DESIGN AND IMPLEMENTATION OF COMPUTERIZED WORD GUESSING GAME CASE STUDY OF ENGLISH LANGUAGE

4000.00

ABSTRACT

The term Word Guessing Game covers a range of computer-based packages, which aim to provide interactive instruction usually in a specific subject area, and many predate the Internet. These can range from sophisticated and expensive commercial packages to applications developed by projects in other educational institutions or national initiatives to simple solutions developed by individuals with no funding or support to tackle a very Interactive Tutor problem. The amount of time and money invested in development is high and partly because of the very subject specific nature of the education market as well as the very personalized nature of the teaching process.

Computerized Word Guessing Game is run either straight from a CD or floppy disk drive, or over a network so the constraint of the internet – slow download times for multimedia materials may not apply. This, coupled with the fact that Word Guessing Game technology has been around a bit longer, means that Word Guessing Game packages have the potential to offer more advanced, interactive, multimedia learning experiences than it is currently reasonable to expect from the Web.

ORGANIZATION OF WORK

          This project work is primarily designed to give an insight into Word Guessing Game for English language.

          Chapter one talks about introduction to computer aided learning, Word Guessing Game software system, study of problem and objectives as well as definition of the scope.

          Chapter two comprises the literature review. Chapter three gives the detailed information about the existing (old) system, while chapter four and five deals with the design and implantation of new system.

          Chapter six documents the project work, while chapter seven summaries, conclusion and suggestions were made.

TABLE OF CONTENTS

Title page                                                                                i

Certification                                                                                      ii

Dedication                                                                               iii

Acknowledgement                                                                             iv

Abstract                                                                                  v

Table of contents                                                                     vii

CHAPTER ONE

INTRODUCTION                                                                            1

1.1     Background of the study                                                         1       

1.2     State of the problem                                                      2

1.3     Purpose of the study                                                      3

1.4     Aims and objectives                                                       3

1.5     Scope of study                                                               5

1.6     Limitations of study                                                      5

1.7     Assumptions                                                                 6

1.8     Definition of terms                                                                  7

CHAPTER TWO

LITERATURE REVIEW                                                        8

CHAPTER THREE

  • Description and analysis of existing system                            15
    • Fact finding method used                                                        17
    • Organization structure                                                   19
    • Objectives of Existing system                                        21
    • Input, Process and Output Analysis                              22
    • Information Flow Diagrams                                          26
    • Problems of the Existing System                                   27
    • Justification of the New System                                              28

CHAPTER FOUR

  • Design of the New System                                             30
    • Input Specification and design                                                30
    • Output specification and design                                              32
    • File Design                                                                     34
    • Procedure chart                                                              36
    • System flow chart                                                                   38
    • System requirements                                                     40     

CHAPTER FIVE

  • Implementation                                                              42
    • Program Design                                                             45
    • Program Flowchart                                                        48
    • Pseudo code                                                                            54
    • Source Program: Test Run                                             59

CHAPTER SIX  

Documentation                                                                        60

CHAPTER SEVEN

  • Recommendation                                                           62
    • Conclusion                                                                     64

Bibliography                                                                  65

1.0   CHAPTER ONE

INTRODUCTION

Computerized Word Guessing Game is similar to the experiential model of learning. The adherents of experiential learning are fairly adamant about how we learn. Learning seldom takes place by rote. Learning occurs because we immerse ourselves in a situation in which we are forced to perform. You get feedback from the computer output and then adjust your thinking-process if needed. Unfortunately, most classroom courses are not learning systems. The way the instructors attempt to help their students acquire skills and knowledge has absolutely nothing to do with the way students actually learn. Many instructors rely on lectures and tests, and memorization. All too often, they rely on “telling.” No one remembers much that’s taught by telling, and what’s told doesn’t translate into usable skills. Certainly, we learn by doing, failing, and practicing until we do it right. The computer assisted learning serve this purpose.

If the learning environment is focused on background information, knowledge of terms and new concepts, the learner is likely to learn that basic information successfully. However, this basic knowledge may not be sufficient to enable the learner to carry out successfully the on-the-job tasks that require more than basic knowledge. Thus, the probability of making real errors in the business environment is high. On the other hand, if the learning environment allows the learner to experience and learn from failures within a variety of situations similar to what they would experience in the “real world” of their job, the probability of having similar failures in their business environment is low. This is the realm of simulations-a safe place to fail.

During the past two decades, the exercise of spoken language skills has received increasing attention among educators. Foreign language curricula focus on productive skills with special emphasis on communicative competence. Students’ ability to engage in meaningful conversational interaction in the target language is considered an important, if not the most important, goal of second language education. This shift of emphasis has generated a growing need for instructional materials that provide an opportunity for controlled interactive speaking practice outside the classroom.

With recent advances in multimedia technology, computer-aided language learning (CALL) has emerged as a tempting alternative to traditional modes of supplementing or replacing direct student-teacher interaction, such as the language laboratory or audio-tape-based self-study. The integration of sound, voice interaction, text, video, and animation has made it possible to create self-paced interactive learning environments that promise to enhance the classroom model of language learning significantly. A growing number of textbook publishers now offer educational software of some sort, and educators can choose among a large variety of different products. Yet, the practical impact of CALL in the field of foreign language education has been rather modest. Many educators are reluctant to embrace a technology that still seeks acceptance by the language teaching community as a whole (Kenning & Kenning, 1990).

A number of reasons have been cited for the limited practical impact of computer-based language instruction. Among them are the lack of a unified theoretical framework for designing and evaluating CALL systems (Chapelle, 1997; Hubbard, 1988; Ng & Olivier, 1987); the absence of conclusive empirical evidence for the pedagogical benefits of computers in language learning (Chapelle, 1997; Dunkel, 1991; Salaberry, 1996); and finally, the current limitations of the technology itself (Holland, 1995; Warschauer, 1996). The rapid technological advances of the 1980s have raised both the expectations and the demands placed on the computer as a potential learning tool. Educators and second language acquisition (SLA) researchers alike are now demanding intelligent, user-adaptive CALL systems that offer not only sophisticated diagnostic tools, but also effective feedback mechanisms capable of focusing the learner on areas that need remedial practice. As Warschauer puts it, a computerized language teacher should be able to understand a user’s spoken input and evaluate it not just for correctness but also for appropriateness. It should be able to diagnose a student’s problems with pronunciation, syntax, or usage, and then intelligently decide among a range of options (e.g., repeating, paraphrasing, slowing down, correcting, or directing the student to background explanations). (Warschauer, 1996, p. 6)

Salaberry (1996) demands nothing short of a system capable of simulating the complex socio-communicative competence of a live tutor–in other words, the linguistic intelligence of a human–only to conclude that the attempt to create an “intelligent language tutoring system is a fallacy” (p. 11). Because speech technology isn’t perfect, it is of no use at all. If it “cannot account for the full complexity of human language,” why even bother modeling more constrained aspects of language use (Higgins, 1988, p. vii)? This sort of all-or-nothing reasoning seems symptomatic of much of the latest pedagogical literature on CALL. The quest for a theoretical grounding of CALL system design and evaluation (Chapelle, 1997) tends to lead to exaggerated expectations as to what the technology ought to accomplish. When combined with little or no knowledge of the underlying technology, the inevitable result is disappointment.

  1. STATEMENT OF PROBLEM

Owing to:

  • The difficulties people face during learning.
  • The vast scope of English language.
  • Inability of some people to understand English language pronunciation.
  • Improper ways of enlightening people on English language.
  • Lack of conducive environment for learning.
  • Time wasted in impacting English language knowledge to the people.

The need arise for the development of software for computerized Word Guessing Game on English language in order to solve these problems.

DESIGN AND IMPLEMENTATION OF COMPUTERIZED WORD GUESSING GAME CASE STUDY OF ENGLISH LANGUAGE