weeks during the Fall semester 2013, we tested the
new curriculum in a private Kindergarten of the
Qatar Academy in Doha, Qatar. The instructional
goal during this study period was to teach a class of
5-6 year-olds the Arabic alphabet and enrich their
vocabulary in MSA. The paper focuses on the use of
the educational games, specifically designed and
developed for the project.
2 BACKGROUND
2.1 The Arabic Language
The Arabic alphabet consists of 28 consonants, 3
long vowels, and 3 short vowels. Short vowels are
not written within the word, but either above or
below the letter. Arabic writing has four major
characteristics that distinguish it from other
languages: (a) writing is from right to left, (b) most
letters are connected in both print and handwriting,
(c) letters have slightly different forms depending on
where they occur in a word (isolated, initial, medial,
and final form), and (d) Arabic script consists of two
separate “layers” or writing: the first is the basic
skeleton made up of consonants and long vowels,
and the second is the short vowels and other
pronunciation and grammatical markers.
As far as pronunciation is concerned, Arabic has
one-to-one correspondence between sound and
letter, while the writing system is regularly phonetic
meaning that words are generally written as they are
pronounced.
While teaching the Arabic alphabet, we focused
on two major issues: recognition and production of
the letters. Production means that the students
should be able to write and pronounce clearly the
letters of the alphabet, while recognition means
audio and visual recognition. The students should be
able to recognize a specific letter in a spoken or
written word. Production in the project was covered
by writing activities and discussion sessions led by
the school teacher (result analysis on the writing
activities can be found in Papadopoulos, Ibrahim,
and Karatsolis, 2014). On the contrary, the
educational games presented here were focused on
recognition.
2.2 Computer Games in Early
Childhood
The use of computer games in educational contexts
has attracted the interest of many researchers
resulting in a very rich literature. Kebritchi and
Hirumi (2008) provide an overview on the
pedagogical foundations of modern educational
computer games. The use of computer games has
yielded encouraging results in motivation,
engagement, knowledge acquisition, collaboration,
and problem-solving in primary (e.g., Meluso,
Zheng, Spires, and Lester, 2012), secondary (e.g.,
Papastergiou, 2009), and tertiary education (e.g.,
Hainey, Connolly, Stansfield, and Boyle, 2011).
Although there are studies focusing in younger ages
(e.g., Vangsnes, Økland, and Krumsvik, 2012), little
can be found regarding the use of computer games at
Kindergarten. Especially when it comes to the
Arabic context of the project, the use of educational
software or computer games in formal education is
rare, if any.
2.3 Innovative Technologies and
Surface Computers
Tabletop surface computers are a new approach in
learning environments, with research reporting
encouraging results so far. Kerne et al. (2006)
discuss the roles for interactive systems enabled by
touch screen devices in supporting creative
processes and aiding in idea formation. Morris et al.
(2005) examined the educational benefits of using a
digital table to facilitate foreign language learning.
As documented in Piper (2008), the use of
multimodal tabletop displays, as a rich medium for
facilitating cooperative learning scenarios, is just
emerging.
The tabletop surface computers (http://
www.samsung.com/us/business/displays/digital-
signage/LH40SFWTGC/ZA) we use in the project
allowed us to design learning activities using touch
technologies and shared interfaces. The system (also
“table” for the rest) has a 40” touch screen that can
recognize more than 50 simultaneous touch points,
making it possible for several students to interact
and participate in the same activity. The size of the
screen is large enough to support 4 5-year-olds per
table. This was essential in the project, since
breaking apart the traditional setting of a classroom
(i.e., strictly defined by desks and whiteboards) and
allowing students to gather around the tables
increased peer interaction and student participation.
The use of touch technology was essential, since
kindergartners usually lack the ability to use a
computer. On the contrary, the students had already
been exposed to other touch systems, such as
smartphones and tablets both at home (parents’
devices) and at school (each student receives a tablet
pc from the school in the beginning of the year).
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