Use of digital 'Guess Who Board Game' in teaching English Maria Virvou, Spyros Papadimitriou Department of Informatics University of Piraeus Piraeus 18534, Greece mvirvou@unipi.gr ; spap@unipi.gr Abstract—This paper describes the development of an educational computer game that is based on the board game ‘Guess Who’ and can be used as a tool for learning English. An initial version of the game has already been used from several educators. In view of this, the game has been extended to an upgraded version, which encompasses additional features and may be used by teachers as an authoring tool in order to create dynamically new languages and monitor students’ progress concerning their level of knowledge on a specific language. Keywords—board games; educational games; language learning; edutainment; I. INTRODUCTION Board games are games that involve counters or pieces moved or placed on a pre-marked surface or board, according to a set of rules [1]. The final winner of a board game may depend on strategy, luck (e.g. rolling dice or using cards) or a mixture of these two. Rules can range from very simple (e.g. Tic-Tac-Toe) to those describing a whole world in great detail (e.g. Dungeons and Dragons). The number of players who can participate in a game vary from game to game. Similarly, the amount of time needed to complete a game is different for each board game. Board games can be classified into several categories. In this paper we will present the board game “Guess Who” which belongs to the category of deduction games. Deduction games are those that require players to form conclusions based on premises [2]. Board games can be used for educational purposes as well. More specifically, there are many studies that indicate the beneficial effects that game playing can bring in teaching and learning of English Language [3]. They can be useful tools to be used in grammar lessons, as there are many positive outcomes that can be seen after several activities have been carried out in the classrooms. Use of a board game may increase the motivation of students to learn English, as they believe that board game is an interesting and useful method to be used at the school. Furthermore, board games offer students an enjoyable and relaxing learning environment [4]. While drawing themselves to the games, the students' attention is on the game and not on the grammar or vocabulary elements. Board games help the students to learn and use new words unconsciously. Moreover, they assist students to reduce the fear of being judged in public and help them to gain self-confidence. Another category of games that may be used in learning process is digital games. With the rapid development of technology, it is well known that kids spend several hours of their free time playing computer games [5]. Computer games encompass motivational and immersive features that may stimulate students to maintain their interest and work on a specific subject in both formal and informal context [6]. Educational computer games can be designed as fun activities through which students can learn and practice different concepts. Besides, there are experimental findings indicating that educational computer games can be used as an effective learning method [7]. Their main objective is to assist students in learning a skill [8]. In view of this, they are implemented to help students improve their thinking and creativity and increase the feeling of fun while learning. Researchers about computer games in education point out that computer games can be used in subjects such as math, science, problem solving, language learning and medicine [9]. In this paper, we present an educational board game that emphasizes on learning English language. The selection of this subject was made due to the fact that English is the most important foreign language (known as EFL) in many non- English-speaking countries [10]. Hence, developing effective and effectual approaches to improving students' English outcomes has become a significant research topic. Many studies have been conducted to recognize possible factors which may affect students' language learning. Factors such as age, gender, learning strategies and motivation are included in this list. Moreover, a number of studies have investigated the potential benefits of computer games on L2 (second language acquisition) vocabulary [11]. Gaming as part of studying motivates students to practice and learn new vocabulary. In addition, it has been proved that language learning performed in a “playful” context results into raising students' motivation, making students feel self-confident and building positive attitudes towards foreign language learning [12]. Integration of fun and joy that game offers into learning progress may produce a more relaxing atmosphere and reduce students' intensity. Our initial target was to create an educational game based on a classic board game, which may be used for language learning. Additionally, the purpose of the paper is also to