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EVALUATION OF DRAW SOMETHING APP
IN AN EDUCATIONAL PERSPECTIVE
Selay ARKÜN KOCADERE, Ph. D.
Hacettepe University (Ankara / Turkey)
Departmant of Computer Education and
Instructional Technology
Vocabulary Learning
• Vocabulary is one of the most important
components for learning a foreign language.
• Learners perceive vocabulary learning as boring,
especially digital natives who grew up in the
digital age.
Educational Games
• Research has shown the games’ affect on
motivation and it’s support on learning.
• Language games can provide competition and
competition enhances effective learning.
• Educational games make language learning
more entertaining.
• Retention of the vocabulary which is learned by
games are longer.
Pictionary
• Pictionary is a word guessing game, which is
played with teams with players trying to find
given words from their teammates' drawings.
Pictionary is often
highlighted in the
literature as a
classroom activity
for vocabulary.
Mobile Applications
• With recent technological developments, the use
of mobile technologies in education has
increased.
• Mobile applications offer many practical ways in
language learning .
• For example; learners retrieve more words in
online vocabulary games than face-to-face
lessons.
Draw Something
• Draw Something is an
online and collaborative
game in English, similar
to Pictionary.
• It is a mobile app which is
played in pairs with
players trying to guess the
word from their partner’s
drawings.
• Two players take turns
in drawing.
• Players who form
these pairs are not
opponents, they are
team players.
• When one guesses the
other’s drawing, they
both earn coins.
• Application gives three
random words to
draw, which is ranked
by difficulty.
• Drawer chooses one of
the words and draw.
• Then the guesser
views the drawing,
with blank spaces
representing the
number of letters in
the word, and a
selection of scrambled
letters, which include
all the letters of the
word and some extra
letters.
• The guesser has
unlimited tries to find
to word.
• Coins allow the players
to buy colors for
drawing or bombs to
eliminate some of the
letters.
The purpose of this study
• The purpose of this study is to evaluate the
Draw Something in an educational games
perspective, especially the affects of Draw
Something on vocabulary building.
Method
• The data is collected from Draw Something
players who are not native English speakers.
• A total of 52 players, 23 men and 29 women,
have participated to the survey.
• A questionnaire has been developed for
determining the players’ opinions about:
▫ learning vocabulary in English,
▫ mobile applications,
▫ Draw Something game, and
▫ building vocabulary by playing Draw Something.
Mobile Applications
• 25 of 52 participants (48%) are using mobile
applications for vocabulary learning.
• 4 types of apps have been identified that players
use for vocabulary learning such as
▫ dictionaries,
▫ translators,
▫ vocabulary building applications,
▫ games.
Findings
Draw Something as vocabulary game
• Players defined Draw Something as one of the
vocabulary learning games.
• The other games highlighted were
▫ Scrabble,
▫ Words with Friends
▫ Letter Press
Learning games or not?
• Some of the participants play commercial games
as educational games for vocabulary building.
• 46 participants (88%) stated that they prefer
learning vocabulary through games.
prefer learning
vocabulary
through games
88%
Average play count
• Participants’ average play count of Draw
Something is 56 times a week.
• It can be interpreted as players spend a lot of
time with Draw Something.
times a week
56
Participants defined Draw Something as
entertaining
46 participants (88%)
addictive
18 participants (35%)
instructional
17 participants (33%)
boring / waste of time
5 participants (10%)
Vocabulary Building
• 44 participants (85%) stated that they learn new
words while they are playing Draw Something.
• When players face an unknown word in the
game, all of them try to learn the meaning.
learn new words
85%
How they learn new words?
• They all have their own strategies, some of them
use more than one strategy;
▫ 43 of them (83%) use search engines like Google;
▫ 42 of them (81%) use dictionaries;
▫ 37 of them (71%) learn from someone;
▫ 7 of them (13%) learn from Draw Something
cheating applications.
• All of the participants use at least one of these
ways to learn the unknown word.
Conclusion & Suggestions
• Draw Something seems to be an effective tool
for building vocabulary for learners of English as
a second language.
• In this context, a game, which focuses
vocabulary learning could be developed similar
to Draw Something.
Conclusion & Suggestions
• A dictionary could be embedded to this game,
and unknown words could be saved for
repetition.
• There could be themes for words and words
could be chosen from the curriculum.
Conclusion & Suggestions
• Commercial games which were mentioned as
vocabulary games, could be analyzed for
understanding the dynamics of learning
vocabulary through games.
• It is important that not to unbalance the
dynamics of the game and to develop
educational game like this commercial game.
• Educational games, just like commercial games,
could be developed to support vocabulary
building.
REFERENCES
Belisle, T. (1997), ‘Developing vocabulary knowledge in the immersion classroom’
ACIE Newsletter, vol. 1, no. 1, pp. 1-8.
Büyüköztürk, Ş (2005) ‘Anket geliştirme’, Türk Eğitim Bilimleri Dergisi, vol. 3, no. 2, pp. 133-148.
Chinnery, G. M. (2006) ‘Emerging technologies. Going to the MALL: Mobile assisted language learning’, Language Learning & Technology, vol. 10, no.1, pp. 6-9.
Choudhury , A., S. (2010, June). Teaching vocabulary in the ESL/EFL classroom: Central pedagogical issues. Paper presented at MJAL.
Donmus, V. (2010) ‘The use of social networks in educational computer game based foreign language learning’, Procedia Social and Behavioral Sciences, vol. 9, pp.
1497–1503.
Griva, E., Semoglou, K., & Geladari, A. (2010) ‘Early foreign language learning: Implementation of a project in a game –based context’, Procedia Social and Behavioral
Sciences, vol. 2, pp. 3700–3705.
Huyen, N. T. T. & Nga, K. T. T. (2003) ‘Learning vocabulary through games: The effectiveness of learning vocabulary through games’, Asian EFL Journal, vol. 5, no. 4.
Jung, J., Graf, S. (2008, July). An approach for personalized web-based vocabulary learning through word association games. Paper presented at International
Symposium on Applications And The Internet.
Li, Z., Liu, F., & Boyer, J. (2008) ‘Amusing minds for joyful learning through e-gaming’, in Marriott, R. D. C. V. and Torres, P. L. (ed.), Handbook of research on e-
learning methodologies for language acquisition, Hershey, Pennsylvania: IGI Global.
Marzano, R. J. (2004). Building background knowledge for academic achievement: Research on what works in schools. Paper presented at ASCD, Alexandria, VA
USA.
Peterson, M. (2010) ‘Computerized games and simulations in computer-assisted language learning: A meta-analysis of research’, Simulation & Gaming, vol. 41, no. 1,
pp. 72-93.
Sibold, C. (2011) ‘Building english language learners' academic vocabulary: Strategies and tips’, Multicultural Education, vol. 18, no. 2, pp. 24-28.
Sökmen, A. J. (1997) ‘Current trends in teaching second language vocabulary’, in Schmitt, N. & McCarthy, M. (ed.), Vocabulary: Description, acquisition and
pedagogy, Cambridge; New York: Cambridge University Press, pp.237-257.
Rama, J., Ying, C. C., Lee, K. R., & Luei, A. Y. L. (2007, May). Using games in English language learning. Paper presented at Redesigning Pedagogy: Culture,
Knowledge and Understanding.
Turgut, Y. & İrgin, P (2009) ‘Young learners‘ language learning via computer games’,
Procedia Social and Behavioral Sciences,vol. 1, pp. 760–764.
Yip, F. W. M. & Kwan, A. C. M. (2006) ‘Online vocabulary games as a tool for teaching and learning English vocabulary’, Educational Media International, vol. 43, no.
3, pp. 233–249.

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Disco 2013: Selay Arkun - Evaluation of Draw Something App in Educational perspective

  • 1. EVALUATION OF DRAW SOMETHING APP IN AN EDUCATIONAL PERSPECTIVE Selay ARKÜN KOCADERE, Ph. D. Hacettepe University (Ankara / Turkey) Departmant of Computer Education and Instructional Technology
  • 2. Vocabulary Learning • Vocabulary is one of the most important components for learning a foreign language. • Learners perceive vocabulary learning as boring, especially digital natives who grew up in the digital age.
  • 3. Educational Games • Research has shown the games’ affect on motivation and it’s support on learning. • Language games can provide competition and competition enhances effective learning. • Educational games make language learning more entertaining. • Retention of the vocabulary which is learned by games are longer.
  • 4. Pictionary • Pictionary is a word guessing game, which is played with teams with players trying to find given words from their teammates' drawings.
  • 5. Pictionary is often highlighted in the literature as a classroom activity for vocabulary.
  • 6. Mobile Applications • With recent technological developments, the use of mobile technologies in education has increased. • Mobile applications offer many practical ways in language learning . • For example; learners retrieve more words in online vocabulary games than face-to-face lessons.
  • 7. Draw Something • Draw Something is an online and collaborative game in English, similar to Pictionary. • It is a mobile app which is played in pairs with players trying to guess the word from their partner’s drawings.
  • 8. • Two players take turns in drawing. • Players who form these pairs are not opponents, they are team players.
  • 9.
  • 10. • When one guesses the other’s drawing, they both earn coins.
  • 11. • Application gives three random words to draw, which is ranked by difficulty. • Drawer chooses one of the words and draw.
  • 12. • Then the guesser views the drawing, with blank spaces representing the number of letters in the word, and a selection of scrambled letters, which include all the letters of the word and some extra letters.
  • 13. • The guesser has unlimited tries to find to word. • Coins allow the players to buy colors for drawing or bombs to eliminate some of the letters.
  • 14. The purpose of this study • The purpose of this study is to evaluate the Draw Something in an educational games perspective, especially the affects of Draw Something on vocabulary building.
  • 15. Method • The data is collected from Draw Something players who are not native English speakers. • A total of 52 players, 23 men and 29 women, have participated to the survey. • A questionnaire has been developed for determining the players’ opinions about: ▫ learning vocabulary in English, ▫ mobile applications, ▫ Draw Something game, and ▫ building vocabulary by playing Draw Something.
  • 16. Mobile Applications • 25 of 52 participants (48%) are using mobile applications for vocabulary learning. • 4 types of apps have been identified that players use for vocabulary learning such as ▫ dictionaries, ▫ translators, ▫ vocabulary building applications, ▫ games. Findings
  • 17. Draw Something as vocabulary game • Players defined Draw Something as one of the vocabulary learning games. • The other games highlighted were ▫ Scrabble, ▫ Words with Friends ▫ Letter Press
  • 18. Learning games or not? • Some of the participants play commercial games as educational games for vocabulary building. • 46 participants (88%) stated that they prefer learning vocabulary through games. prefer learning vocabulary through games 88%
  • 19. Average play count • Participants’ average play count of Draw Something is 56 times a week. • It can be interpreted as players spend a lot of time with Draw Something. times a week 56
  • 20. Participants defined Draw Something as entertaining 46 participants (88%) addictive 18 participants (35%) instructional 17 participants (33%) boring / waste of time 5 participants (10%)
  • 21. Vocabulary Building • 44 participants (85%) stated that they learn new words while they are playing Draw Something. • When players face an unknown word in the game, all of them try to learn the meaning. learn new words 85%
  • 22. How they learn new words? • They all have their own strategies, some of them use more than one strategy; ▫ 43 of them (83%) use search engines like Google; ▫ 42 of them (81%) use dictionaries; ▫ 37 of them (71%) learn from someone; ▫ 7 of them (13%) learn from Draw Something cheating applications. • All of the participants use at least one of these ways to learn the unknown word.
  • 23. Conclusion & Suggestions • Draw Something seems to be an effective tool for building vocabulary for learners of English as a second language. • In this context, a game, which focuses vocabulary learning could be developed similar to Draw Something.
  • 24. Conclusion & Suggestions • A dictionary could be embedded to this game, and unknown words could be saved for repetition. • There could be themes for words and words could be chosen from the curriculum.
  • 25. Conclusion & Suggestions • Commercial games which were mentioned as vocabulary games, could be analyzed for understanding the dynamics of learning vocabulary through games. • It is important that not to unbalance the dynamics of the game and to develop educational game like this commercial game. • Educational games, just like commercial games, could be developed to support vocabulary building.
  • 26. REFERENCES Belisle, T. (1997), ‘Developing vocabulary knowledge in the immersion classroom’ ACIE Newsletter, vol. 1, no. 1, pp. 1-8. Büyüköztürk, Ş (2005) ‘Anket geliştirme’, Türk Eğitim Bilimleri Dergisi, vol. 3, no. 2, pp. 133-148. Chinnery, G. M. (2006) ‘Emerging technologies. Going to the MALL: Mobile assisted language learning’, Language Learning & Technology, vol. 10, no.1, pp. 6-9. Choudhury , A., S. (2010, June). Teaching vocabulary in the ESL/EFL classroom: Central pedagogical issues. Paper presented at MJAL. Donmus, V. (2010) ‘The use of social networks in educational computer game based foreign language learning’, Procedia Social and Behavioral Sciences, vol. 9, pp. 1497–1503. Griva, E., Semoglou, K., & Geladari, A. (2010) ‘Early foreign language learning: Implementation of a project in a game –based context’, Procedia Social and Behavioral Sciences, vol. 2, pp. 3700–3705. Huyen, N. T. T. & Nga, K. T. T. (2003) ‘Learning vocabulary through games: The effectiveness of learning vocabulary through games’, Asian EFL Journal, vol. 5, no. 4. Jung, J., Graf, S. (2008, July). An approach for personalized web-based vocabulary learning through word association games. Paper presented at International Symposium on Applications And The Internet. Li, Z., Liu, F., & Boyer, J. (2008) ‘Amusing minds for joyful learning through e-gaming’, in Marriott, R. D. C. V. and Torres, P. L. (ed.), Handbook of research on e- learning methodologies for language acquisition, Hershey, Pennsylvania: IGI Global. Marzano, R. J. (2004). Building background knowledge for academic achievement: Research on what works in schools. Paper presented at ASCD, Alexandria, VA USA. Peterson, M. (2010) ‘Computerized games and simulations in computer-assisted language learning: A meta-analysis of research’, Simulation & Gaming, vol. 41, no. 1, pp. 72-93. Sibold, C. (2011) ‘Building english language learners' academic vocabulary: Strategies and tips’, Multicultural Education, vol. 18, no. 2, pp. 24-28. Sökmen, A. J. (1997) ‘Current trends in teaching second language vocabulary’, in Schmitt, N. & McCarthy, M. (ed.), Vocabulary: Description, acquisition and pedagogy, Cambridge; New York: Cambridge University Press, pp.237-257. Rama, J., Ying, C. C., Lee, K. R., & Luei, A. Y. L. (2007, May). Using games in English language learning. Paper presented at Redesigning Pedagogy: Culture, Knowledge and Understanding. Turgut, Y. & İrgin, P (2009) ‘Young learners‘ language learning via computer games’, Procedia Social and Behavioral Sciences,vol. 1, pp. 760–764. Yip, F. W. M. & Kwan, A. C. M. (2006) ‘Online vocabulary games as a tool for teaching and learning English vocabulary’, Educational Media International, vol. 43, no. 3, pp. 233–249.