Skip to main content

Catch Me If you Can: An Educational Serious Game to Teach Grammatical English Rules

  • Conference paper
  • First Online:
Serious Games (JCSG 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13476))

Included in the following conference series:

  • 1024 Accesses

Abstract

English is a necessary language in different disciplines nowadays. It is used worldwide as the primary communication language [10]. Most parents care about teaching children the English language as a foreign language. They believe that it gives them a better opportunity of having a good job [8]. Thus, the work presented in this paper aims to teach English language concepts to (L2) learners of different ages. To achieve that, an escape room game was implemented. The game teaches two concepts in the English language, the effect of the vowel “E” on pronouncing the preceding vowel, and the mass nouns. To evaluate the platform, two groups of participants were recruited, school students and university students. The ages were between 11 to 14 and 18 to 24 respectively. An independent sample t-test was applied to the learning gain and engagement. The results proved that the game can be used to teach the different age ranges where all parties feel engaged and immersed in the game with no significant p-value. According to flow and usability results, only minor modifications need to be applied according to the age range.

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

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Alyaz, Y., Spaniel-Weise, D., Gürsoy, E.: A study on using serious games in teaching German as a foreign language. J. Educ. Learn. 6, 250–264 (2017)

    Article  Google Scholar 

  2. Ayman, R., Sharaf, N., Ahmed, G., Abdennadher, S.: MiniColon; teaching kids computational thinking using an interactive serious game. In: Göbel, S., et al. (eds.) JCSG 2018. LNCS, vol. 11243, pp. 79–90. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-02762-9_9

  3. Bangor, A., Kortum, P., Miller, J.: Determining what individual SUS scores mean: adding an adjective rating scale. J. Usability Stud. 4(3), 114–123 (2009)

    Google Scholar 

  4. Chee, Y.S.: Embodiment, embeddedness, and experience: game-based learning and the construction of identity. Res. Pract. Technol. Enhanc. Learn. 02(01), 3–30 (2007). https://doi.org/10.1142/S1793206807000282

    Article  Google Scholar 

  5. Clark, D.B., Tanner-Smith, E.E., Killingsworth, S.S.: Digital games, design, and learning: a systematic review and meta-analysis. Rev. Educ. Res. 86(1), 79–122 (2016)

    Article  Google Scholar 

  6. Colunga, E., Gasser, M.: Attention to different cues in noun learning: the effect of English vs. Spanish mass/count syntax. Citeseer (2001)

    Google Scholar 

  7. Darwesh, A.: Concepts of serious game in education. Int. J. Eng. Comput. Sci. 4(12), 15229–15232 (2016). https://doi.org/10.18535/Ijecs/v4i12.25

  8. Djiwandono, P.I.: Teach my children English: why parents want English teaching for their children. Indonesian J. Eng. Lang. Teach. 1(1), 64–72 (2005)

    Google Scholar 

  9. Hoffman, V.: A program for teaching inquiry in the second language to children learning English as a second language (2021)

    Google Scholar 

  10. Ilyosovna, N.A.: The importance of English language. Int. J. Orange Technol. 2(1), 22–24 (2020)

    Google Scholar 

  11. Kokkalia, G., Drigas, A., Economou, A., Roussos, P., Choli, S.: The use of serious games in preschool education. Int. J. Emerg. Technol. Learn. 12(11), 15–27 (2017)

    Article  Google Scholar 

  12. Liu, Z., Moon, J., Kim, B., Dai, C.-P.: Integrating adaptivity in educational games: a combined bibliometric analysis and meta-analysis review. Educ. Tech. Res. Dev. 68(4), 1931–1959 (2020). https://doi.org/10.1007/s11423-020-09791-4

    Article  Google Scholar 

  13. Martey, R.M., et al.: Measuring game engagement: multiple methods and construct complexity. Simul. Gaming 45(4–5), 528–547 (2014). https://doi.org/10.1177/1046878114553575

    Article  Google Scholar 

  14. Martey, R.M., et al.: Measuring game engagement: multiple methods and construct complexity. Simul. Gaming 45(4–5), 528–547 (2014)

    Article  Google Scholar 

  15. Mayes, D., Cotton, J.: Measuring engagement in video games: a questionnaire. Proc. Hum. Factors Ergon. Soc. Annu. Conf. 45, 692–696 (2001). https://doi.org/10.1177/154193120104500704

  16. McGrath, C.H., Guerin, B., Harte, E., Frearson, M., Manville, C.: Learning gain in higher education (2015)

    Google Scholar 

  17. Michael, D.: Serious Games: Games that Educate. Train and Inform, Course PTR (2006)

    Google Scholar 

  18. Csikszentmihalyi, M.: Flow and the Foundations of Positive Psychology. Springer, Dordrecht (2014). https://doi.org/10.1007/978-94-017-9088-8

    Book  Google Scholar 

  19. Niemelä, M., Kärkkäinen, T., Äyrämö, S., Ronimus, M., Richardson, U., Lyytinen, H.: Game learning analytics for understanding reading skills in transparent writing system. Br. J. Educ. Technol. 51, 2376–2390 (2020)

    Article  Google Scholar 

  20. Oktaviani, A., Fauzan, A.: Teachers perceptions about the importance of English for young learners. Linguist. Eng. Educ. Art J. 1(1), 1–15 (2017). https://doi.org/10.31539/leea.v1i1.25

  21. Palmberg, R.: Computer games and foreign-language vocabulary learning. ELT J. 42, 247–252 (1988)

    Article  Google Scholar 

  22. Pearce, J.M., Ainley, M., Howard, S.: The ebb and flow of online learning. Comput. Hum. Behav. 21(5), 745–771 (2005). https://doi.org/10.1016/j.chb.2004.02.019

    Article  Google Scholar 

  23. Sepyanda, M.: The importance of English subject in elementary school curriculum. Engl. Lang. Teach. Res. 1(1) (2017)

    Google Scholar 

  24. Vlachopoulos, D., Makri, A.: The effect of games and simulations on higher education: a systematic literature review. Int. J. Educ. Technol. High. Educ. 14(1), 1–33 (2017). https://doi.org/10.1186/s41239-017-0062-1

    Article  Google Scholar 

  25. Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K., Wright, M.: Computer gaming and interactive simulations for learning: a meta-analysis. J. Educ. Comput. Res. 34(3), 229–243 (2006). https://doi.org/10.2190/FLHV-K4WA-WPVQ-H0YM

    Article  Google Scholar 

  26. Zheng, R.Z., Gardner, M.: Handbook of Research on Serious Games for Educational Applications (2016)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Reham Ayman .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ayman, R., Ayman, R., Sharaf, N. (2022). Catch Me If you Can: An Educational Serious Game to Teach Grammatical English Rules. In: Söbke, H., Spangenberger, P., Müller, P., Göbel, S. (eds) Serious Games. JCSG 2022. Lecture Notes in Computer Science, vol 13476. Springer, Cham. https://doi.org/10.1007/978-3-031-15325-9_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-15325-9_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-15324-2

  • Online ISBN: 978-3-031-15325-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics