A Learning Version of Memory Match Game - IEEE Xplore

2 downloads 0 Views 220KB Size Report
A Learning Version of Memory Match Game. Mohamed Ali Khenissi1, Fathi Essalmi1, Mohamed Jemni1 and Kinshuk2. 1Research Laboratory of Technologies ...
2014 IEEE 14th International Conference on Advanced Learning Technologies

A Learning Version of Memory Match Game Mohamed Ali Khenissi1, Fathi Essalmi1, Mohamed Jemni1 and Kinshuk2 1

Research Laboratory of Technologies of Information and Communication & Electrical Engineering (LaTICE), Tunis national higher school of engineering (ENSIT), 5, Avenue Taha Hussein, B.P. 56, 1008, University of TUNIS, Tunisia 2 School of Computing & Information Systems, Athabasca University, Canada [email protected], [email protected], [email protected], [email protected]

The paper is structured as follows: Section 2 describes the learning version of memory match game and section 3 concludes the paper with a summary of the work and future research directions.

Abstract—Learning vocabulary is a very important part of learning a new language. It is vitally important for beginners and children to learn the keywords needed to understand what they hear and read, and to express their own ideas. Despite this importance, vocabulary acquisition stills the hardest part of the language and faces the problem of low motivation of learners. One of the effective ways of raising motivation and increase learners’ desire to learn is to use learning games. This paper describes a learning version of memory match game specifically designed for second language acquisition. The objective of this learning game is to render the learning experience with more fun, to engage learners and to keep them motivated. Keywords-component; acquisition;

I.

learning

game;

II.

Memory Match Game [7] used in this study is a card game in which all of the cards are laid face down on a surface. The objective of the game is to turn over pairs of matching cards with the least possible trials. In each turn, player selects a card to flip it over. If the next card selected by the player matches the first card, both cards disappear from the surface. When the player turns over two cards that do not match, those cards are turned face down again. The game is over when the player finds all the matching pairs of cards. The objective of this game is to find all of the matching pairs in the fastest time. In the traditional version of memory match game, all cards hold only visual information. However, in the learning version of this game, other types of information have been added. Specifically, graphics information is kept and additional sounds, words and mathematical calculations have been added alongside. Figure 1 illustrates the different types of cards included in the game.

vocabulary

INTRODUCTION

In order to progress in a new language, learners have to build a base of vocabulary needed to understand what they are hearing and reading. However, the process of learning a new language's vocabulary stills the hardest part of the language and faces the problem of low motivation of learners, especially those from Game Generation [1]. Learners of this generation are raised in the digital world and are native speakers of the digital language of computers, video games and the Internet. They spend a significant amount of time playing computer games and are accustomed to high level of motivation and engagement. Many of these learners find that traditional learning is a very complex task that requires a lot of effort from them and it is so incredibly boring, disengaging and not challenging enough; that they do not want to do it [2]. Consequently, they need externally induced motivation to cope with it. One of the effective ways to overcome this issue is to use learning games. The use of learning games can consume the attention of learners and increase their motivation and engagement which can then lead to stimulate learning [3]. In particular, the use of learning versions of existing computer games has been found to have success in improving learners’ motivation, increasing their desire to learn, making learning more enjoyable, and leading them to complete more difficult tasks [4,5,6]. This paper describes a learning version of memory match game specifically designed to enrich the set of learning games used for second language acquisition. 978-1-4799-4038-7/14 $31.00 © 2014 IEEE DOI 10.1109/ICALT.2014.67

A LEARNING VERSION OF OF MEMORY MATCH GAME

Figure 1. Types of Memory Match Game cards

209

The Learning version of Memory Match Game (LMMG) encourages learners to watch, read and listen to the contents of each card and then try to match them. As shown in figure 1, the LMMG uses eight types of pair of cards: • Visual - Visual: Both cards hold the same visual content. In this case, learner must memorize content of the first card and seek the similar card. • Visual - Word: The first card holds visual content, whilst the second card holds written information. In this case, learner must find the relationship between the visual and written contents. In particular, he/she has to see the visual card and read written information on the second card, and then select these two cards if they are similar. • Visual - Sound: The first card holds visual content, whilst the second card holds voice content. In this case, learner must find the relationship between the visual and voice contents. In particular, he/she has to see the visual card and listen to the sound card, and then select these two cards if they are similar. • Word - Word: Both cards hold the same written information. In this case, learner must read and memorize the word in the first card and then seek the second card with similar word. • Word - Sound: The first card holds written information, whilst the second card holds voice content. In this case, learner must know how to read and how to pronounce words. In particular, he/she has to read the word. After that, he/she has to listen to the sound card. If the word is similar to the pronunciation, learner has to turn over the two cards. • Sound - Sound: Both cards hold the same voice content. In this case, learner must listen and memorize the sound in the first card and seek the second card with similar sound. • Calculates - Calculates: Both cards hold simple math problems. In this case, learner must find the result of the calculation on the first card and then compare it to the calculation on the second card. • Calculates - Sound: The first card holds simple math problem content, whilst the second card holds voice content. In this case, learner must find the relationship between the result of the calculation and the voice content. In particular, he/she has to complete the calculation on the first card and memorize the result. After that, he/she has to listen to the sound on the second card. If the two results are similar, learner has to turn over the two cards.

Figure 2. Learning version of Memory Match Game

III.

CONCLUSION

This paper presented a learning version of memory match game specifically designed to foster second language acquisition. The LMMG helps kids and novices to start the learning of a new language, especially vocabulary acquisition. It helps learners to learn the names of things and memorize how to write and how to pronounce words. In addition, the LMMG can also be used for other purposes such as development of math skill (mathematical calculation) and improvement of the ability to recall information. Future work will study the impact of the LMMG on learners’ level of knowledge and learners’ satisfaction in order to validate the effectiveness of this learning game. REFERENCES [1]

[2]

[3]

[4]

Figure 2 presents the interface of LMMG. This figure shows that learner has selected a visual card that represents a picture of fish. After that, he/she has found the matching card that represents written information.

[5]

[6]

[7]

210

E. S. Simpson, "Evolution in the Classroom: What Teachers Need to Know about the Video Game Generation," TechTrends: Linking Research & Practice to Improve Learning, vol.49, 2005, pp.17-22. S. Olga, V. Pavel, K. Alexander, and T. Alexey, "Game-Based Aproach in it Education," Proc. of the Fourth International Conference Modern (e-) Learning, 2009, Varna, Bulgaria. M. A. Khenissi, F. Essalmi, and M. Jemni, "Presentation of a Learning Game for Programming Languages Education," Proc. of the 13th IEEE International Conference on Advanced Learning Technologies, 2013, Beijing, China, Pages 324-326. M. A. Khenissi, F. Essalmi, and M. Jemni, "A Learning version of Pacman Game," Proc. of the Fourth International Conference On Information and Communication Technology and Accessibility, 2013, 24-26 October 2013, Hammamet, Tunisia.. M. A. Khenissi, F. Essalmi, and M. Jemni, "Comparison between serious games and learning version of existing games," Proc. of the 6th World Conference on Educational Sciences, 2014, 06-09 February 2014, University of Malta, Malta. M. A. Khenissi, F. Essalmi, M. Jemni, and Kinshuk, "Review of Learner Modeling Using Educational Games," Proc. of the 6th International Conference on Computer Supported Education, 2014, 13 April 2014, Spain. U. Zwick and M. S. Paterson, "The memory game," Theoretical Computer Science, Vol.110, 1993, pp. 169-196.

Suggest Documents