We Speak Kiingereza in the media!
Teaching English in Tanzania Through Games by Kevin Lavery, MSU College of Communication Arts and Sciences
Game developers, professors present benefits of gaming for language learning by Reiel Ghiglia, The State News
We Speak Kiingereza is an English learning board game designed for Swahili-speaking students in Tanzania. It was created in Mto wa Mbu, Arusha Region as part of Michigan State University's Designing Technology Solutions for Schools in Africa program.
I wanted to create a supplemental learning tool for Form 1 students (freshman in high school) to learn English in a fun way and to ultimately mitigate students leaving school at this vulnerable age. Promoting technology proficiency was another objective of the visit as a whole.
Initial research uncovered that Form 1 (around age 14) is a time when many students leave school due to the difficult transition from instruction in Swahili during primary school to exclusively in English in secondary school (although students of other ages may also play the game).
Players or teams take turns rolling the dice and moving along a path. They will encounter ten checkpoints where they must translate a sentence from Kiswahili into English to continue. There are both easy and hard sentences, with a correct "hard" translation allowing access to a shortcut. There are also "Mystery Cards" that provide power-ups. The first one to reach "The End" is the winner! Read the full game rules, or try it out yourself on Tabletopia!
Prior to the visit, an English learning game for Form 1 students was conceptualized based on a discussion with the program director. This audience was reaffirmed after arriving and having further discussions with teachers and former students. Other initial focuses were ensuring that students would understand how to play a board game due to limited prior exposure, and gathering feedback on game mechanics such as harder translations allowing for players to take a shortcut.
I also took a crash course in Swahili and Tanzanian culture when I first arrived, which helped prepare me to write the content (see photo).
Although primary school instruction takes place in Swahili, English is one of the subjects taught so students already have a baseline understanding of it. Therefore it was decided that the translations would be conversational rather than focusing on structure or simple vocabulary. It was also important that students translate sentences from Swahili to English to prompt them to practice their English speaking skills.
Photo courtesy of Dr. Jenny Olson.
The analog prototype.
After the rules and structure were decided on, the graphic design of the board took place. Green, yellow, blue, and black were chosen for the color scheme as they are the colors of the Tanzanian flag.
Next came writing the content for players to translate. Some sentences were written by myself in British English then translated into Kiswahili by a colleague or by myself, while others were pulled from Form 1 English curriculum with the assistance of a teacher. A key focus identified in the research was past and future tenses.
The game was initially planned to be made available on Tabletopia exclusively in order to meet the additional objective of promoting technological proficiency, however a temporary poor internet connection on-site during the time of the visit led to the creation of an analog game first. The digital version was created when I returned home to the United States and sent to teachers to share with their students.
Playtesting of the analog game took place with students from both secondary schools I worked with during the overall program. Each session featured three teams with up to five players each (team sizes weren't quite even due to the number of students available) and was moderated by myself and an English teacher (who determined whether or not the translations given were correct).
An explanation of the game was provided prior to playing, and students were each given the opportunity to individually read the rules in both Swahili and English.
The playtesting sessions featured 45 Easy cards, 45 Hard cards, and 36 Mystery cards.
The key objectives of the playtesting were to know if the game is fun, an effective learning tool, and appropriate for the Form 1 age group (particularly in terms of the difficulty level of the translations).
Photo courtesy of Dr. Jenny Olson.
Students caught on to how to play quickly and provided positive feedback afterwards, saying that they felt the game was indeed fun, effective, and appropriate. Both groups of participants independently suggested the same two rule changes:
If a player or team rolls a number on the dice that would take them past a checkpoint, they may finish moving the remaining spaces if the translation is correct rather than staying at the checkpoint afterwards regardless of the number rolled.
If a player or team translates a sentence incorrectly while at a checkpoint, they must move two spaces backwards before their next turn rather than getting to stay at the checkpoint until their next turn.
Additional findings based on playtesting were as follows:
Due to scheduling, most players in the playtesting sessions were older than the Form 1 target audience. They saw a high success rate in their translations (even of the hard sentences).
Both the older students and the smaller number of Form 1 students stated that they felt the game would be an effective learning tool for players in Form 1 of school.
In the first session, just under half of the students chose to observe rather than play, but when the game began they found themselves leaning in toward the table and trying to get more involved. All students in the room for the second session chose to play.
The finalized analog version of the game was left with English teachers at both schools. Upon my return home, I recreated the game digitally in Tabletopia (with the number of cards increased to 100 Easy/Hard and 78 Mystery) and sent it to the teachers to promote technology use and proficiency.
To promote expansion of the game, editable material files were left with the teachers. This would allow them to create new cards with new sentences so students can continue to learn after experiencing all of the current translations.
Shortly after I got back from the visit, an English teacher reached out to me to say that he had shared the game with even more of his students. This was great to hear, and I hope that the teachers will continue to allow students to play it which will hopefully also help increase students' overall grades and prevent them from leaving school.
To read a detailed summary of the design and development process, please browse through the slideshow below.
We Speak Kiingereza was developed as a solo project, however I did receive assistance and insight from several other people. I wrote approximately 150 of the sentences for the cards myself in English, approximately 15 of which I translated myself. The rest were translated by James Kanuth (as were the game rules), and the 50 remaining sentences were written and translated by Jastin Mlange, a secondary school English teacher. For a complete list of people who I would like to thank for their help with this project, please refer to the slideshow above.