Design and Evaluation of Guessing Game for Learning English as Second Language
Juliana Aida Abu Bakar1, Yam Shin Hoey2, Idyawati Hussein3

1Juliana Aida Abu Bakar, School of Creative Industry Management & Performing Arts, Universiti Utara Malaysia.
2Yam Shin Hoey, Aman Setia Resources SdnBhd, Sungai Petani, Kedah, Malaysia.
3Idyawati Hussein, School of Computing, Universiti Utara Malaysia.
Manuscript received on 24 March 2019 | Revised Manuscript received on 03 April 2019 | Manuscript Published on 27 April 2019 | PP: 172-177 | Volume-7 Issue-6S2 April 2019 | Retrieval Number: F10250476S219/2019©BEIESP
Open Access | Editorial and Publishing Policies | Cite | Mendeley | Indexing and Abstracting
© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (

Abstract: Video games and mobile games have received tremendous attention especially in developing countries due to its positive and negative influences on child and adolescent development. However, there is continuing concern that video games violence may increase risk of aggression in school students. Less often discussed is the possibility that playing video games may promote certain positive developments particularly related to learning English. The objective of the article was to propose an educational guessing game called I-Pro Guess (English Idioms and Proverbs Guessing Game) to assist school students in learning English as second language. This article describes the process of designing and developing an educational guessing game on a mobile platform. It provides the background of this study by discussing the educational benefits of the game. It explains how this concept is integrated into the game play in order to achieve its goal; which is to give players knowledge of similes, idioms and proverbs while playing the game. Game evaluation is conducted through functionality testing and heuristic evaluation. Heuristic evaluation is conducted by five experts: a game developer, three multimedia experts, and an English teascher as content expert. While functionality is successfully tested, heuristic evaluation reveals several recommendations from the experts. This article concludes with notable findings and future research directions.
Keywords: Game Design; Game Evaluation; Educational Game; Mobile Game; English Proverbs.
Scope of the Article: Low-power design