Lingopolis is a citybuilding game designed to make vocabulary learning fun, social and fast. Motivation Every teacher knows the blank look that learners get when faced with vocabulary they do not know - or very often did know but have forgotten. Learners struggle, in particular, with: ● irregular spelling and pronunciation ● the sheer volume of words ● the ‘treadmill’ of learning words for tests only to forget them straight after the test But, the biggest obstacle learners face is in keeping motivated for the length of time it takes to overcome all these challenges. Lingopolis overcomes this motivation obstacle by: ● turning vocabulary learning into an exciting web-based game ● teaching 3000+ high frequency headwords broken up into accessible CEF-based levels with 1000 words each ● accelerating learning by using proven techniques based on academic research ● powering the learning experience with content from the language learning experts at Cambridge Dictionaries Online The game In Lingopolis players compete to learn words as fast as they can and are rewarded with coins to build a city. The city directly represents the learners’ vocabulary and the more words they learn, the faster it grows with bigger and better buildings. The game also motivates learners to keep practising old words because If they neglect them their city, just like their vocabulary, will begin to shrink. Lingopolis keeps players engaged over the long term by using features made popular in games like Farmville, including: social play, appointment mechanics, loss avoidance and sharing. 1 High frequency words Lingopolis targets the 3000+ high frequency headwords that make up 90% of the words students will encounter in most English texts, web, film and TV content. It includes all the NGSL1 headwords as well as useful words from other word lists2 and selected by teachers. Every headword includes its high frequency senses (based on Cambridge English Corpus data). This means that, in total, Lingopolis teaches 1000 words (senses) per level across fours levels: A1/A2, B1, B2, C1/C2. Learning high frequency words is the key to unlocking a wealth of comprehensible input that will build students’ vocabulary and language skills further.3 It also tackles the ‘blank face’ problem, freeing up valuable class time and empowering students to become independent vocabulary learners. Memory algorithm The pressures of time and student numbers mean that giving individual attention in class to learners who are struggling with vocabulary is not always possible. Lingopolis keeps track of each individual student’s progress, word by word, and uses a memory algorithm to make sure they don’t forget old words as they learn new ones. It does this by using “spaced repetition” to aid memorisation4 by prompting students to practise words at precisely the optimal time to ensure words are retained in their long-term memory. Powered by Cambridge Dictionaries Lingopolis is powered by Cambridge Dictionaries Online with: ● translations ● audio ● easy-to-understand definitions ● example sentences ● CEFR5 levels informed by Cambridge University Press’ English Vocabulary Profile. Practice questions have been created using the Cambridge English Corpus, which contains over 1.5 billion words of written and spoken English from books, papers, websites, conversations, TV and radio. A New General Service List newgeneralservicelist.org/ Neufeld and Eldridge (2009) Common European Lexical Framework 3 Schmitt and Schmitt (2012). A reassessment of frequency and vocabulary size in L2 vocabulary teaching 4 Carpenter et al (2012). Using Spacing to Enhance Diverse Forms of Learning. Review of Recent Research 5 Common European Framework of Reference for Languages 2 Enriched repetition Lingopolis uses a range of multiple choice and active recall questions with receptive and productive styles to progressively “enrich repetition” of each word. Words are established in short term memory with flashcards and multiple choice style questions with a L2→L1 pairs (receptive) followed by L1→L2 pairs (productive). Testing effect Lingopolis’ use of active recall questions engages the ‘testing effect’ to help learners strengthen their long term memory of words. This form of active recall has been shown to be twice as effective at storing long term memories than when compared to traditional restudying alone.9 When learning new words, research shows that the use of translation pairs is preferred by students and more effective than English definitions.6 However, learners who prefer to learn only in English can do so using the English word and its definition instead. Themed wordpacks Lingopolis helps learners by grouping words in loosely themed wordpacks e.g. a ‘shopping’ or ‘travel’ wordpack.10 Learning new vocabulary is weighted towards productive use as this has been demonstrated to outperform receptive learning in promoting productive knowledge.7 This ensures that learners are not introduced to words that are likely to interfere with memorisation if learned at the same time, for example opposites or lexical sets such as a set of months or a set of fruits. 11 Long-term memory of words is strengthened with active recall questions where learners recall words based on a variety of prompts in English, including: definitions, picture, clue and cloze sentence. Learners unlock themed wordpacks as they progress through the game which provides ongoing motivation. By using a range of prompt styles and content Lingopolis: ● uses depth and levels of processing to strengthen the encoding of the long-term memory of words ● exposes learners to words in a variety of contexts / common collocations Mnemonics Soon, learners will be able to create their own mnemonic clues for words that they are finding difficult to remember. These clues will then be replayed to learners each time they get a word incorrect. The keyword method of mnemonics, which will be used in Lingopolis, has been shown to be a highly effective memorisation tool.8 Data driven learning Lingopolis will be an ongoing learning experiment providing live data about real learner performance. The team at Playlingo will use this data to continually test and evaluate the assumptions underlying our learning design and inform future improvements to make learning vocabulary as motivating and effective as possible. Playlingo is a London-based startup. Our team have made award-winning learning games for the BBC, taught English at the British Council and love making language learning that’s fun, social and fast. Folse (2004). Myths about Teaching and Learning Second Language Vocabulary: What Recent Research Says Zhong (2011). Learning a word: From receptive to productive vocabulary use 8 Nation(2001). Learning Vocabulary in another language 9 Karpicke & Roediger (2003). The Critical Importance of Retrieval for Learning 10 Tinkham (1997). The effects of semantic and thematic clustering on the learning of second language vocabulary 11 Nation (2000). Learning Vocabulary in Lexical Sets: Dangers and Guidelines 6 7
© Copyright 2025 Paperzz