An Evaluative Checklist for Computer Games Used for Foreign Language Vocabulary Learning and Practice: VocaWord Sample

Bu makalenin amacı yabancı dil öğretimi ve öğreniminde oyunların kullanımına dikkat çekmek ve bilgisayar destekli dil öğreniminde ve/ya geleneksel sınıf ortamlarında (her dilde) yardımcı materyal olarak kullanılabilecek yeni bir oyun öne sürmek ve yabancı dil öğretiminde yaygın olarak kullanılan başka iki oyunla geliştirilen oyunu kıyaslamak. Bilgisayar destekli dil öğretimi sistemleri için ve özellikle sözcük öğrenme yazılımları için bir kontrol listesi önerilmiş ve VocaWord adlı oyunun değerlendirilmesinde uygulanmıştır. Hazırlanan kontrol listesinin oyuna uygulanması sonucunda daha çok ticari amaçlı olarak hazırlanmış ve öğretmenler ile yabancı dil öğrenenler tarafından geniş çapta kullanılan Scrabble ve Taboo oyunlarının zayıflıklarının yarısı kadar zayıf yanı bulunduğu ortaya çıkarılmıştır. Bu sonuç VocaWord oyununun gelecek vaat eden ve oldukça etkili olabilme potansiyele sahip bir oyun olduğunu ortaya koymuştur. Bu çalışma bilgisayar destekli dil öğrenimi alanında kullanılabilecek daha fazla eğitim amaçlı oyunun geliştirilmesinin gerekliliğini vurgulamaktadır.

The purpose of this paper is to draw attention to the use of games in FL teaching and learning, and to present a vocabulary learning game which can be used as supplementary material in CALL and/or traditional language classes in any language, and to compare it with two other widely used games in FLT. A criteria checklist for CALL systems and more specifically for vocabulary learning software is offered and applied to the evaluation of one game, namely VocaWord. The checklist’s application to the game showed that the weakness of the game is half as much, and the strengths might be twice as much compared to Scrabble and Taboo, which are commercially oriented games widely used by teachers and foreign language learners. These results suggest that VocaWord is a promising game that has the potential to be quite effective. The study underlines the necessity to develop more educational games that can be used in CALL.

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