Abstract
Pure memorization of English words are usually uninteresting and provides limited help to the improvement of English proficiency. This paper imitates the popular block elimination puzzle game of Candy Crush Saga to develop a similar mobile game about English vocabulary elimination. The proposed puzzle game in this paper is used as an integrated tool with an e-book reading system and is utilized for vocabulary practices and examinations. The design and implementation of the proposed tablet-based mobile game aims to make English vocabulary learning more interesting and motivated. The purpose is to provide a game-based tool for English as a Second Language (ESL) learners to improve their English learning efficiency.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Wu, T.T., Sung, T.W., Huang, Y.M., Yang, C.S., Yang, J.T.: Ubiquitous English-reading learning system with dynamic personalized guidance of learning portfolio. Educ. Technol. Soc. 14(4), 164–180 (2011)
Hsu, C.K., Hwang, G.J., Chang, C.K.: An automatic caption filtering and partial hiding approach to improving the English listening comprehension of EFL students. Educ. Technol. Soc. 17(2), 270–283 (2014)
Lee, Y.Y., Cheon, J., Key, S.: Learners’ perceptions of video games for second/foreign language learning. In: Proceedings of the International Conference of Society for Information Technology and Teacher Education, Las Vegas, USA (2008)
Shih, J.L., Shih, B.J., Shih, C.C., Su, H.Y., Chuang, C.W.: The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: a comparative case study. Comput. Educ. 55(3), 982–993 (2010)
Vos, N., Van der Meijden, H., Denessen, E.: Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Comput. Educ. 56(1), 127–137 (2011)
Uzun, L., Cetinavci, U.R., Korkmaz, S., Salihoglu, U.M.: Developing and applying a foreign language vocabulary learning and practice game: the effect of VocaWord. Digital Culture Education 5(1), 48–70 (2013)
Smith, G.G., Li, M., Drobisz, J., Park, H.R., Kim, D., Smith, S.D.: Play games or study? Computer games in eBooks to learn English vocabulary. Comput. Educ. 69, 274–286 (2013)
Chou, M.H.: Assessing English vocabulary and enhancing young English as a Foreign Language (EFL) learners’ motivation through games, songs, and stories. Educ. 3–13: Int. J. Prim. Elementary Early Years Educ. 42(3), 284–297 (2014)
Chen, H.J., Yang, T.Y.: The impact of adventure video games on foreign language learning and the perceptions of learners. Interact. Learn. Environ. 21(2), 129–141 (2013)
Wu, T.T., Sung, T.W., Huang, Y.M., Yang, C.S.: Location awareness mobile situated English reading learning system. J. Internet Technol. 11(7), 923–934 (2010)
Hwang, W.Y., Chen, S.L., Shadiev, R., Huang, Y.M., Chen, C.Y.: Improving English as a foreign language writing in elementary schools using mobile devices in familiar situational contexts. Comput. Assist. Lang. Learn. 27(5), 359–378 (2014)
Acknowledgments
This work is supported in part by Fujian Provincial Key Laboratory of Big Data Mining and Applications, Fujian University of Technology, China and supported in part by Ministry of Science and Technology, Taiwan under grant MOST 103-2511-S-224-004-MY3, MOST 104-2511-S-224-003-MY3, and MOST 105-2628-S-224-001-MY3.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Sung, TW., Wu, TT. (2017). Imitating a Hot Puzzle Game for English Vocabulary Exercise in E-book System. In: Wu, TT., Gennari, R., Huang, YM., Xie, H., Cao, Y. (eds) Emerging Technologies for Education. SETE 2016. Lecture Notes in Computer Science(), vol 10108. Springer, Cham. https://doi.org/10.1007/978-3-319-52836-6_3
Download citation
DOI: https://doi.org/10.1007/978-3-319-52836-6_3
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-52835-9
Online ISBN: 978-3-319-52836-6
eBook Packages: Computer ScienceComputer Science (R0)