Credits
['MarinahToh', 'lookang']
Sample Learning Goals
Project 13b: WebEJS workshop Match the apron, rag, spoon, bowl, clogs and plate Game by Cabrina
https://sg.iwant2study.org/ospsg/index.php/1225"}">https://sg.iwant2study.org/ospsg/index.php/1225 |
Enhancing Vocabulary Learning: An Interactive Word-Picture Matching Game with EJS
In our recent workshop, we explored the educational potential of Easy Java Simulations (EJS) by developing a fun and interactive game designed to help learners improve their vocabulary skills. The simulation involves matching words with the correct pictures, and it required significant modifications to the existing template code to accommodate new images.
The Challenge
The original template provided a straightforward setup where players matched a set of words to identical pictures. Our goal was to increase the complexity and educational value by introducing different images, requiring changes in the code to ensure proper functionality and a seamless user experience.
Creating the Interactive Game
Key Features
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Dynamic Gameplay: The game interface displays several images floating in a kitchen-themed background. The player's task is to drag and drop the correct word to its corresponding image. For instance, in this game version, words like "apron," "spoon," and "bowl" must be matched with the appropriate kitchen items.
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Interactive Feedback: Users receive immediate feedback on their selections. Correct matches increase the score, which is prominently displayed on the screen. Incorrect attempts are not penalized, allowing users to learn from mistakes without frustration.
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Score Tracking: A scoring system encourages users to achieve their best possible score out of a total of 10 points. The interface shows real-time updates of the score, number of correct matches, and remaining attempts.
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Challenging Variations: Unlike the original setup with identical pictures, this version features different images requiring more thoughtful interaction from players, adding an element of challenge and engagement.
Overcoming Challenges
Implementing these features required extensive changes to the template code, particularly due to the diversity of images. Here are some key adjustments made:
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Image Replacement: The original template had identical images, which meant updating the code to accommodate multiple images, each linked to specific words.
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Enhanced Logic for Matching: We implemented a more complex algorithm to ensure the game correctly recognized matches and updated scores accurately.
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Responsive Design: The game needed to work smoothly across different devices and screen sizes, so adjustments were made to ensure the interface remained user-friendly and accessible.
Benefits of Using EJS
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Customizability: EJS allows educators to tailor simulations to specific educational needs, enabling the creation of diverse and engaging content.
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Interactive Learning: By actively involving learners in the process, simulations foster engagement and improve retention of vocabulary.
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Flexibility: The platform supports a wide range of subjects and concepts, making it a valuable tool for educators across disciplines.
Conclusion
This workshop project highlights the adaptability and power of EJS in creating interactive educational games that enhance vocabulary learning. By transitioning from static images to a dynamic, interactive setup, we have created a tool that not only teaches vocabulary but also engages learners in a fun and meaningful way. As technology continues to evolve, tools like EJS will be integral in reshaping the landscape of education.
For Teachers
20240718-24 Web EJS beta Workshop by Francisco Esquembre and Félix J. García Clemente supported by MOE CPDD1 Registration for Web EJS Workshop (18-24 July 2024)
Venue: MOEHQ Buona Vista, B3-02 (18 July) P2-01-02 (19,22,23,24 July)
Contact organisers at This email address is being protected from spambots. You need JavaScript enabled to view it.
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- Details
- Written by Loo Kang Wee
- Parent Category: Interactive Resources
- Category: English Language
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