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Entertainment and Language Learning:
Voice Activated Digital Game and Interactive
Storytelling Trials in Singapore Schools
Tim Marsh
1
, Joo Jin Sim
2
, and Dawn Chia
2
1
Griffith Film School, Queensland College of Art, Griffith University, Australia
t.marsh@griffith.edu.au
2
English Language and Literature Branch,
Curriculum Planning and Development Division, Ministry of Education, Singapore
{SIM_Joo_Jin,Dawn_CHIA}@moe
.gov.sg
Abstract.
We describe the Ministry of Education's (MOE) English Language
Oracy Portal project that aims to make learning English engaging and effective
through the introduction of game-based learning and interactive storytel-
ling/storybooks incorporating automated speech-assessment-feedback mechan-
isms in Singapore schools. In particular, we describe pilot studies and trials
with 720 students and their teachers from twelve schools, and report the most
important findings to inform development to make improvements and recom-
mend strategies for their integration in the curriculum and classroom for the fi-
nal rollout in primary and secondary schools across Singapore.
Keywords:
assessment, studies, trials, serious games, games for learning.
1
Introduction
Game-based learning provides engaging, fun, exciting and entertaining gameplay that
motivates students to learn [1, 2, 3]. Research in the field of applied linguistics also
suggests that motivation is a key factor in language learning [4] and digital games
have been found to possess the potential for motivating the development of speaking
skills [5]. Despite English being officially designated in 1965 as the main language of
instruction within the Singapore education system, Singapore's English Language
Curriculum and Pedagogy Review Committee (ELCPRC) and the Ministry of Educa-
tion (MOE), identified a wide range of language abilities and language use among
Singaporean students and focus groups with employers revealed
“a decline in oral
fluency and writing skills”
among Singaporean employees
.
Therefore, ELCPRC and
MOE identified a need
“to ensure that every student is equipped with the English
language competency and skills needed for learning, for work and for life in a global
economy”.
This paper describes one effort to address this need by introducing a gaming envi-
ronment and an interactive storytelling/storybook in primary and secondary schools to
motivate Singaporean students to improve their oral English Language (EL) skills.
We describe pilot study trials and report on findings before rollout in schools across
Singapore.