survey of existing researches and
has gained momentum as an internationally recognized the construction of an example game for English language
language and it is now taught as a second language in many education. It would be very hard or nearly impossible to
countries where the mother tongue is not English. support all the languages in the world in one game so it will be
Oral communication is one of the strongest methods of assumed that the player has a basic understanding of English.
communication particularly in a face-to-face context.
Exhaustive repetition of learning tasks are required to learn
Multilingual communication is now a means of
language concepts, however, a focus on playing a “fun” game
communication widely used in tourism, education, business
may distract the user from the learning process.
and in many aspects of work. Work cultures are now adapting
methods that allow transfer and sharing of knowledge across IV. MAKING EDUCATION ENJOYABLE AND ITS
IMPORTANC:
countries, nation, states and regions. International business
Learning can be made fun and effective by using good
now requires people irrespective of their background, culture
graphics and the right tools. To enjoy learning a new language
and native language to contribute to commercial success
requires patient effort and tools make the learning experience
irrespective of the problems experienced due to many
enjoyable:
languages being used (Thomas Williams Bicknell, 1992).
Any language that we might consider as spoken speech, 1. Reading material: A book or any written material can
consists of sound patterns that have various meanings attached be a good reference point for reading and learning in
to it which are mainly agreed upon by the group or community a new language.
using that spoken language. In order to record various parts of
these spoken words into written form and then convert them 2. Audio-video: Audio-video tutorials are one of the

back into the spoken form, there needs to be an agreement on best ways to start learning a new language; in that

the set of symbols that serve this purpose and record the dialect and pronunciation can best be explained. New

specific sounds. technologies and virtual classrooms could provide a


good way for teaching, through the acts of rewind accelerometer that has been included in their first generation
and play, start, pause and play. devices, Apple’s engineers added a camera, compass, GPS and
gyroscope; these inventions gave developers the power to
3. Ask around: Language learning can be more fun develop highly engaging and entertaining cellular games and
when done in a group. The group can always help applications (Warschauer, 2006).
with correct pronunciation and also the mind trains Other companies such as Google and Microsoft followed this
itself properly when collective learning is done. trend. Google created its Android devices by linking to several
cell phone device manufacturers, thus offering purchasers a
4. New ideas and outlooks: Broaden the horizon of choice and an affordable range of prices. Google supported its
understanding and embrace new beliefs, teachings developments with the Java platform, which had a much lower
and understandings. Our interpretations maybe wrong learning curve than Objective-C for the iOS platform. This
and with time they may be influenced by certain encouraged all J2ME application developers to shift to the
factors. Adapting newer ways of learning can make Google Android platform. Furthermore the Google application
learning new concepts fun. acceptance time was nil and the application would go online
for sale as soon as the developer submitted it. This was
contrary to Apple’s strict application review and quality check
procedures where it would take a minimum of 2 weeks of
V. VARIOUS GAMING PLATFORMS, THEIR ADVANCES AND
USE IN EDUCATION review time, before the application would go online for sale.
Apple has strict guidelines on what functionality the

Technology has touched all walks of life and cellular devices applications can offer. This in some cases is discouraging for

are flooding the market on a daily basis. Every device comes developers while Android on the other hand offered no such

with better hardware and software features that make these restrictions, thus encouraging Android development. Because

more productive and allow for the development of complex of these benefits, Google’s market share increased rapidly.

applications that could never be imagined a few years ago. Microsoft entered the cell phone market by launching and

The revolution in cell phone applications started when Apple application store for its Windows Mobile 6.1 and 6.5, which

launched its first generation of iPod Touch in 2007. The they later phased out and completely upgraded to Windows

launch of iPod Touch along with Apple’s App Store, followed Phone 7. Windows Phone 7 was designed for high graphics

by the immediate popularity of such devices; encouraged by and games. The same XNA gaming framework that is used for

this developers shifted their focus to applications for cellular developing applications on the XBOX 360 platform was

platforms (Hayles, 2008) supported on Windows Phone 7. Developers of XBOX and

By looking at the tremendous sales and popularity of iPod other Microsoft platforms were immediately encouraged to

Touch and mobile application store, Apple continued develop the Windows Phone 7 platform, which resulted in

upgrading hardware as well as software for its devices. Apple immediate improvement in Microsoft’s new technology.

immediately launched an iPhone that was very similar to the However the Windows Phone 7 marketplace has not

iPod Touch, other than the fact that it could be used as a succeeded as significantly as Apple and Google, who control

proper cellular device for making calls. By providing wireless most of the Smartphone cellular market.

Internet on cellular devices at affordable rates, Apple managed When Apple launched the iPad and iPad2 this marked the

to increase the popularity of its App Store. Along with an announcement of a completely new generation of portable
devices and encouraged better application development. The have games that have been designed for everything
advent of TabletPC and the recent interesting yet failed (Warschauer, 2006). Although the games are mainly targeted
experiment of HP’s Web-OS devices have encouraged at the younger generation, they can be enjoyed by all age
developers to create more applications for the marketplace. groups.
Intel App-Up is a growing market that is targeted mostly to Another website with games is 2flashgames.com and its game
Tablet PC users worldwide. The advantages of these devices is called Memory: Weather & Misc, which is one of the top-
are that, these devices have better screen area, better graphics rated games. Based on a simple concept of finding the right
accelerators and faster processors. They allow for developing pair for words, the game aims to improve vocabulary memory
highly complex and processing/graphic intensive applications and retention power, while at the same time testing how well
which would not otherwise run on low performing mobile the player is able to map between various images, words,
devices. The Tablet PC market has significantly widened due speech, and pictorial representation of meanings. This game
the advent of such devices, thus making the way for games checks the user’s skills from all angles. Each level of the game
and encouraging learning by gaming. Many universities today tests the mastering of a particular skill. The first level of the
offer students iPads as education devices that can help with game tests the user’s reading ability and general memory
better teaching and effective communication in classrooms. retention by keeping in mind where various words in a given
These concepts can lead us to develop such applications where figure occur. The second level focuses on associating various
technology can assist to make learning English more fun and words with their meanings by pictorially representing each
entertaining. Listening, reading, writing and speaking are the word. The next level then goes on to use the same words with
basic and most important skills required to communicate. pictures and asking the user to associate the picture with the
Mastering only one of these skills does not help in effective written word, by using their pronunciation as a guide. In this
communication. Using technology in learning a new language way the game keeps on building with a set of words, thereby
would definitely be of great help and also the audio-visual encouraging the user to master those words and perfecting the
effects used in such an application would make learning user’s skills in all aspects of reading, vocabulary, listening and
through technology a good experience. proper pronunciations.
There are many more websites based on similar concepts of
VI. 1.6 GAMES FOR LEARNING ENGLISH making English learning fun and enjoyable. Another website
Learning literature is most effective when it is taught through to mention is offered by the British Council Institute at
the medium of games. Regular exposure to such languages is learnenglishkids.britishcouncil.org. This is a service offered
required in order to learn and master them. The player not by British Council and it is targeted at children to learn
only enjoys playing such games frequently, but does benefit English. The council’s website offers several games that cover
by being regularly exposed to the language. many aspects of English vocabulary. Several of these games
Various organizations have produced games and websites that make use of testing complex sentence structures that may be
present English learning in the form of games and make it fun. hard even for professionals to guess correctly. This website is
One such website offering several flash-based web games is offered free by the British Council and is open to the public.
Vocaulary.co.il. This website aims to teach English With a very good variety and excellent choice of coverage of
vocabulary by way of several games. All these games are very words and literature, this website is probably the most
interesting and unique in themselves. From teaching the authentic source for learning English correctly.
meaning of words, spelling, antonyms and analogies, they
Nintendo DS. The portable gaming console, which is not
used as a primary teaching tool, is a step forward that
ignores traditional Japanese methods of teaching. The
school has presented its 7th grade students with these
devices to help them master English vocabulary. An
VII. GAMES AS EFFECTIVE TEACHING TOOLS electronic voice incorporated into the machine follows the
user’s activity on the screen. The application that the
2.1 CLASSROOM USE IN UK SCHOOLS & FUTURELABS SURVEY
students play is a type of high-tech spelling bee. When the
Various surveys conducted across the world signify the student spells a word correctly, the word ‘good’ will pop
importance and influence that games have on education up on their screen and the student moves on to the next
and how they develop quick learning. One such study, exercise.
Teaching with Games was conducted in 2005 across the Introduction of such an innovative concept were a part of
United Kingdom in order to evaluate the effectiveness of the drills that the schools of Japan adapted to ensure that
using commercial games in the classroom. The study was the students follow, learn and understand the
sponsored by Electronic Arts and was supported by conversational skills.
Microsoft, Take-Two Interactive Software, as well as the
Interactive Software Federation of Europe (ISFE) and
FutureLabs, The project aimed to find the implications for
mainstream commercial computer games in schools, and
provide evidence that this is a valid educational concept.
The main activities that were a part of the study involved
surveys for teachers and school children, preparing case
studies, and 10 teachers’ approaches to introduce games
for learning. The games that were put to test were The
Sims 2, Knights of Honor and RollerCoaster Tycoon 3.
There were various publications and findings from this
survey. A few findings from the survey are as follows:
• Students and teachers agreed that games do encourage
and engage the students and teachers alike in learning.
Figure 1: A School introducing the concept of Nintendo DS for the
• Games provide motivation to the students for two learners. [Sloan, D ,2008]
important categories:
1. When the students played games that were more The studies suggest that parents seem to be encouraged
realistic and that connected them to their home that this new means of teaching and are supportive of the
environment, and experiment. The impact of this experiment in the long-term
2.When the students were able to get some degree of and on a wider scale is not yet fully measurable but it is
auton my in playing the games.
definitely possible that such games can be a means for
• It is relevant to English, media studies and drama.
effective teaching if introduced in the school curriculum.
• Historically situated real time strategy games lend
themselves well to lesson-based learning. This is
2.3 EFFECTIVENESS OF INSTRUCTIONAL GAMES.
partly due to the game play being related to the
students’ curriculum and subjects concerned, so it is A study of instructional games tells us that learning by
straightforward to relate game activities to lesson games can be a very effective way of imparting
plans, thus making learning effective.(Sandford & knowledge. A study of over 125 games gets us to the
other,2005). conclusion (Hayes), that while some teachings are done
best by means of instructional games only, other teachings
2.2 TOKYO – NINTENDO DS TIE UP FOR ENGLISH EDUCATION are not equally effective or sometimes damaging when
Tokyo’s Joshi Gakuen, an all-female junior high school making use of games. In general it is highly impossible to
has adapted a new way of teaching its students the English predict the effectiveness of an instructional game before its
language. It has made learning fun and enjoyable, by development. The best way to find out the true
allowing students to learn while playing games on a effectiveness is by putting it in to practice and observing
the improvements it brings forth in an instructional sense.
With these issues in mind a prototype game was developed class. All the students who played the games improved their
to allow the researchers to explore deployment issues with vocabulary.
such a game.

2.4 PERSONAL INTERVIEW VIII. CONCLUSION


The game industry is currently booming and increasing day by
We interviewed Tom Anderson, currently a PhD student at day. Companies are investing in huge amounts to move into
Flinders University – Australia , to review his work on the the gaming sectors and to come out with their own gaming
design of an English vocabulary acquisition system with mini- applications. This shift has deeply encouraged the educational
games for elementary school students when he was in Taiwan. sector to slowly make use of games for purpose of teaching.
In Taiwan, he taught English to all ages, from kindergarten The industry of educational games was studied and an analysis
kids to graduate students in university. He did his Master’s of over 125 games was completed, looking at their
degree in Taiwan in the area of Game-Based Learning at the effectiveness in inculcating instructional values to its
Graduate Institute of Network Learning Technology. He candidates. The results of this study to a certain extent are
believes that games are a good way to promote learning highly astounding. There can be no inference drawn on how
among people of all ages. He said that the usual way that effective a particular strategy can be or which strategy works
game–based learning is done is to take a small slice of a well in which scenario.
curriculum and implement it in games form. The main As mentioned earlier the best way to make the best possible
advantage of game-based learning is that it may be less educational games is to study by experiment and keep
expensive than other methods such as paying for teachers or improving depending on the feedback received from the users.
tutors, but it isn’t always easy to show that it is better to learn Overall, the experience over the time has been a rewarding
with games. process and has invigorated our interest in pursuing further
The research conducted by Tom was to analyse the culture and research.
to promote learning of a second language (specifically IX. BIBLIOGRAPHY
English) by means of fun and mini- games. The goal was to [1] Anderson, T. A. F. “Design of an English Vocabulary
Acquisition System with Mini-Games for Elementary
create and come up with a teaching system. An internal survey School Students in Taiwan”. Master’s thesis. National
Central University, Graduate Institute of Network
within this research revealed that 50% of the students took Learning Technology, School of Computer Science and
Information Engineering.
English classes after their school classes. The goal of the http://thesis.lib.ncu.edu.tw/ETD-db/ETD-
research was to build an English Vocabulary Acquisition search/view_etd?URN=965204601, 2009.

System (EVAS) designed to help beginners and others alike to [2] Anonymous (2010).The School bulletin and New York
state educational journal. The School bulletin and New
be able to learn vocabulary by engaging themselves in lively York state educational journal , 33-34. NABU PR
and fun game activities. The various means of activities that
were proposed by the research included teaching nouns
through images, mother-tongue voice recordings, and also in [3] Brandvik, M. L., & McKnight, K. S. The English
Teacher's Survival Guide:Ready-To-Use Techniques and
English texts. This type of a system is built with the intension Materials for Grades 7-12. Jossey-Bass.

to relieve teachers of their monotonous ways of classroom


teaching to activity-based teaching. [4] Sandford R, Ulicsak M, Facer K and Rudd T “ Using
commercial off-the-shelf computer. games in formal
It was found that students did not feel the student- teacher education.” Retrived 28-10-2011 from <
http://www2.futurelab.org.uk/resources/documents/projec
bond missing even when the teacher here in question is a game t_reports/teaching_with_games/TWG_report.pdf>, 2005.
rather than a physical teacher giving lessons in front of the
[5] Harnad, S., Lancaster, J. B., & Steklis, H. D. “Induction,
evaluation and accountability”, Origins and Evolution of
Language and Speech. New York: New York Academy of
Sciences. 1976

[6] Hayles, N. K. “Electronic Literature: New Horizons for


the Literary” . Notre Dame: University of Notre Dame
Press, 2008.

[7] Hayes, R. T. “The Effectiveness of Instuctional Games”.


Naval Air Warefare Center, Orlando, (November 2005).

[8] Warschauer, M. “Laptops and literacy: Learning in the


wireless classroom”. 2006

[9] Williams T Bicknell, A. E. “The Journal of education” ,


Volume 174 (Issues 1-3), 1992.

You might also like