Educational Games for Early Childhood
Using Tabletop Surface Computers for Teaching the Arabic Alphabet
Pantelis M. Papadopoulos
1
, Zeinab Ibrahim
2
and Andreas Karatsolis
3
1
Aarhus University, Aarhus, Denmark
2
Carnegie Mellon Qatar, Doha, Qatar
3
Massachusetts Institute of Technology, Cambridge, U.S.A.
Keywords: Educational Games, Tabletop Surface Computer, Language Learning, Modern Standard Arabic, Early
Childhood.
Abstract: This paper presents initial evaluation regarding the use of simple educational games on tabletop surface
computers to teach Kindergarten students in Qatar the Arabic alphabet. This effort is part of the
“Arabiyyatii” research project, a 3-year endeavor aimed to teach 5-year-olds Modern Standard Arabic
(MSA). The paper describes a naturalistic study design, following the activities of 18 students for a period
of 9 weeks in the project. All students were native speakers of the Qatari dialect and they were early users of
similar surface technologies. The paper presents three of the games available to the students, along with data
collected from system log files and class observations. Result analysis suggests that these kinds of games
could be useful in (a) enhancing students’ engagement in language learning, (b) increasing their exposure to
MSA, and (c) developing their vocabulary.
1 INTRODUCTION
Across the Arab world, Classical Arabic (CA), and
its derived form, Modern Standard Arabic (MSA),
used in all formal contexts, is perceived as the
“high” form of language whereas, the local mother
tongues (or “dialects”) are used in daily contexts and
are usually perceived negatively (Ferguson, 1991).
The situation in Qatar is no exception, creating
confusion to students (e.g., Saiegh-Haddad, 2007).
As all diglossic languages, the formal form, MSA is
learned in schools and the informal form, the dialect,
is the mother tongue spoken at home. Thus, the
numbers of geographical dialects are various
(Behnstedt, 2006) if counted by all 22 Arab
countries.
Our work in the “Advancing Arabic Language
Learning in Qatar” project (formerly known as
“ALADDIN” for Arabic LAnguage learning through
Doing, Discovering, Inquiring, and iNteracting, and
recently renamed “Arabiyyatii” for “My Arabic”)
aims at proposing an updated comprehensive
curriculum for the Arabic language – starting from
Kindergarten – that would incorporate up-to-date
didactical methods (i.e., communicative approaches
and collaborative learning) and the use of innovative
educational technology (i.e., tabletop surface
computers).
This research draws extensively upon the works
of Ibrahim (e.g., 2000, 2008, 2009, 2013) pertaining
to Arabs language attitudes, the relatedness of the
MSA to the dialect and the native speakers
awareness, lexical separation as a consequence of
diglossia, the use of technologies in Arabic language
learning, and language planning and education. For
example, in summarizing the current situation of the
Arabic language, Ibrahim (2013) noted that there is
conflict in Arabs towards their language. Native
speakers do not know much about the relationship
between the different varieties of Arabic (dialects)
and the official MSA and they often have trouble
identifying which version is needed from them in
formal education. To make matters worse, the
language teachers often do not receive appropriate
education on how to approach this delicate issue.
The end result, as Ibrahim puts it, is “a native
speaker who is in a life time dilemma” (ibid., p.
360).
The new curriculum tried to address this issue by
applying a holistic approach, offering a rich learning
experience that includes listening, discussing,
writing, storyboarding, and gaming activities. For 9
130
M. Papadopoulos P., Ibrahim Z. and Karatsolis A..
Educational Games for Early Childhood - Using Tabletop Surface Computers for Teaching the Arabic Alphabet.
DOI: 10.5220/0005471701300138
In Proceedings of the 7th International Conference on Computer Supported Education (CSEDU-2015), pages 130-138
ISBN: 978-989-758-107-6
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
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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3 METHOD
3.1 Participants
One of the classes enrolled in the “Arabic Studies”
course was assigned to the study by school
administration. The class had 18 Qatari students (9
boys and 9 girls), natives of the Qatari dialect. All
students were between 5 and 6 years old. Although
students were native speakers of the dialect, they
were novices in MSA. The learning goal of the
course was to teach students fundamental linguistic
skills in MSA such as vocabulary development,
letter production and recognition, and proper
pronunciation.
The total population of the class was available
only 8 days during the course of 9 weeks for various
reasons (e.g., illness). Usually, the actual number of
students in the classroom ranged from 16 to 17.
3.2 Design
The study followed students’ activity in the new
curriculum for a period of 9 weeks (Sep 29 – Dec 4)
and the instructional goal during that period was to
teach students the isolated form of the first 12
Arabic letters (from [ أ ] to [ ز ], considering ‘alif’
and ‘alif with hamza’ two different “letters”). The
design applied in the study followed an naturalistic
study approach.
Usually, a new letter was introduced by the
teacher during the listening and discussion sessions,
followed by writing activities. The games were used
at the end of the class repeatedly, in order to (a) keep
students’ engagement and enthusiasm high, and (b)
enhance retention. To analyze students’ performance
and attitudes, we utilized observations and the
system log files.
3.3 Material
The main instructional goal behind the design of the
educational games was to support students in letter
recognition. In this section, we describe the three
most played games we used in the classroom.
3.3.1 Soundboard
The Soundboard was not a game per se, but we
consider it part of the gaming sessions, since it was
usually preceding the other games. The purpose of
the Soundboard was to mimic the basic function of
the soundboard toy, i.e., teach students how different
objects are pronounced and support them in building
their vocabulary. The interface was compiled by
three main components: (a) the letter bar, showing
34 buttons with all the letters of the Arabic alphabet,
(b) the gallery, containing up to 15 (clip art) images
of objects starting with a specific letter, and (c) the
current item, showing the currently selected image.
Each time a letter was selected, the gallery was
randomly compiled by retrieving images from a
larger pool of images. Spending time in the
Soundboard allowed students to get familiar with the
Figure 1: Soundboard game. 1: Letter bar; 2: Gallery; 3: Current image.
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Figure 2: Bingo game start page. 1: Letter bar; 2: Selected range of letters; 3: Seconds per round; 4: Allowed mistakes per
round.
vocabulary and the images they were going to see in
the games to follow.
The idea behind Soundboard is really simple: the
player selects a letter and a gallery of objects that
start with this letter appears. Each time the player
touches an image in the gallery, the system plays an
audio file representing the correct pronunciation of
the word in MSA. The early version of the
Soundboard was designed to accommodate 4 players
per table (i.e., the screen was divided into four equal
parts). However, the number of simultaneous words
played, and the fact that the classroom proved to be
smaller than needed for the number of tables used in
the project created a noise. Because of this, a new
version was developed with only one player per
table (Fig. 1). To make sure that the sound would be
clear for all students to hear, we added an additional
set of speakers. Finally, the activity was eventually
used only on one table operated by the teacher. The
students were surrounding the table, while the
teacher was standing in front of it leading the first
few rounds. After that, the students were taking
turns in touching images and hearing the
pronunciation in MSA.
3.3.2 Bingo
Bingo was the most played game in the study. It was
introduced first to the students and they preferred it
over the other games we introduced later. The idea is
based on the well-known bingo game, modified for
content and instructional goals. Two teams of
students (typically two dyads) per table play against
each other trying to finish first in order to win. In the
beginning of the game, the teacher chooses the range
of letters that are going to appear in the game, along
with the duration of each round and the number of
allowed mistakes per round (Fig. 2).
When the game starts, the screen is divided in
half with a gallery of 40 clip art images in each side
(Fig. 3). The system randomly populates the two
galleries, drawing images from the pools of the
selected letters. Each round, the system selects a
letter from the selected range and displays it in the
middle of the screen, along with the remaining time.
The round time and selected letter are common for
the two teams. The students have to touch the
images that start with the round letter. If a touched
image is correct, it is replaced with Aladdin’s face
and remains like that for the rest of the game. In case
of a mistake, the face of the Magician (i.e.,
Aladdin’s nemesis) appears, and the object image
reappears in the next round. A round ends, either
when time runs out, or when both teams reach the
allowed number of mistakes. The game ends, when
one of the teams fills the gallery with Aladdin’s
face.
In terms of pedagogy, the students need to act in
three levels, first identify the objects depicted, then
think (or say out loud) what the pronunciation of the
words in MSA should be, and lastly, decide if the
words start with the same sound represented by the
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Figure 3: Bingo game. 1: Gallery; 2: Remaining time and round letter; 3: Aladdin’s and Magician’s faces.
letter. Students’ collaboration in teams and the factor
of competition were expected to increase interaction
and engagement.
At the end of each round, the system was
recording the timestamp, the number of total and
correct touches made, and the round letter for each
team in log files.
3.3.3 Get3
This game is a variation of Bingo described above.
The main differences are that Get3 is played
individually, and there is no pressure from time limit
or competitiveness. We designed this game to
complement the data we were expecting from Bingo.
In Bingo, it is not possible to differentiate
between the performances of each player, while the
time limit in each round makes the game harder for
students. Get3, on the other hand, allows the
monitoring of individual performances and gives the
opportunity to weaker or introvert students to take
control of the game and apply their own pace. In
addition making the game an individual one
eliminates competition, and this also lifts some of
the pressure the students might feel while playing.
In term of pedagogy, however, both games
follow the same principle for matching a letter to the
starting sound of word. The combination of these
two games would allow us to better understand
student performance in the study.
In the beginning of the game, the teacher, once
again, selects the letter range, along with the goal
score (i.e., the number of correct responses needed
to end the game). The screen is divided in 4 playing
areas (Fig. 4). Each area has a small gallery of 6
images, a round letter, and indications (number and
bar) showing the score. These four areas function
completely independent from each other. The gallery
has always 3 correct and 3 wrong images and it is
refreshed in each round. In case of a correct touch,
the image is replaced by a diamond, while, in case of
a wrong answer, the image is replaced by an “X”.
After three images are touched, the round ends and
the gallery and the selected letter are refreshed by
the system. This means that in each round, a student
can have 0/3-3/3 success rate. The game ends for a
player (but not for the whole table) when the goal
score of correct answers is reached.
The system monitors students’ activity
individually and records the timestamp, the round
letter, and the success rate for each round. Both
Bingo and Get3 were designed to play sounds on
each touch (pronunciation of the words in MSA).
However, because of the noise issues noted earlier in
Soundboard, the sound was muted.
3.4 Procedure
Students have the Arabic Language class 4 days per
week, at different hours. The class typically lasts 40
minutes, however, because students have to switch
classrooms and since there is not always a break
between classes, the actual duration of the class is
usually 30-35 minutes.
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Figure 4: Get3 game. 1: Gallery; 2: Round letter; 3: Total score and score bar.
Gaming sessions were usually taking the last part of
the class (~10’), although, there were also sessions
covering the whole class. Students played some of
the games a few times per week. The class was
controlled by the school teacher, with the principal
investigator of the project also in the classroom to
observe and take notes. The students were
distributed to the 5 available tables in the classroom
by the teacher. Although organizing students into
groups of 3-4 students per table was mostly done
randomly, factors such as gender, interpersonal
relationships, and general student performance were
often taken into account by the teacher, in order to
have a balanced distribution. Group formation and
students’ spots were changing in each class, and,
while it was not encouraged, students changing spots
during a class was not forbidden either. It is
important to note that students’ identities were not
part of the data collected by the tables or the
researchers of the study.
While the number of allowed mistakes (5) and
the duration of each round (20’’) remained the same
for most Bingo games played, the number of letters
selected varied significantly to accommodate
instructional needs. A higher number of letters
means that, respectively, a lower number of images
will appear for each letter in the gallery in the
beginning of the game. This makes the game more
difficult as students have fewer chances to find a
correct image. On the other hand, as students
proceed successfully, finding correct images and
getting the number of remaining available images in
the gallery (i.e., not covered by Aladdin’s face)
much lower, the game gets easier (up to the last
round, where the only available image is also a
correct one).
In contrast, the number of selected letters did not
affect the difficulty level in the Get3, since the
number of correct images in the gallery in each
round remained constant (3 out of 6).
4 RESULTS
Analysis is based on descriptive statistics, while
deeper analysis will be necessary to assess students’
behavior through the thousands of touches recorded
in the study.
Using the tabletop surface computers was easy
for the students. Familiarization phase game was
also short, since students were soon able to use the
system on their own.
Table I shows the results from the Bingo log
files, for each of the 12 total days the game was
played. Students’ performance varied significantly
according to (a) the number of selected letters, (b)
the number of letters that were new and had not been
played before, and (c) their familiarization with the
images of each letter through other games. In
addition, there were in-game factors that could affect
the success percentage. For example, in the
beginning of a game a letter might correspond to 10
correct images in the 40-image gallery, thus giving
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Table 1: Bingo success percentages/per letter/per day.
Day Alif \w h Alif Baa Ta Thaa Jiim Ha Khaa Daal Dhaal Raa Zaay Total
8/10 49.59 41.73 49.54 46.95
23/10 36.90 45.92 43.49 40.63 41.73
30/10 37.86 32.08 32.90 40.83 38.12 36.36
5/11 40.62 31.44 31.04 36.97 35.28 43.58 36.49
6/11 65.91 64.54 65.22
11/11 46.63 43.57 40.57 43.59
13/11 46.39 48.05 50.58 48.96 48.50
18/11 42.49 43.24 46.95 44.69 44.34
25/11 48.45 51.25 50.71 51.41 50.46
2/12 30.23 30.25 48.65 36.08 36.21 47.46 50.16 41.83 32.36 43.91 45.53 47.98 40.89
3/12 42.33 24.74 52.18 42.58 27.74 55.02 69.69 40.56 33.03 21.53 29.45 33.75 39.38
4/12 28.31 32.20 43.92 42.90 31.62 40.53 43.92 27.43 35.66 37.74 56.96 51.39 39.38
Avg. % 37.98 34.05 43.10 40.00 39.15 49.16 49.65 41.81 41.37 39.72 45.84 44.37 42.18
Touches 984 1001 831 754 1156 1547 928 1356 1138 786 495 156 11132
Images 362 341 327 269 580 771 391 582 491 334 224 56 4728
students a 25% chance of success. In this case the
selection of a correct image by the students might
indicate that the students were indeed aware of the
correct answer. As the game progresses, both the
number of available correct images and the number
of remaining available images in the gallery change
randomly (e.g., the sequence in which the system
selects the letters and the number of correct
responses from the students in each round cannot be
predicted). As such, the values presented in Table I
cannot be analyzed as absolute values (in which case
a 40% success rate would mean a mediocre
performance), but only by comparing them to each
other.
One characteristic example of how the number of
selected letters affected students’ performance is
provided on the statistics on 6/11 (marked grey in
the table). When we decided to use only two letters
in the gallery, students’ scores peaked, exceeding
65% - much more than the total average (42%).
Regarding familiarization with the images, it seems
that students had trouble differentiate between the
letters “Alif with hamza” and “Alif”, making more
mistakes when “Alif” was selected.
Get3 was played sporadically a little after we
introduced Bingo. In the beginning, not all students
wanted to switch from Bingo to Get3, because they
enjoyed more the collaborative nature of the first
one. We asked the teacher to organize a few gaming
sessions during the last week of the study, having all
students playing the game. During these sessions, we
gathered data for the first 8 letters (Fig. 5).
When reading the statistics, one has to have in
mind the expected percentage in each occasion. As
we mentioned earlier, several factors affect students’
performance. Therefore, numbers in the two games
should not be directly compared, but correlated.
Results showed that students were able to recognize
all the letters adequately, scoring once again lower
in the letter “Alif” and corroborating the finding we
had from analyzing Bingo data.
One more important note regarding the results is
that the games used a pool of 600+ clip art images,
and these images appeared thousands of times over
the course of 9 weeks (e.g., 4728 just in Bingo). This
extensive exposure to images and words is very
important, especially if we take into account that
students considered learning through these games as
a reward for successfully completing other tasks,
such us writing and discussion.
Figure 5: Students’ success percentage in Get3 game.
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Regarding students’ attitudes towards the new
curriculum, the positive feedback we received was
evident in many forms. For example, many students
asked us to develop versions of the games for their
tablet computers, “so that they could play at home”
as they stated. The students were rushing to the
“Arabic Studies” classroom, contrary to what
typically happens for other classes, where students
are escorted to a classroom following behind a
teacher in a single-file line. Parents, teachers, and
students of other classes (both from kindergarten and
the co-located primary school) expressed a vivid
interest in participating in similar activities, while
the activities of the project recently attracted
attention from Media in the region (e.g., Gulf News,
2014; Gulf Times, 2014).
On the down side, some of the images used in
the games were causing confusion to the students
regarding the words they were depicting. The use of
sound would be enough to clear this issue for the
students, however, as we mentioned earlier, sounds
had to be muted to avoid noise in the classroom.
Finally, the number of the students in the study was
easily accommodated by the number of available
tables. In case of a larger group, more tables would
be necessary to keep every student active. After
observing students’ activity during 9 weeks, be
believe that it would be challenging for the teacher
to manage a class in which some of the students
need to wait for their turn in the tables.
5 CONCLUSIONS
The papers presented the initial analysis of the data
gathered in the gaming activities of the ALADDIN
project. Acceptance and engagement was very high
and there are strong indications for the effectiveness
of the approach. However, improvements are also in
order. First and foremost, due to the size of the
classroom and the characteristics of the tables, most
of the activities were lacking audio feedback. A
larger space would allow us to have a better control
of the sound. Second, the pool of images (and the
words they depict) needs to be revised and
expanded. Results showed that the students saw each
image numerous times. Using more images would
make the games even more interesting and would
enhance students’ vocabulary.
Indeed, we are already in process of developing
additional games, expanding our initial learning
goals and including games recognition and
production of word and small sentences. In the
meantime, modifications and improvements are also
under way for the games we presented here.
Finally, it is already in our intentions to develop
tablet versions of the activities. It would be
interesting to see whether this approach would
increase students’ engagement with the material and
whether the lack of a shared interface would affect
students’ performance and attitudes. However, it is
certain that the tablet versions would allow for
project deliverables to be better disseminated into
society.
ACKNOWLEDGEMENTS
This work has been funded by a grant from QNRF
(Qatar National Research Fund), NPRP Project 4-
1074-5-164 titled “Advancing Arabic Language
Learning in Qatar”.
The authors would like to thank Christos-
Panagiotis Papazoglou and Sachin Mousli for their
contribution in the development of the games
presented here. They also thank Jamila Al-
Shammari, the class teacher; Hanan Mohamed for
developing further the games, including new ones
for future studies; Zahra Moufid for helping in
gathering the content (images and words) used, and
Sara Shaaban for the designing the images related to
the Aladdin folklore story.
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