Skip to main content

A Mahjong-Like Game of English Vocabulary Spelling

  • Conference paper
Hybrid Learning. Theory and Practice (ICHL 2014)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 8595))

Included in the following conference series:

Abstract

With rapid development of the world globalization, the role of English has become an international language for people conversation. In fact, people know it but they often have no good ways to learn English efficiently. Sometimes, some people think that the procedure of learning English is boring. Therefore, it is an important issue how to engage and encourage people to effectively learn English. Many researches and experiments had indicated that the game-based learning is a joyful approach for learning. Chinese Mahjong is a traditional Chinese game for gambling and entertainment. The game rule of Mahjong is to collect the related cards combining a card sequence or the same cards in a triple pair. In the same, spelling the English vocabulary is also combined the letters to form a word. Thus, this paper tries to design and implement a Mahjong-like multi-party game spelling the English vocabulary for learners in English learning. That is, the learners play the game with other peer learners via the Internet to promote their spelling abilities of English vocabulary in multi-party networked game.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Prensky, M.: Digital Game-based Learning. McGraw Hill, New York (2000)

    Google Scholar 

  2. Squire, K.: Video Games in Education. International Journal of Intelligent Simulations and Gaming 2(1), 49–62 (2003)

    Google Scholar 

  3. Kirriemuir, J., McFarlane, A.: Literature Review in Games and Learning. A report of NESTA futurelab, http://www.futurelab.org.uk/research/reviews/08_01.htm

  4. Garris, R., Ahlers, R., Driskell, J.E.: Games, Motivation, and Learning: A Research and Practice Model. Simulation and Gaming 33(4), 441–467 (2002)

    Article  Google Scholar 

  5. Prensky, M.: Digital Game-based Learning. Computer in Entertainment 1(1), 21 (2003)

    Article  Google Scholar 

  6. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial, New Yourk (1990)

    Google Scholar 

  7. Killi, K.: Digital Game-based Learning: Towards an Experiential Gaming Model. Internet and Higher Education 8, 13–24 (2004)

    Article  Google Scholar 

  8. Julian, J., Perry, F.: Cooperation Contrasted with Intra-group and Intergroup Competition. Sociometry 30, 79–90 (1967)

    Article  Google Scholar 

  9. Chang, L.J., Yang, J.C., Chan, T.W., Yu, F.Y.: Development and Evaluation of Multiple Competitive Activities in a Synchronous Quiz Game System. Innovations in Education and Teaching International 40(1), 16–26 (2003)

    Article  Google Scholar 

  10. Yu, F.Y.: The Effects of Cooperation with Inter-group Competition on Performance and Attitude During a Computer-based Science Instruction. Journal of Computers in Mathematics and Science Teaching 17(4), 381–395 (1998)

    Google Scholar 

  11. Slavin, R.E.: Cooperative Learning: Theory, Research and Practice. Prentice Hall, NJ (1995)

    Google Scholar 

  12. Zurita, G., Nussbaum, M.: Computer Supported Collaborative Learning Using Wirelessly Interconnected Hand-held Computers. Computers & Education 42(3), 289–314 (2004)

    Article  Google Scholar 

  13. Vygotsky, L.S.: Mind and Society: The Development of Higher Mental Processes. Harvard University Press, Cambridge (1978)

    Google Scholar 

  14. Chapelle, C.A.: Computer Applications in Second Language Acquisition: Foundations for Teaching, Testing and Research. Cambridge University Press, Cambridge (2001)

    Book  Google Scholar 

  15. Huang, W.F.: Learning Effects of English Spelling in Mahjong-like Game Design Perspectives and Initiative Study. Master Thesis. National Chung Cheng University (2013)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer International Publishing Switzerland

About this paper

Cite this paper

Tsai, CY., Hsu, JM., Tsai, HH., Yu, PT., Huang, WF. (2014). A Mahjong-Like Game of English Vocabulary Spelling. In: Cheung, S.K.S., Fong, J., Zhang, J., Kwan, R., Kwok, L.F. (eds) Hybrid Learning. Theory and Practice. ICHL 2014. Lecture Notes in Computer Science, vol 8595. Springer, Cham. https://doi.org/10.1007/978-3-319-08961-4_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-08961-4_15

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-08960-7

  • Online ISBN: 978-3-319-08961-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics