In 2022, Kobadoo launched a new game mode called Kobadoo Kids, that allows small children to learn basic vocabulary in English, Spanish and Norwegian using emojis.
Speech, language and communication are key areas of development for children since they play a critical role throughout our lives; and children's early vocabulary is a predictor of their later educational outcomes.
Kobadoo Kids follows the successful learning method of children picture books. Different studies affirm that reading picture books to young children increases their vocabulary and language skills [1], and improves their ability to understand and remember new information [2].
This game mode displays series of emojis representing essential vocabulary (animals, food, weather, transportation,...), and each one is played as audio in the chosen language. Then, the child is asked to find these emojis on the screen, earning points and passing levels if they succeed. Different studies [3] [4] [5] [6] claim that this sort of gamification can be effective for improving vocabulary retention and learning in children.
[1] "Journal of Education Psychology" volume 95, issue 1, pages 43-50. Dr. Elizabeth S. Dabney and Dr. Susan B. Neuman, 2003
[2] "Journal of Cognitive Psychology" volume 16, issue 4, pages 287-303. Dr. Maryanne Wolf and Dr. P.D. Pearson, 1984.
[3] "A study of the effects of gamification on English vocabulary learning". Educational Technology & Society, 20(2), 78-89. Song, L., and Chen, S., 2017.
[4] "Gamification in education: what, how, why bother?" Academic Exchange Quarterly, 15(2), 1-5. Lee, J., and Hammer, J., 2011.
[5] "The effectiveness of a mobile game-based vocabulary learning system for young learners". Computers & Education, 58(4), 1014-1023. Chen, S., and Huang, Y. M., 2012.
[6] "Emotion and education: A meta-analysis of the role of achievement emotions in learning and development". Review of Educational Research, 84(3), 393-424. Gros, B., Pekrun, R., and Perry, R. P., 2014.
[2] "Journal of Cognitive Psychology" volume 16, issue 4, pages 287-303. Dr. Maryanne Wolf and Dr. P.D. Pearson, 1984.
[3] "A study of the effects of gamification on English vocabulary learning". Educational Technology & Society, 20(2), 78-89. Song, L., and Chen, S., 2017.
[4] "Gamification in education: what, how, why bother?" Academic Exchange Quarterly, 15(2), 1-5. Lee, J., and Hammer, J., 2011.
[5] "The effectiveness of a mobile game-based vocabulary learning system for young learners". Computers & Education, 58(4), 1014-1023. Chen, S., and Huang, Y. M., 2012.
[6] "Emotion and education: A meta-analysis of the role of achievement emotions in learning and development". Review of Educational Research, 84(3), 393-424. Gros, B., Pekrun, R., and Perry, R. P., 2014.