Vocabulary Mashup using Online Resources and Games for
Vocabulary Training at School
Georg J. Schneider
a
and René Ackels
Department of Computing, Trier University of Applied Sciences, Schneidershof, Trier, Germany
Keywords: e-Learning Hardware and Software, Children's Education using Computer Support and K12 Students,
Mobile Learning (M-learning).
Abstract: This paper describes a general architecture and an implementation of a mobile system that helps teachers and
pupils at school to learn vocabulary of a foreign language for specific lessons. The system can be setup in a
flexible way that that either vocabulary from an arbitrary course book or individual vocabulary sets can be
specified as input by a teacher. Accordingly it can be adapted to the curriculum of a class. Furthermore the
system keeps user information at an own server for security reasons and it does not cause any additional costs,
e.g. for additional vocabulary sets. Online resources like synonym and antonym services, definition services
or pronunciation services are integrated into the system for providing further learning activities. Finally game
based elements shall make the learning activities more attractive to the students. The progress of the learning
process will be provided for pupils and teachers. The system is targeted to facilitate the processes in a German
school environment.
1 INTRODUCTION
Learning a non-native language at school is a task that
almost all pupils have to deal with during their school
education. In order to be proficient in a language,
pupils have to master grammar and vocabulary of that
specific language. Especially learning a vocabulary is
a task that is often regarded as arduous and boring.
However without knowing the vocabulary a language
cannot be learnt. Tschirner (Tschirner 2003) points out
that “Beginners need a lot of vocabulary and this as fast
as possible, so that they can also learn by reading and
listening on their own.”
In our paper we want to tackle this task in way that
adolescents have a more playful approach to the
vocabulary learning using one of their favourite
devices, their smart phone (Anderson and Jiang 2018,
p. 2), (Ebadi and Bashiri 2018), (Kukulska-Hulme
2018), (Godwin-Jones 2014) and (Qun 2014).
Looking at the use of smartphones we can see that
beneath the use of social media, games play a
significant role for this group (Anderson and Jiang
2018, p. 9). Especially (Kapp 2014) shows a positive
impact of gamification on the learning outcome.
(Papadakis 2018) looks in more detail into the choice
a
https://orcid.org/0000-0001-7194-2394
of games for learning situations. (Cruaud 2016) regards
the effects of using gamification in the context of
learning a foreign language in more detail.
Hence the idea is to combine these two trends in a
smart phone app using different game based
approaches for the learning process.
The general way of learning a vocabulary is a list
of words with their translations. Often several aspects
are not taken into account like the pronunciation or the
fact that a word has different translations, i.e.
synonyms that have the same meaning but are not used
in the belonging text or lesson. On the other hand there
are situations where it is beneficial to know not only
the word but also the opposite, the antonym.
Sometimes neither of this information is helpful. In this
case a definition of the word is needed or even a
picture.
Using a smart phone with internet connection can
help to overcome these challenges, since there are
websites that offer exactly these services (for free).
Therefore there is not really a need to enter this
information again. The pronunciation is mostly
available not only as phonetic transcription also as a
sound file spoken by a professional native speaker.
Webpages for synonyms and antonyms are also
Schneider, G. and Ackels, R.
Vocabulary Mashup using Online Resources and Games for Vocabulary Training at School.
DOI: 10.5220/0007763305190526
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 519-526
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
519
available for many widely-used languages. The same
applies for pictures.
Hence the integration of these services in an
application has an additional benefit for the learner.
As another issue we want to address the question of
vocabulary acquisition. Usually the vocabulary, a pupil
has to learn, belongs to a text or a lesson. Concerning
vocabulary sets belonging to a unit in a course book,
resources may already be electronically available.
Looking at a specific text, there may either be a printed
list given to the learner or the student has to create this
list on her own. Our approach aims at supporting
different strategies for this task. Building a vocabulary
set for the app using an authoring interface is one way.
Another way is the acquisition of the vocabulary using
photos or scans of a list and supporting the process
using an OCR (optical character recognition, i.e.
extracting text from an image or a photo) software for
example.
In general the system must be easy to set up and to
use for the pupils and for the teachers in order to be
used daily in real school environment, where neither of
them has the time to deal with complicated
administration processes of the software.
While working with the system, the progress of the
learning process shall be accessible to the learner and
the teacher. The learner can clearly identify her
weaknesses and the teacher has a good overview of the
overall knowledge and progress of the class.
Finally data security is an important topic when
talking about under aged children. Our concept aims at
a system that can be exploited in a school, using the
available infrastructure, so that no data has to leave this
environment. This topic is especially interesting
compared to commercial systems where users have to
trust a third party.
The paper is structured as follows. We will first
start with the related work discussion. Afterwards we
will describe the general architecture of the application
and the implementation for learning the English
language for German schools. Finally we will conclude
with a short summary and the discussion of our future
work.
2 RELATED WORK
The idea to offer vocabulary training on smart phones
or web pages is not new and there are several systems
similar to our approach. (Godwin-Jones, R. 2018)
gives a good overview on this topic. We target the
specific question of supporting the vocabulary learning
at school, where a certain lesson has to be learnt. The
learning is often evaluated in form of a graded
vocabulary test. Hence it is important that the complete
vocabulary of this unit is part of the learning material
and that at least not an extensive list of other words
would belong to this list.
2.1 Related Systems
(Makoe and Shandu 2018) describe the
implementation of an Android app for learning English
vocabulary. (Qun 2014) and (Bor-Tyng 2017) showed
positive effects on the learning process for learning
English vocabulary with their mobile applications.
Since we want to support German pupils we need a
localized user interface. Other commercially available
systems like 24/7tutor or AccelaStudy are also
available only in English. In addition to the question
and answer mode, they offer games as an alternative
learning approach.
A comprehensive overview of existing systems can
be found in (Bárcena et. al. 2015).
Therefore in the following we discuss two
commercial systems available in German that are
suited to our situation.
2.2 Commercial Systems in German
Language
The Cornelsen Vocabulary Trainer (Cornelsen 2019)
offers an App for Android and iOS for learning
languages like English, French, Spanish, etc. The app
offers vocabulary sets as in-app purchase belonging to
lessons of their course books. The vocabulary can be
customized for own purposes, but only on the
individual smart phone. Helping with the
pronunciation of words is integrated trough playing
sound files of these words. The user cannot write the
words using the keyboard, she can only select words
from a list. Furthermore user statistics and sample
phrases are integrated into the system as well. Game
based aspects are realized only on a single user basis.
The user gets a score for each word she could translate
correctly. The faster she is, the higher is the score.
Another application is Phase6 (Phase6 2019). The
system is also strongly related to a German course
book publisher and works together with their books.
The app is available for several languages and offers
vocabulary sets as in-app purchase belonging to units
of their course books. Game based approaches are also
part of the system, like “LiveMatch” where pupils can
play against each other. Additionally the system
provides the possibility to use it from different
interfaces, like PC, tablet or smart phone. Further
vocabulary can be added into the system and the state
is synchronized between all accessing devices.
CSEDU 2019 - 11th International Conference on Computer Supported Education
520
Figure 1: System architecture.
In a learning group mode, a teacher can supervise the
learning advances of the group.
As a summary of those two systems, which are
exemplars for a range of systems, we can see that
users have to pay for the vocabulary they have already
purchased with their books. Furthermore the systems
do not provide the whole range of services that would
be possible by using the already available resources
on the web. Game based approaches are already
integrated for an alternative and playful learning
process. However adding additional games is only
possible for the publisher. Finally and most
significantly, the systems are strongly tied to the
publishers. Switching from one publisher to another
is neither supported nor intended.
2.3 Conclusion
As a consequence we will suggest an open platform
that can integrate freely available online resources in
order to build a system using different services that
are useful for the learner, including game-based
aspects.
The general idea of the usage is that teachers can
easily integrate the system in their school lessons,
ideally by taking a picture of the vocabulary that the
class shall learn. Furthermore they shall have an
overview of the progress of the class with that
vocabulary.
The learners shall be able to select lesson and start
learning, either individually in a traditional question
and answer mode or using a game. Furthermore they
shall be able to challenge their classmates using the
offerings of the system.
Another aspect in a school context with younger
children is the security of the data. Even if teenagers
are rather unthoughtful about giving away
information in their social media profiles over the
internet, schools and parents are sensible when it
comes to storing personal data. This fact urges for a
solution, where the application and the personal data
is under full control of the school.
3 TECHNICAL CONCEPT
The idea of our application is to support the learning
of the vocabulary for a foreign language. As we
mentioned in the beginning, we want to create a
flexible architecture that offers several services. The
services range from the vocabulary acquisition i.e. the
authoring over the integration of pronunciation
services, synonym/antonym services or word
definition services until to the game-based approach
that shall offer a playful touch to the learning task.
The general architecture is shown in figure 1. The
architecture illustrates that the app communicates
with external services using the HTTP-protocol. An
interface should be defined in a way that changes in
the services API or switching from one service to
another will not affect the core implementation of the
app for providing a flexible integration of different
services supporting different languages.
interface ISynonym {
List<String> getStringList
(String word);
}
The code shows a basic example of an AIDL
specification of the interface for the synonym service.
Other services would look similar. The pronunciation
service however returns an URI for the media file.
Especially minor changes in the APIs of the
connected services have already appeared during the
realization of our prototype. Therefore a separation of
the two sides using an interface helps keeping the
implementation modular and flexible.
Vocabulary Mashup using Online Resources and Games for Vocabulary Training at School
521
Figure 2: User interface for vocabulary input (left), display of synonym and pronunciation (middle) and query (right).
User data and vocabulary resources are located on
a web server belonging to the system. User data are
needed for personal achievements like high scores or
group games. The vocabulary can easily be updated
and changed for a whole class when it is stored on a
server instead of the individual device. Furthermore an
additional authoring interface can be realized for more
powerful input devices.
The integrated games use the vocabulary resources
and offer playful approaches on top of the traditional
question-and-answer task. The user profile keeps local
user information and is also updated with information
from the User Management.
Finally the vocabulary acquisition can be realized
in different ways. On the one hand a traditional
authoring interface can be provided with input fields
for the word and its translation. Maybe the publishers
of the course book may offer an electronic export
service in a way that the vocabulary can be gathered
automatically. Finally a service where the user will
take a photograph or scan a side with words and
processing it with OCR may be an additional way to
make the acquisition of the vocabulary more
comfortable.
4 IMPLEMENTATION
The implementation is divide into the server and the
client part, the app.
An overview of technical implementation aspects of
this type of systems is given in (Godwin-Jones 2011).
4.1 Server Side Implementation
Our implementation is based on an Ubuntu Server
with a MySQL database. The database is used to store
the vocabulary, which is associated with an ID
specifying the set, e.g. the lesson.
The user data is the general information about the
user as well as the score. Furthermore the information
about group games is stored, in our case the duels.
More specifically we store the information about the
duel type, requested duels, accepted duels and
finished duels. The duel type refers to either an
identifier belonging to a set of words that has to be
translated or to one of the games that exists on the
smart phone.
The programming language PHP is used on the
server side. The queries are SQL statements executed
from a PHP script. The results are communicated to
the client in the JSON format.
4.2 Client Side Implementation
The client sides is implemented as a native Android
app. Android has been used as a first target platform
since it has a market share of more than 75% by
December 2018 (Statcounter 2019). Furthermore we
support learning the languages English and also
Spanish for a German user in our first version.
The user interface is an Android activity that
serves as an entry point for the app.
The vocabulary acquisition is realized in our first
version as a layout with two input fields (see figure 2).
CSEDU 2019 - 11th International Conference on Computer Supported Education
522
Figure 3: Vocabulary games: Hangman (right), word search puzzle (middle) and duel request (right).
More sophisticated possibilities are planned for
the future. After entering the vocabulary, the words
can be queried in both ways, foreign language to
mother tongue and vice versa. Figure 2 shows on the
right hand side a several choices for the translation of
a German word. The user has to push on the button
with the correct answer. Another possibility not
shown in the picture is a text input where the user has
to use the soft keyboard of the smart phone to enter
the word. At the beginning of the vocabulary training,
the user can configure how many times she will be
asked for each word. The presentation of the words is
random.
The screen in the middle of figure 2 shows three
additional buttons. One button will display the
definition, the other button will show synonyms and
the third button will launch the media player that
pronounces the word. These features are realized
using external services that are freely available in the
internet.
The definition service is realized using
Dictservice” (Dictservice 2019). The service is
available only for a limited amount of requests
without further agreements, which was sufficient for
our prototype. Requests can be submitted in the
easiest way through an HTTP GET request and
encode the word in a URI. The following request will
look up the definition of the word “house”.
http://services.aonaware.com/DictSer
vice/DictService.asmx/Define?word=house
Afterwards the response has to be parsed in order
to extract the definition and to be rendered in the user
interface.
The synonym service is realized in a similar way.
“Datamuse(Datamuse 2019) offers the possibility to
send requests to a server asking for synonyms. The
free version is limited to 100,000 requests per day.
Requests can also be submitted as an HTTP GET
request with the word encoded in the URI. The
following request will look for synonyms of the word
“house”.
http://api.datamuse.com/words?rel_sy
n=house
The response is encoded in the JSON format and
has to be processed in the client in the same way as it
has been done for the definition service.
The last external service that is integrated into the
app is the pronunciation service. In this case we have
used Miriam-Webster (Miriam-Webster 2019). Their
Merriam-Webster dictionary API is free for non-
commercial use under 1000 queries per day. We use
the reference to the sound file to invoke the media
player.
The playful approach for the vocabulary learning
app is realized as a number of games that are
integrated in the app. The app is designed in a
modular way so that further games can be added in
the future. Right now we have implemented the
games Hangman”, a word search puzzle and the duel
(see figure 3). However the duel is more a multiplayer
Vocabulary Mashup using Online Resources and Games for Vocabulary Training at School
523
mode for all of the games and the general vocabulary
query as a game of its own.
Hangman is a game where the user has several
attempts to find the correct translation for a word. In
our case she has five possibilities. The user gets
feedback on the progress of the game through the
stepwise creation of the final picture. Different
characters are offered underneath the word and the
leaner has to push the button with the correct
character starting with the first letter.
The word search puzzle is matrix of characters,
where a word from a unit is hidden either horizontally
or vertically. In this case a learner has to find the word
and swipe with her finger over the word.
The duel mode is way to challenge another user in
order to see who is more proficient on the vocabulary.
As the word duel says, it is a two player game. The
traditional vocabulary query can be selected for
challenging another learner. The games can be
selected as well. Each user will be asked the same
vocabulary. The one with the highest number of
correct answers will win.
The learner can access her general score and the
results of the duels at any time.
5 CONCLUSIONS AND FUTURE
WORK
First we will give a short summary of our
achievements. Afterwards we will talk about the open
questions and improvements of our concept.
5.1 Summary
In this paper we have presented an app for learning
vocabulary. The app is targeted at young learners in a
school context. The general idea is that learners can
use their smart phone in any situation to rehearse their
vocabulary.
Additionally we target the integration and import
of vocabulary for specific lessons or texts. Therefore
the app is flexibly usable since it has neither
additional costs for the vocabulary nor is it tied to a
specific publisher.
On top of the basic vocabulary query we have
implemented a couple of games in order to make the
process of vocabulary learning more entertaining.
Especially the duel mode offers the possibility to not
only work alone on the learning but also to compare
their proficiency with other learners.
Freely available web resources have been
integrated into the system as well. Therefore not only
the vocabulary is displayed but also definitions,
synonyms, antonyms and the pronunciation without
having to enter all this information manually.
Compared to the commercial systems our
approach has the functional advantage that services
like finding synonyms, antonyms or word definitions
are included. Since we use a modular approach
further services or games can be integrated easily, as
we will suggest in the following section. Furthermore
teachers can select books of different publishers or
they can even use vocabulary for special purposes
like newspaper articles or classic literature.
Additional games can be implemented as well.
Finally data security aspects can be tackled in the
school environment in a way that no information is
transferred to third parties.
5.2 Discussion and Future Work
In the future we have to deal with several questions.
First of all we have to evaluate if our concept and the
belonging system are really useful in the school
context. We have only just finished the
implementation of the system and were not yet able
to conduct a user study. Our research hypothesis will
be:
(A) Students have more pleasure in the
vocabulary learning
(B) Students perform better in regard to
memorizing vocabulary compared to the old-
fashioned approach using a book.
Even though there are already analyses of
applications using gamification aspects, as we have
stated in the introduction, we have to see if this is true
for our implementation as well. Therefore a careful
evaluation with a group of pupils is needed to see if
our hypotheses are correct.
Primarily the integration of such a tool in school
lessons in a way that it fits the didactic approach of
the teacher is crucial (cp. Papadakis, Kalogiannakis
2017) in order to gain the acceptance of the educators.
Therefore our next step is a discussion with teachers
for foreign languages.
Afterwards a comparative user study with pupils
has to be conducted. The prerequisite for our
hypothesis (A) is the evaluation of the acceptance of
our system. Beneath the general user interaction with
our app, the integrated web services must prove to be
reliable. They must produce the correct results for the
requests as well. When it comes to dropouts, mistakes
or ambiguous results the reaction of the learner has to
be evaluated carefully in order to make sure that the
system behaviour does not produce negative effects
on the learning process. Then we can start comparing
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the effectiveness of our system compared to other
methods.
A future research question would also be the
proficiency of the learner with the vocabulary if
possibilities like synonyms, antonyms, definitions
etc. are integrated easily accessible into a learning
environment. It is imaginable that users acquires a
deeper understanding of the words and can use these
word more appropriate.
From a technical perspective there are several
additional features we want to realize. Some of the
commercial systems show photos instead of words
and the user has to find the translation. An integration
of such a service is possible in the same way as we
have integrated the other web services. For example
Unsplash (Unsplash 2019) offers a photo search
service under similar conditions.
While listening to a native speaker is one point,
speaking a word correctly is a further challenge.
Voice recognition would therefore be another option
to exploit, e.g. using the service from the Duolingo
(Duolingo 2019).
An important point in relation to the web
integrated services in general is the free usage of these
services. If the user had to pay for the services it
would lead to the question if the system will remain
affordable. Especially, an important advantage of our
implementation would be challenged. At this point
issues about framework agreements would arise,
which should be dealt with. However these are topics
we would have to discuss with legal experts.
Additionally versions for different platforms
would be meaningful for not excluding groups of
learners. A version for iOS would therefore be a next
step and an implementation as web based application
so that a learner is more flexible in the choice of her
accessing device. A careful evaluation of cross
platform development tools like Xamarin or web
based frameworks like React Native must be
carried out as an alternative development basis.
Consequently a synchronization between the devices
would be another challenge.
Finally security aspects have to be evaluated
carefully. The communication as well as the user
specific data has to be secured carefully. Especially
there has to be a policy about the data access that is
strictly integrated into the system, see (European
Union 2016).
On the long run we plan to publish the system as
an open source project. Therefore localization is
another aspect that has to be looked into more detail
in order to adapt the user interface for learners from
other countries to their language.
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