Com put e r ga m e s a nd fore ignla ngua ge voc a bula ry le a rning
Rolf Palmberg
This article reports on the design and results of an experiment the aim of
which was to test the effects of playing with computer games on the
learning of English vocabulary by young, elementary-level,
Swedishspeaking children. The article also discusses the role of computergames as
teaching aids in the foreign-language classroom.
Introduction
and aim
The experiment
Subjects
Of all the various criteria used when selecting vocabulary
for presentation
to learners of second or foreign languages,
the question of language needs is of
special
importance
when it comes
to beginners.
Ashton-Warner,
for
example,
while teaching
English as a second language
to 5-year-old
Maori
children,
soon found that the textbooks
she was supposed
to use were
completely
wrong for most of them in terms of culture
and motivation.
She
then started to ask the children to make lists of words that they wanted to be
able to read and write. Using such word lists as their first working material,
the children rapidly built up a large vocabulary
which was relevant to them
(Ashton-Warner
1980).
Applying
the principle
of language needs to vocabulary
selection means,
as described
in Nation ( 1983: 16), that the vocabulary
selected must satisfy
all important
everyday
needs of communication,
or, more specifically,
the
learners’ personal
needs, social needs, thinking needs, labelling needs, and
classroom
and teaching needs. However,
in classroom
situations
where the
language taught has the status of a foreign (as opposed to second) language,
the individual
interests
of the learners,
rather than communicative
needs
proper, often determine
what words they actually learn.
Thus, in a study requiring
Swedish-speaking
beginners
of English
to
write down as many English words as they could think of that began with
given letters, it was found that the words that were immediately
accessible
to the learners were, in general, words that had been repeated
regularly
in
class or introduced
recently in the class textbook.
Any variability
in their
on the other hand,
could largely
be
vocabulary-production
patterns,
explained
by the individual
interests of the learners,
especially
rock music,
but also computers
and computer
adventure
games (Palmberg
1987c).
Using computer
games and learner interests as a starting-point,
reports on an experiment
carried out with the aim of studying
children’s
interaction
with
computers
on their
learning
vocabulary.
this article
the effects of
of foreign
Two Swedish-speaking
boys in Finland,
aged 9 and 11, participated
in the
experiment.
When the experiment
started
in December
1986, they had
ELT Journal
Volume 42/4 October 1988 ©
Oxford University Press 1988
247
both been exposed
to English in the form of television
programmes
and
popular music. In addition
to this, the 11-year old boy had had three and a
half months of English studies at school (two 45-minute
lessons per week).
The vocabulary
that he had been taught at school comprised
some 180
words, including
the numbers
l-20, the personal
and demonstrative
pronouns, and the most common
interrogative
pronouns.
He had also been
taught the regular plural forms of nouns,
the definite and indefinite
articles,
and the most common
auxiliaries.
The computer game
248
In order to conform
as much as possible to the learners’
young age and
general interests,
a computer
adventure
game, Pirate Cove (Schulak 1986a),
was selected for the experiment.
In Pirate Cove, the player is supposed
to find
a treasure chest hidden on one of ten islands shown on a map. The locations
of the islands change on the map for each game, and along the way, the
player is offered several options.
She or he may go on any island, search
native huts, swamps or sunken ships, or may meet with unexpected
difficulties, such as severe storms or the Sea Monster.
The program
is basically
a text-adventure
game, and in order to take full advantage
of its options, it
is essential
for the player to master the vocabulary
used in the program.
The vocabulary
of Pirate Cove (from now on referred
to as ‘target
vocabulary’)
consists of 118 different words, listed below in their dictionary
forms:
back
can
east
fast
galleon
damage
a/n
captain
eight
Barbary
again
defeat
gem
chest
ahead
enough
fight
go
do
bay
beach
cliff
alligator
exotic
dock
find
beautiful
coast
along
doubloon
Bluebeard comb
and
compass
another
but
continue
any
at
cove
away
current
cutlass
harbour
have
high
hook
hut
if
inlet
interest
inventory
island
it
jewel
jewelry
journey
jungle
key
lagoon
lair
land
list
location
of
old
on
open
other
over
parrot
piece
pirate
press
read
return
sail
sand
sea
search
see
ship
sift
silver
skeleton
snake
some
south
spice
start
storm
stream
swamp
Rolf Palmberg
the
through
to
treasure
map
may
mermaid
monster
must
native
navigation
north
not
nothing
water
YOU
your
way
west
will
win
without
wood
wreck
Of these, eight, list, and old were the only content
words that had been
taught to the 11-year old at school, whereas 66 of the words can be found in
the vocabulary
list of the 1100 English
words which, according
to the
recommendations
made by the Finnish
National
Board of General
Education, constitute
the minimal
basic vocabulary
to be actively known by
pupils leaving comprehensive
school at the age of 16 (Engelska 1978). (From
now on, the 1100 words will be referred to as FNBGE words.)
Procedure
Results and
discussion
The experiment
was carried out in three phases. In Phase One, the testees
were introduced
to Pirate Cove and invited
to play the game for threequarters
of an hour. The experimenter
acted as an interpreter
throughout
the session,
providing
each new word appearing
on the screen with an
appropriate
Swedish equivalent.
When the words reappeared,
he checked
whether
the testees had understood
their meanings
correctly,
making any
necessary
corrections.
Phase Two was conducted
one month later, without
prior notice. The
time allotted was the same, three-quarters
of an hour. The programme
had
not been available
to the testees between
the two sessions.
During
this
session, the testees were asked by the experimenter
to provide any words or
text displayed
on the screen with Swedish translations
or explanations.
As
in Phase One, the large majority of the target vocabulary
appeared
up to 10
or 15 times on the screen in various
contexts,
irrespective
of the game
options chosen by the testees. Furthermore,
the testees were encouraged
to
discuss freely with one another,
and to ask for help whenever
needed.
Phase Three took place one month after Phase Two. Like Phase Two, it
was conducted
without prior notice, and without the testees being allowed
any practice with the computer
programme
between the two sessions. For
this session, however,
instead
of working with the computer,
the testees
were given a list of 50 words selected from the target vocabulary.
They were
asked to give each word on the list a Swedish translation,
or, that failing, to
describe
any associations
triggered
off by the words. To make the task as
easy and unambiguous
as possible,
only concrete
nouns were selected.
The following
words were included
in the test list: beach, coast, harbour,
island, key, map, piece, sand, sea, ship, silver, storm, water, way, wood, alligator, bay,
bluebeard, captain, chest, cliff, compass, cove, cutlass, dock, doubloon, galleon, gem,
hook, hut, inlet, interest, inventory, jewel, journey, jungle, lagoon, lair, location,
mermaid, monster, navigation, parrot, pirate, skeleton, snake, spice, stream, swamp,
and treasure. Of these, only the first 15 were FNBGE words.
Judging
from their performance
during
Phase One, the testees quickly
learned how to read the map and how to navigate on the sea. At the end of
the session they also knew how to search specific areas and were able to list
what items they had gathered
on their journey.
Furthermore,
they could
provide
the large majority
of the target
vocabulary
with acceptable
Swedish
renderings.
In Phase Two, it was evident from the very beginning
of the session that
the testees had a perfectly
adequate
working
knowledge
of the required
procedure
for playing the game. They were fully in command
of how the
game options were related to one another,
and which actions contributed
most efficiently to which sub-goals.
As for their vocabulary
knowledge,
they
seemed to have forgotten
the dictionary
meaning
of about half the target
vocabulary
when asked for Swedish
translations;
words that they did
remember
correctly
were often words that share formal similarities
with
Computergames and vocabulary learning
249
their Swedish equivalents
(e.g. alligator, compass and skeleton), but also others
(e.g. fight and spice).
In a recent paper, Bialystok and Sharwood
Smith illustrate
by means of a
library analogy the difference
between the concepts ofknowledge and control.
According
to them, knowing
what books a specific library contains
plus
access to the library classification
system (i.e. knowledge)
must be distinguished
from retrieving
desired information
from the books at a given
time. Such a retrieval
process
(i.e. control)
involves
the procedure
for
retrieving
information
as well as the speed or efficiency
with which the
library user can put the procedure
into operation
(Bialystok and Sharwood
Smith 1985:105). Thus, in the terms of Bialystok and Sharwood
Smith, it
was obvious
from the performance
of the testees that they had gained
knowledge
of the computer
game during Phase One, and were now working
on gaining
control.
Most of the words that they failed to provide
with
Swedish
translations
they could nevertheless
describe
as being either
names of islands,
specific instructions
or information,
or valuable or worthless possessions.
However,
having been reminded
of the Swedish equivalents of such words, the testees easily reactivated
them in their mental
lexicons
and had little difficulty
in transferring
their existing
pragmatic
knowledge
into receptive
vocabulary
knowledge
if and when the words
reappeared
during the session.
Having received the word list at the beginning
of Phase Three, the testees
immediately
recognized
where the vocabulary
derived from. In the discussion following,
they also managed
to assign correct translation
equivalents
to 35 of the 50 words in the list. Another
ten words were attempted,
whereas
five words
were
left
totally
although
less
successfully,
unattempted.
As in Phase Two, the testees easily recognized
all but one of the words
that share formal similarities
with their Swedish
equivalents,
i.e. sand
(interpreted
as ‘strand’, ‘beach’). E xamples of correctly
recognized
words
with no similarity
to their Swedish counterparts
were cutlass, hook, island, key,
map, mermaid, snake, spice, swamp and wood. Partly correct associations
were
assigned
to three of the words, i.e. gem, lagoon and treasure, in so far as the
testees recognized
them as being ‘some kind of jewelry,
probably
a necklace’ (for gem) and ‘parts of names of islands’
(for lagoon and treasure),
respectively.
Less successfully
rendered
words were beach (interpreted
as
‘nothing’),
lair (‘segla’, ‘to sail’), parrot
‘slåss’, ‘to fight’), inlet (‘inget’,
‘piece of jewellery,
jewel’),
way (‘skatt’,
‘treasure’),
and sea
(‘smycke’,
by
(interpreted
as ‘segla’, ‘to sail’, by one testee and as ‘skatt’, ‘treasure’,
the other).
The five totally unattempted
words, finally, were harbour, hut,
journey, location, and navigation.
As demonstrated
elsewhere
(Palmberg
1987a, 1987b), Swedish-speaking
learners
faced with the task of inferring
the meaning
of text passages
in
English are, irrespective
of their level of English proficiency,
much helped
by the formal similarities
that exist in the two languages.
Not surprisingly,
therefore,
the testees in this experiment
had little difficulty with such words
in the word list. They also managed
fairly well in their attempts
to assign
correct meaning
to the remaining
words in the list, which is worth noting
for at least two reasons: firstly, considering
the young age of the testees and
their very elementary
(or, rather,
virtually
non-existent)
knowledge
of
English,
and secondly,
considering
that recognizing
and understanding
isolated words is generally
thought
to be a much more difficult task than
inferring
the meaning of words contained
in reading passages.
Or, to quote
250
Rolf Palmberg
Crow: ‘any decontextualized
activity is always beyond the bounds of primarily receptive
vocabulary
work’ (1986:246).
The testees,
finally, seemed
to be helped
a lot by having
correctly
assumed
that all words in the list belonged
to one specific,
topically
organized
group of words, that of pirates and treasure
hunting.
Furthermore, while working on the word list, they explicitly
restricted
all suggestions for possible word meanings
to ones which, although
plausible
from a
topic point-of-view,
could not be correct ‘because they had not appeared
in
the computer
game’. The only exception
to this assumed
criterion
was the
introduction
of ‘necklace’ as the possible meaning
of gem.
Summery and
conclusion
With the aid of Pirate Cove, a computer
game intended
for native, Englishspeaking
children,
the testees learned
in only two 45-minute
lessons to
recognize
and interpret
correctly
the major part of the vocabulary
used in
the game, and, while playing,
they demonstrated
ample control
of the
program
pragmatics.
One month later they were still able to demonstrate
a
fairly good receptive
knowledge
of a sample vocabulary
on pirates
and
treasure
hunting
selected from Pirate Cove and presented
to them out of
context.
These findings indicate that computer
games, and especially
motivating
text-adventure
games in a foreign language,
constitute
a good example of
material
that satisfies
the criterion
of language
needs relevant
to young
learners
of that language,
and, at the same time, promotes
vocabulary
learning.
The foreign-language
teacher could therefore
make use of carefully selected computer
games for example in order to introduce
new areas
of vocabulary
to his or her pupils, irrespective
of their previous experience
of the foreign language.
As for the principles
of vocabulary
selection,
it is
obvious that the vocabulary
of the computer
game(s) used must be appropriate as far as the teaching
objectives
are concerned.
In cases where the
program
listings are available
to the teacher (for the listings of Pirate Cove,
see Schulak 1986b), vocabulary
selection will constitute
no problem,
since
he or she could easily increase or modify the vocabulary
contained
in the
game(s)
so as to conform
to any teaching
objectives,
whether
general or
specific.
Computer
games such as Pirate Cove can be used as teaching
aids in a
number of different
ways. They can be used primarily
on a self-access
basis,
thus relieving
pressure
on classroom
time and allowing pupils to work at
their own pace. They can also be used in class, with the pupils working in
groups of two or three on each computer
set, and with the teacher supervising and providing
help when needed. In such groups, every pupil could be
assigned
an individual
task (in addition
to that of the group), for example
making lists of objects
found in specific areas, or statistics on specific events
in the game. Ready-made
worksheets
are very useful for this purpose,
and
the information
thus collected
could later be rewritten
by the pupils (as
homework
or in class) into reports to be read out and discussed
in class.
receptive
vocabulary
activated
in
the
pupils
during
the
Any
computer
session can in this way be practised
and reactivated
in class and
•
gradually
become part of their productive
vocabulary.
Received August 1987
Computergames and vocabulary learning
251
Palmberg, R. 1987c. ‘Patterns
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Virago.
Bialystok, E. and M. Sharwood Smith. 1985. ‘Interlanguage
is not a state of mind: An evaluation
of the
construct
for second-language
acquisition.’
Applied
Linguistics 6/2:101-117.
Crow, J. 1986. ‘Receptive
vocabulary
acquisition
for
reading
comprehension.’
Modern Language Journal
70/3:242-50.
Engelska. Förslag till basmål och basstoff i grundskolan.
Helsingfors
1978: Skolstyrelsen.
Nation, I. S. I’. 1983. Teaching and Learning Vocabulary.
Wellington:
Victoria
University.
Palmberg, R. 1987a. ‘On lexical inferencing
and the
young foreign-language
learner.’
System 15/1:69-76.
Palmberg, R. 1987b. ‘Language
distance
and beginning to read a foreign
language.’
Submitted
to
Journal of Pragmatics.
252
Rolf Palmberg
of vocabulary
development in foreign-language
learners.’
Studies in Second
Language Acquisition 9:202-21.
Schulak, B. 1986a. ‘Pirate Cove.’ Compute! Gazette
4/8:55-6.
Schulak, B. 1986b. ‘Pirate Cove. Programme
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Compute! Gazette 4/8:98-9.
T ha a ut hor
Rolf Palmberg
is Senior Lecturer
in EFL Methodology
at Åbo Akademi
(Department
of Teacher
Education)
in Finland,
where he is responsible
for teacher training
at various levels. He has published
reports and articles
in the fields of applied
linguistics
and EFL methodology, and is co-author
of a book containing
communicative activities
for learners
of Swedish
as a second
language.