COLLOQUIUM Department of Computer Science and Engineering University of South Carolina Wordify! Morphology Meets Ludology Lindsey Hudson Linguistics Program University of South Carolina Date: April 1, 2011 Time: 1430-1530 Place: Sloan 112 Abstract We present a multi-platform linguistic application, Wordify!, a suite of games and activities based on English word morphology. Unlike other available computer word and language games, which typically fixate on spelling and whole word identification, Wordify! is grounded in linguistic principles and designed to teach these to the user. It has an underlying database of root morphemes, affixes, and morphological rules; users play by combining database elements to create legitimate or novel words depending on the rules of the particular game version chosen. The application is well-suited either as an educational diversion or an educational tool and can be used productively by students beginning at the upper elementary level and including students of English as a Second Language. The Wordify! game board is a grid of morphemes displayed as in games such as Bejeweled. The user exchanges tiles in the grid to form words by matching root morphemes and affixes. Current variations score the matched words and replace the used tiles or score the matches against a known best possible score for the current grid. Utilizing databases both of lexical forms and of combinatory rules, variants will recognize words as matching English forms in the lexicon, as being well-formed but novel words not in the lexicon, or as being not-possible words. For instance, the combination of slow plus the affix ly will be recognized as the lexical word slowly. The combination of fast plus the affix ly will not be recognized as a lexical word, but will be counted as a well-formed possible word, fastly. On the other hand, combining the verb appear with the affix ly will be scored as an ill-formed combination. A working version of the game is to be part of the presentation. In addition to describing pedagogical uses, our presentation includes the linguistic background for the application and its evolution into an implemented software package. We present the process by which the game was designed to meet pedagogical purposes despite the linguistic complexities of English. As one quickly discerns, in trying to develop a linguistically-based application, the determinism of the program implementing the game differs strongly from the indeterminate properties of the morphology of the English language. This requires balancing and compromise to create an application that both works and meets pedagogical goals. One issue confronted is that spelling is frequently subject to special rules lying outside the purview of the game. For instance, compilation, expression, and detention all involve the same affix, variously ation, (s)ion, and tion. Our game is about morphology and not spelling and appropriately ignores these differences. Another issue is homophony. For instance, English has two homophonous prefixes un, one meaning ‘not’ which attaches to adjectives and another meaning reverse’ which attaches to verbs. The game recognizes both possibilities and distinguishes between them when applying combinatory rules. Other issues involve utilizing the output of combinations as input to further combinatorics, and distinguishing between forms that are either productive (e.g. re in rewrap, etc.) or Latinate (e.g. re in report, etc.). Lindsey Hudson is a graduate student in the Linguistics Program at the University of South Carolina. She developed Wordify! with Professors Duncan Buell in the Department of Computer Science and Engineering and Stan Dubinsky in the Linguistics Program.