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