Learning Language Grammar with Interactive Exercises in the
Classroom and Beyond
Marina Purgina
1
, Maxim Mozgovoy
1
and Monica Ward
2
1
School of Computer Science and Engineering, University of Aizu, Aizu-Wakamatsu, Japan
2
School of Computing, Dublin City University, Dublin, Ireland
Keywords: CALL, MALL, WordBricks.
Abstract: We describe how the principles of gamification, rich learning material, and personalized experience were
used to design WordBricks, a software tool intended to assist learning natural language grammar, which is a
challenging task for learners. We briefly discuss the distinctive features of successful educational software
instruments with a large user base, and argue that the possibility of independent, personalized out-of-class
interaction with an educational tool is nearly essential for success. In addition to these elements, our
application implements a visual grammar formalism that turns solving grammar exercises into a puzzle
game-like experience, attractive for the learners. The results of our ongoing classroom experiments show
that the users of WordBricks score better on grammar tests thus proving the feasibility of our approach.
Subsequent experiments with the Irish language also demonstrated that the students enjoyed playing with
the application, which is important for learners with low levels of motivation and lack of modern
multimedia teaching materials.
1 INTRODUCTION
The primary goal of this work is to report the
intermediate results of our experiments with a
mobile WordBricks application which is designed to
assist natural language grammar acquisition. We are
striving to gamify the process of learning language
grammar, which is a challenging task due to both the
complexity of human language and the difficulty of
turning grammar exercises into fun game-like
activities. Supported with user feedback and
discussions with colleagues, we redesigned
considerably our initial prototype (Mozgovoy and
Efimov, 2013), ported it to a mobile platform, and
reworked the whole concepts of sentence
visualization and the user interface.
WordBricks is designed with the following goals
in mind: a) to develop a “visual grammar”
formalism that expresses phenomena of natural
grammar with simple graphical language of shapes
and colors; b) to provide a “virtual lab-like”
experience for independent experiments with
language constructions; and c) to make grammar
learning a more enjoyable and fun experience.
This work naturally enhanced our understanding
of the principles of language learning application
design, as we had to modify the system several times
in response to user feedback. Our ongoing classroom
experiments show that the students indeed improve
their knowledge of grammar (as demonstrated with
their test scores) and overall enjoy using the
application. Representing grammar constructions in
a simple and intuitive form is important for effective
teaching, so we hope that our experience will be
useful for the interested teachers and learners.
2 FUN AND EFFECTIVENESS OF
EDUCATIONAL SOFTWARE
We believe that the most significant factors
contributing to the success of an educational
application are fun (game-like) user experience, high
coverage of a chosen topic, easy translation of game
knowledge into real-world knowledge, and the
support of personalized, teacher-independent
learning. All these goals are very hard to formalize
and achieve, and it is not a requirement to meet all
of them to succeed.
470
Purgina, M., Mozgovoy, M. and Ward, M.
Learning Language Grammar with Interactive Exercises in the Classroom and Beyond.
DOI: 10.5220/0006352804700475
In Proceedings of the 9th International Conference on Computer Supported Education (CSEDU 2017) - Volume 1, pages 470-475
ISBN: 978-989-758-239-4
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2.1 Balancing Learning and Fun
Perhaps the most characteristic feature of a game is
fun or ability to engage people, and this is the reason
why gamification is a commonly mentioned goal of
educational software. Unfortunately, it is difficult to
extract the essence of “fun”, and many edutainment
developers tend to reuse individual salient elements
of game mechanics to make educational software
more attractive. This approach, dubbed “chocolate-
covered broccoli” was widespread in 1980s and still
found nowadays (Chen, 2016). More resent research
efforts aim to decompose games to find individual
“fun factors”, contributing to the overall enjoyability
(Sweetser and Wyeth, 2005). These works often
emphasise relatively subtle factors such as
concentration, challenge or immersion rather than
colourful animation or fun characters. The difference
is exemplified by well-known edutainment titles
MathBlaster and DragonBox Algebra. With regard
to pure game experience (let us ignore the
educational value for now), MathBlaster is often
criticized for simply being a bad game (Bruckman,
1999), while DragonBox algebra is praised by the
press for its high playability (Liu, 2012).
“To engage and entertain the user” can be the
only goal of a computer game, and designing a
successful game still is not an easy task. Educational
software also needs to meet pedagogical criteria in
terms of coverage and deepness of the underlying
materials. Many educational tools (and especially
educational games) are devoted to a single narrow
topic and therefore have strict limitations for
practical use. For instance, DragonBox Algebra is
designed for the sole purpose of practicing linear
equations. Given that linear equations is only a small
part of school algebra curriculum, it is difficult to
expect that educational software can cover the whole
range of topics in near future. Furthermore, game
developers doubt that everything can be turned into
a game. As Zach Barth puts, “they want a game
because games are fun, but they want it to teach all
of their course curriculum which is never going to
work” (Cameron, 2012).
In addition, acquired “game knowledge” should
be easily expressible in common real-world terms
and concepts. Recent experiments show that
DragonBox Algebra fails to achieve this goal: while
providing fun and engagement, it relies on a type of
visual formalism that is hard to connect with the
standard mathematical notation. The students who
use far less appealing educational tools score
significantly better on math tests (Long and Aleven,
2014) (Dolonen and Kluge, 2015).
2.2 Games for Conscious Learners
Another important factor is the support of
personalized teacher-independent activities. An
interesting report (Fincher et al., 2012) shows that
cases of teachers actively searching for the ways to
improve their teaching practices (whether it is a new
teaching method or a certain technology) are rare.
The most common source of change is direct
interaction with students, a result of teacher-student
dialogs, and observations of student attitudes and
achievements. This may indicate that educational
software can be targeted at potential learners without
emphasising classroom use or teacher support.
Good examples of such systems, aimed at
conscious learners, are flashcard software Anki and
the Duolingo language learning service. Anki is a
relatively simple flashcard organizer, and can hardly
be qualified as “edutainment”. However, learners
widely recognize it as a significant improvement
over paper-based flashcards; currently (January
2017) the Android version of Anki has millions of
installations, and is rated by around 28 000 users.
Duolingo (available as online service and as a
mobile application) implements some game-like
features, such as the system of ratings,
achievements, and unlockable learning materials, but
arguably is not “edutainment” either. However, with
over 100 million active users, Duolingo is massively
popular (Protalinski, 2015), and characterized by
some learners as “addictive” (Bogdan, 2016).
Neither of these services pretends to be a game,
instead trying to provide a relatively painless and
flexible user-centred learning experience. One of the
key features of such software is mobile platform
availability that turns learning into a leisure-time
activity: even several minutes of free time is enough
to accomplish a simple assignment and achieve
some progress. DragonBox Algebra also implements
this idea of representing the learning process as a
sequence of bite-sized activities; in general, this
approach is a characteristic of modern mobile
games, too. It is also interesting to note that both
Anki and Duolingo rely on traditional models of
language acquisition (flashcards, translation, reading
and listening), so a successful educational system
does not necessarily need to implement certain
“innovative” approaches to learning.
3 GRAMMAR AS A GAME
Our WordBricks system is based on a traditional
approach to learning natural language grammar as a
Learning Language Grammar with Interactive Exercises in the Classroom and Beyond
471
system of explicit rules used to combine words into
sentences. The principal problem we are trying to
address is the non-interactivity of grammar books
and exercises. A learner can see how to use certain
words in certain combinations using the rules
described in the given book section and test oneself
with a set of predefined exercises, but has no chance
to play with these words and rules. For instance, the
learner might want to try to substitute one word with
another, use a word in another context, or combine
two rules to formulate a more complex sentence.
Grammar books cannot provide a feedback loop,
which is essential for language learning: we learn
certain constructions, and then try to use them in
different contexts and with different modifications,
expecting others (the teachers) to correct us when
needed. Furthermore, it is important both to correct
grammatical errors, and to explain which rules are
violated in student-supplied sentences.
Our work is heavily influenced by Scratch
(Resnick et al., 2009), which is a system for learning
the basics of programming. Programming languages
have a grammar (albeit much simpler than human
languages do), so it is essential to understand how
individual instructions can be combined into
complex structures. Scratch expresses grammar rules
implicitly by representing instructions as blocks of
different shapes, so that only matching blocks can be
connected into a single structure. Such a “visual
grammar” is an appealing concept, since it shows
language rules in an explicit graphical form,
immediately understandable by the learners. Our
initial goal was to explore the possibility of
implementing the same concept for natural
languages. The idea to use shaped blocks to illustrate
grammatical phenomena is known (Ebbels, 2007),
but this concept needs a strict description to be
usable in a formal system, such as computer
software.
Having a set of shaped blocks, a learner can
combine them into sentences, and the systems of
shapes and connectors ensures that the resulting
constructions are grammatically correct (see
Figure 1). Unfortunately, words in human languages
may have numerous grammatical attributes (such as
part of speech, gender, person and number), so not
all of them can be encoded in shapes and colors
while keeping the overall picture clean and free from
graphical clutter. Therefore, we had to simplify our
visual grammar, leaving brick shapes as the only
visual clues (our first prototypes had additional
icons), and resorting to textual hints when the users
try to combine incompatible bricks of matching
shapes. Note that the learners also need to
understand sentence structure, since words are
connected according to their roles in a sentence (e.g.,
a subject and an object are linked to a verb, while
adjectives are linked to the corresponding nouns).
Figure 1: Example brickset of WordBricks.
The resulting system has two primary flaws. First, it
judges the compatibility of words on the basis of
their grammatical attributes, while ignoring
semantics. Grammar books, however, often rely on
semantical categories, for example, to describe the
choice of “a” vs. “the” or of present perfect tense vs.
past tense. Second, the system of bricks and
connectors is hard to adapt to non-projective
dependencies that rarely appear in English, but may
constitute up to 25-27% of constructions in some
languages such as Czech and German (Havelka,
2007).
Our current system does not emphasize game-
like features. It allows the learners to load bricksets,
which correspond to certain sections of a grammar
book, and to freely experiment with them. There are
plans to introduce scores and progress indicators and
other explicit game-like elements in future versions
of WordBricks.
4 CLASSROOM EXPERIMENTS
We consider the idea of “visual grammar” to be
applicable to a variety of languages, so WordBricks
is designed as a language-independent application
with interchangeable sets of rules and exercises.
Internally, they are stored in a human-editable XML
format, which allows us to quickly add and modify
exercises and grammar rules.
We conducted the first experimental study with a
group of 21 Japanese-speaking computer science
students enrolled in an elective English grammar
course (Park et al., 2016). The students were divided
into two groups, where the first group G1 (the
control group) studied two grammar-related topics
using a conventional textbox (Murphy, 2012), while
the second group G2 relied exclusively on
WordBricks, understanding the rules of English
grammar by playing with shaped words and sentence
CSEDU 2017 - 9th International Conference on Computer Supported Education
472
elements. For both topics, the WordBricks group
(G2) showed greater improvement, based on
comparing results with a pre-test and a post-test. The
average score of the WordBricks group (G2)
increased from 15.90 to 24.20 points (out of 30
possible) for the first grammar topic, while the
average score of the control (textbook) group (G1)
increased from 15.18 to 21.00. Subsequently we
conducted a similar experiment with a group of 16
students, where the average score improved from
17.13 to 20.69 for the control group, and from 17.94
to 20.31 for the WordBricks group (see Table 1).
Table 1: Results of the quantitative experiments.
Exp.
No.
Test
type
Group
Group
size
Mean
score
Std.
dev.
1
pre-
test
G1 11 15.18 5.04
G2 10 15.90 4.43
post-
test
G1 11 21.00 5.80
G2 10 24.20 4.02
2
pre-
test
G1 11 6.00 2.72
G2 10 4.20 2.57
post-
test
G1 11 9.18 4.17
G2 10 11.60 2.84
3
pre-
test
G1 8 17.13 3.80
G2 8 17.94 4.64
post-
test
G1 8 20.69 2.91
G2 8 20.31 2.83
These results show that the application can be as
efficient as a textbook, at least, in some
environments. In addition, we collected student
feedback relating to usability the application and
enjoyment of their experiences. As one might
expect, we had some sceptical comments from the
students who were already sufficiently proficient in
their understanding of the rules of grammar and
needed to polish certain subtle points, rather than
playing with the basic sentence elements. Some
students also genuinely prefer books to any types of
mobile applications. However, many remarks were
enthusiastic, mostly from people who like computer
games and technology in general (e.g., “I like
fiddling with a tablet”, “WordBricks is like puzzle
games, and I enjoy to study and play games”.)
5 THE CASE OF IRISH
As we already mentioned, one of the principal
challenges of educational software is to have a
balance between entertainment and sufficient
educational value. We believe that WordBricks has
the potential to become a balanced system that
implements most basic grammar rules while
attracting the users with puzzle-like interaction.
Game-like aspects are especially important for
the learners with low motivation to study, and can
help to keep learner interest at an acceptable level.
Currently we are conducting experiments with
integrating WordBricks into Irish language classes
in the Republic of Ireland. In addition to the task of
adapting WordBricks to a language with a very
different grammar compared to English, we have to
deal with limited learner interest in the subject itself.
Irish is a compulsory subject in schools, but the
attitude towards the language is a complex issue.
The vast majority of people in Ireland are first
language (L1) English speakers, with only a very
small minority (3%) using Irish as a community and
household language (Government of Ireland, 2006).
These Irish speakers are bilingual (Irish/English) and
there is no communicative need to learn Irish
(Watson, 2008). Most Irish school children attend
English-medium schools, with only 6% attending
Irish-medium schools (Gaelscoileanna, 2016). While
the overwhelming majority of population of Ireland
(82%) believe that Irish should be taught in schools,
only 43% think that Irish is more important than a
foreign language. Many parents would like to see
their children learning a ‘useful’ foreign language
such as Chinese or Spanish. Furthermore, only 29%
of population believe Irish language education
should extend as far as to include some subjects
taught in Irish (Darmody and Daly, 2015).
Consequently, many learners tend to struggle
both with the language and with lack of motivation;
furthermore, parents often cannot help their children
with Irish as they are not proficient themselves or
have never learnt the language themselves (this
especially concerns immigrant parents). The
resources available to learners generally fall into two
categories: high-quality language resources with
limited interactivity or ‘fun’ resources that may have
inaccuracies. For example, the government-
supported organization Gaelscoileanna Teo provides
a website, irishforparents.ie, intended to support
parents whose children attend Irish-medium schools.
Its resources are of high quality, but for the most
part, static (although it has some interactive
vocabulary activities). WordBricks aims to provide a
high-quality, linguistically accurate resource that is
also appealing to learners. The Irish WordBricks
application is suitable for both traditional learners
(i.e., school-going children) and parents/adults.
The initial version of the Irish WordBricks
application deals with some of the basic constructs
of Irish that learners must master, yet find difficult
due to the fact that they have a different structure
Learning Language Grammar with Interactive Exercises in the Classroom and Beyond
473
than English. Most classroom-based teaching of
Irish follows the traditional model of books,
workbooks and teacher-led activities. These teaching
methods can have an impact on the motivation to
learn Irish (Hickey and Stenson, 2011). In recent
years, there has been greater emphasis placed on oral
and aural aspects of the language, but for students,
the lessons tend to be of limited interest and not
particularly enjoyable.
The Irish WordBricks application enables
learners to construct their own grammatically correct
sentences in Irish. It helps to reinforce the different
word order in Irish, as the learner cannot make
incorrect sentences, as only correct blocks will fit
into the required part-of-speech holder. For example,
“I have a hat” is “Tá hata agam” in Irish (literally,
“Is a hat with me”), and learners can find this
structure difficult, especially as they may try to map
the Irish words onto the English sentence structure
(see Figure 2).
Figure 2: Irish ‘have’ construction in WordBricks.
The initial version of Irish WordBricks has been
trialled by both parents and young learners. The
young learners reported that they enjoyed using the
application and they found it easy to use. They
thought it would be useful for learning Irish.
Without prompting, one young learner suggested
that there could be more vocabulary words so
students could make more interesting and longer
sentences (the initial version included a limited
vocabulary so that learners could focus on structure).
The young learners suggested that the application
could be used for learning various types of
sentences. When asked if they would use the
application out of school, they said they might and
that they would like a new topic each week.
Initial feedback from parents has also been
positive. Parents whose children attend an English-
medium participated in an Irish course for parents.
Some parents had spent 13 years learning Irish (in
both primary and secondary school), but had very
limited mastery or recall of the language. There were
also several immigrant parents who had never
studied Irish before, but they were usually multi-
lingual and were comfortable with other languages.
The parents enjoyed using the application and
thought it was a very good idea to have such an
application for Irish. Several parents reported that
they struggle to help their children with their Irish
homework and have tried in vain to find something
useful for them as parents to either revise their
knowledge of Irish or learn it from scratch in the
case of immigrant parents. They thought the
application would be very useful for their children
and would like their children to use it at home.
Several primary school teachers also reviewed
Irish WordBricks. They have extensive experience
of teaching Irish and are very aware of the need to
use modern tools and techniques in (and outside) the
classroom. They were positive about the application
and thought that it would be a useful tool in their
classroom. They liked the interactive element of the
application and thought it would appeal to their
students. Even though Irish WordBricks was initially
designed for a single user in an independent learning
situation, the teachers plan to use the application in
the classroom with their students. They will ask
students to form sentences using the classroom
computer so that all students can see and become
familiar with the grammatical structure being
studied.
The next version of the Irish WordBricks
application will incorporate new constructs
requested by the primary school teachers. It will be
deployed with students between 10-12 years of age,
and the application will be used during their normal
Irish language lessons. Our preliminary experiments
showed that both parents and children enjoy playing
WordBricks and think that such game-like approach
is helpful for them to deal with beginner topics. In
our turn, we are working to keep WordBrick
exercises consistent with actual school curriculum
and provide a practical instrument for the needs of
teachers and learners alike.
6 CONCLUSIONS
Designing good educational software is a complex
task that can be accomplished only if several goals
CSEDU 2017 - 9th International Conference on Computer Supported Education
474
are achieved. First, the educational system has to be
attractive, which may require gamification in some
cases, but at least it requires a pleasant and smooth
user experience. Interacting with a good program
should be a joy on its own. Second, it has to include
learning materials of sufficient quantity and quality
to justify the use of software rather than the
traditional medium. Third, it should provide a
personalized and teacher-independent experience.
Observations show that the learners, not the
teachers, often become the early adopters of new
technologies and new ways of learning.
We are trying to design a software tool for
practicing natural grammar rules based on these
principles. We introduce subtle gamification with
little visual effects but with a deeply integrated
model of user interaction; we are working on the
implementation of a sufficient number of
grammatical rules for novice learners, and have put a
heavy emphasis on independent, out-of-class
activities for learners. The preliminary experiments
conducted in Japan and Ireland are promising,
making us believe in the potential of such an implicit
game-like approach to the learning of natural
language grammar.
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