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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
ISSN: 2454-6186 | DOI: 10.47772/IJRISS
Special Issue | Volume IX Issue XXV October 2025
Piecing Together Mandarin: Pinpinju a Fun Board Game for Sentence
Mastery
Sheau Ping Wee
1
, Cindy Richard Thing*
2
, Ming Ming Ngien
3
, Jenny, Tze Kie Yap
4
, Siaw San Loh
5
1 2 3 4 5
Academy of Language Studies Universiti Teknologi MARA Cawangan Sarawak Campus
Samarahan
*Corresponding Author
DOI:
https://dx.doi.org/10.47772/IJRISS.2025.925ILEIID000039
Received: 23 September 2025; Accepted: 30 September 2025; Published: 05 November 2025
ABSTRACT
Pinpinju is a physical board game created to assist beginners of Mandarin learners in mastering sentence
building skills through enjoyable face-to-face gameplay. Pinpinju literally means sentence assembling which
refers to the process of putting together words, phrases or sentence components to form a complete sentence.
The problem of effectively mastering sentence building is a common issue experienced by Mandarin learners.
Traditional language learning methods, such as textbooks and role memorization result in low motivation and
limited practical application of the language. The learners struggle with sentence construction, applying
grammar rules, and using vocabulary in real-world situations, resulting in slow progress in third language
learning. Pinpinju is created to address these problems by providing a hands-on, game-based approach that
involves enjoyable sentence construction and interaction between the instructor and learners, it transforms the
learning process from passive memorization to active involvement. The use of guided prompts and immediate
feedback from instructor or game host encourages learners to construct sentences with more confidence. This
approach not only helps learners in comprehending grammatical rules but also enhancing their vocabulary
ability in a real-word setting. Pinpinju has been copyrighted (CRDV2024Q06401) with the Intellectual
Property Corporation of Malaysia (MyIPO) under the Malaysia Copyright Art 1987. Copyright protection
applies to its unique design elements, such as the game mechanics, instructional content, sentence-building
system, vocabulary sets, and any original materials like cards, boards and manuals. The main targets of
Pinpinju are beginners of any basic Mandarin courses at schools, tutoring centers, colleges and universities or
self-study learners.
Keywords: Pinpinju, educational board game, Mandarin, third language, beginners of Mandarin learner
INTRODUCTION
Problem Statement
Learning Mandarin as a third language among non-native speakers is a complicated task. The learners
encounter multifaceted challenges in the learning process. The process is full of obstacles that can discourage
even the most dedicated learners. These challenges range from linguistic complexities to psychological barrier.
The immediate challenges are recognizing the target language vocabulary, and monitoring the grammar and
syntax. Furthermore, in the digitalized era, most of the third language courses are hybrid of physical and online
learning. This new learning mode often lacks of real-time interaction which cause difficulty for learners to
engage in lively situational conversations. The increasing of Open and Distance Learning (ODL) also cause
delayed feedback from instructor, might slow down the progress in listening, speaking and writing. The
creation of board game Pinpinju provides the opportunity to practice the target language in simulated real-life
situations, which allow the learners to use the language naturally.
The most common problem faced by Mandarin non-native learners is the challenge of mastering sentence
construction of the target language. Traditional language teacher-centered learning methods, such as textbooks,
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Special Issue | Volume IX Issue XXV October 2025
vocabulary memorization, role simulation, often lead to low motivation and limited practical application of the
language. Learners struggle with forming sentences, using vocabulary and applying grammar rules in real-
world contexts. Additionally, many existing online learning tools lack interactivity and fail to provide instant
feedback, resulting in slow learning progress. Pinpinju was developed to solve these issues by offering a game-
based, hands-on, and communicative environment for learners.
Objectives
Pinpinju is a set of educational board game card to be used as a teaching aid in classroom or students’ activities,
it also plays the role as leisure-time board game among learners of all ages. The main objectives of Pinpinju
are to enhance the learners’ ability in sentence construction and vocabulary application, while fostering
communicative competence through interaction. At the same time, it provides a low-pressure environment that
reduces learning anxiety, helps learners overcome the fear of speaking, and increases their motivation and oral
confidence.
These objectives are also consistent with established language learning theories, such as Krashen’s Affective
Filter Hypothesis, which posits that lower levels of personal or classroom anxiety are conducive to second
language acquisition (Krashen, 1982). Learning in a low-anxiety environment reduces learners’ fear of making
mistakes and facilitates language input and acquisition. Swain’s Output Hypothesis emphasizes the importance
of language production in second language acquisition, arguing that students often have limited opportunities
to practice the target language even when exposed to comprehensible input (Swain, 1995). The hypothesis
suggests that the act of producing languagewhether speaking or writingplays a crucial role in the
acquisition process. In this regard, the sentence-construction tasks in Pinpinju provide learners with practical
opportunities to produce output, thereby helping them to notice gaps in their knowledge and improve their
grammatical accuracy.
Communicative Language Teaching (CLT) is best understood as a set of guiding principles for language
learning and teaching that can be applied flexibly through content-based instruction, task-based approaches, or
competency and text-based frameworks, all with the common goal of enabling learners to use the target
language meaningfully in authentic or simulated communicative contexts (Richards, 2006). In line with this,
the communicative design of Pinpinju closely reflects the principles of CLT, providing learners with
opportunities to engage in meaningful language use within simulated real-life situations.
PRODUCT DESCRIPTIONS AND METHODOLOGY
Pinpinju is an educational language board game designed for Mandarin learners, especially non-native
speakers. The Pinpinju in Figure 1 below is designed as a set of board game with 150 pieces of vocabulary
cards and 6 instruction cards. It is made up of vocabularies and sentence structures retrieved from the UiTM
text book, Comprehensive Modern Mandarin 1 (Ho and Lee, 2024) and Daily Conversation Mandarin 1 (Chan
and Lee, 2020).
Figure 1. (a) The full set of Pinpinju Board Game and (b) 6 types of sentence structures in the instruction
cards.
(a)
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Special Issue | Volume IX Issue XXV October 2025
(b)
Pinpinju is a language structure acquisition card game which is designed for learning Mandarin as second
language, suitable for group language practice sessions with 2 to 5 participants. The game includes 150
vocabulary cards and a series of syntactic structure cards, aiming to enhance participants' sentence construction
skill through interactive tasks. Each round lasts approximately 5 to 10 minutes, in line with the principle of
time efficiency in high-intensity focused practice.
At the beginning of the game, the instructor distributes 12 vocabulary cards to each participant. The instructor
then randomly draws a sentence pattern card from a predefined set and reveals it to all players. Within a
specified time limit, participants must construct a grammatically correct sentence using their vocabulary cards
according to the displayed syntactic structure. Sentences that are deemed grammatically accurate and
semantically complete by the host will earn 2 points; those with grammatical errors or structural flaws receive
no points; participants who fail to form a sentence within the time limit are eliminated.
Following the sentence-construction task, participants are required to translate the Chinese sentence they have
formed into their native language. Accurate cross-linguistic translation earns an additional 2 points, this is a
step designed to enhance metalinguistic awareness and cross-cultural communication skills. After each round,
a new sentence pattern card is drawn to begin another cycle of sentence construction until the total allocated
time elapses.
The game design integrates the principles of focus on form and task-based language teaching, promoting the
automation of grammatical processing and the development of cross-linguistic cognitive abilities through
cyclical syntactic practice. Pinpinju was developed by surveying students in Mandarin Level 1 courses in
UiTM and then visualizing the vocabulary and grammar they learned on this board game. Early prototypes
were tested with a group of 24 students in order to amend the rules and design based on the students’ feedback.
Beyond the technical description of our product Pinpinju, it is essential to compare it with other Mandarin
learning card games to better highlight its innovative elements and academic value. In this process, we
examined existing games in the market, such as the M-Card and Alpha M, to understand more clearly the
features and limitations of current products. The M-Card and Alpha M serve as excellent entry aids for
beginners, focusing on essential vocabulary and basic sentence construction (Wee, 2023). Building on this
foundation, Pinpinju is the next step towards rigorous mastery and deeper academic engagement. It features
150 categorized word cards for sentence creation, with carefully designed scoring rules that enforce
grammatical accuracy. The unique bonus phase for translation into Malay or English actively promotes
bilingual competency and intercultural awareness.
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During the development process, we also identified a similar product on the market, namely Say What? Learn
Mandarin Card Game. While both games aim to help learners practice Mandarin sentence construction through
interactive play, their approaches differ significantly in depth and structure. Say What? emphasizes casual fun,
using a 52-card deck (24 verbs and 24 nouns) to form simple, flexible sentences for everyday practice (Smart
games, 2019). In comparison, Pinpinju is designed for beginners of Mandarin learners in tuition centres or
colleges, especially for non-native speakers. It prioritizing accuracy, grammar awareness, and multilingual
competence. The structured five round format, host led scoring, and translation bonus created a more
competitive and academically oriented experience.
In short, while games like the M-Card, Alpha M and Say What? Learn Mandarin Card Game support beginners
through vocabulary practice and simple sentence building, Pinpinju advances learning to a higher academic
level. With 150 categorized cards, structured rounds, host-led scoring, and a translation bonus, it emphasizes
grammar, accuracy, and bilingual skills.
POTENTIAL FINDINGS AND COMMERCIALISATION
A pre-posttest survey was conducted to evaluate the effectiveness of Pinpinju. Referring to the Pre-test and
Post-test graph below, the majority of students demonstrated good performance in post-test, with 70.83%
positive improvement. This improvement indicates the effectiveness of using the board game as a teaching aid
for Mandarin language learners. Following the positive results from the pretest and post-test, it is now
commercialized, as seen in Figure 1 above.
Pinpinju is copyrighted (CRDV2024Q06401) with the Intellectual Property Corporation of Malaysia (MyIPO)
under the Malaysia Copyright Act 198. It is printed and packed locally, commercially available.
Figure 2. The respondents' pre-test and post-test results
NOVELTY AND RECOMMENDATIONS
As a game-based learning tool, Pinpinju makes learning Mandarin sentences more engaging and interactive.
By integrating sentence pattern instructions and vocabulary sets into a physical board game, Pinpinju
transforms the learning process from passive memorization to active participation across various aspects.
Learners are encouraged to construct sentences using guided instructions and receiving immediate feedback
0
1
2
3
4
5
6
7
8
9
Scores
Students
Pinpinju Pre Test and Post Test Scores
Pre Test Pro Test
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ILEIID 2025 | International Journal of Research and Innovation in Social Science (IJRISS)
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Special Issue | Volume IX Issue XXV October 2025
from an instructor or game host. This board game not only helps learners to understand grammar rules further
but also
reinforces vocabulary in a practical, real-world context.
Figure 3. Photos of Pinpinju Competition
Pinpinju Competition was conducted among the Mandarin class students to support and demonstrate our
innovative initiative, as shown in Figure 3. A total of 41 students actively participated in this competition, it
allowed students to engage directly with our innovation in a fun and meaningful way, while also providing
valuable feedback and evidence of its effectiveness.
This board game is a valuable tool recommended for Mandarin learners especially non-native speakers, serving
as a useful learning tool to classroom teaching or self-study.
ACKNOWLEDGING CHALLENGES AND SUGGESTING SOLUTIONS
The greatest challenge of the physical board game Pinpinju lies within the learners themselves. Mandarin
beginners encounter three core difficulties during sentence construction: difficulties in proficiently organizing
sentence structures, inability to flexibly apply grammatical rules, and being interfered by language transfer.
As indicated in the research conducted by Chai & Bao (2023), learners engaged in third language acquisition
are highly susceptible to the interference of negative transfer from both their mother tongue and second
languages. This interference predominantly manifests in three aspects: vocabulary, phonetics, and grammar.
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Special Issue | Volume IX Issue XXV October 2025
For instance, when constructing Chinese sentences, learners may unconsciously apply the grammatical rules of
other languages they have mastered, which leads to confused sentence structures.
The solutions for Pinpinju challenges can be developed from three aspects: Firstly, design an interactive link
between "instructors or hosts and learners", and strengthen the interactive effect by combining guided prompts
and immediate feedback, helping learners to build confidence in sentence-making. Secondly, to address
negative transfer in third language acquisition, the core solution lies in strengthening explicit contrastive
awareness and increasing targeted language input and practice, with specific strategies tailored to vocabulary,
phonetics, and grammar. Thirdly, the game simulates real-life scenarios to promote scenario implementation.
According to Sim, Rahmat, and Khin (2021) task-based and situational learning encourage learners to use
Mandarin in authentic communicative contexts, promoting both language fluency and confidence. This allows
learners to naturally understand grammatical rules and consolidate vocabulary application while constructing
sentences, ultimately solving the core problem of "disconnection between learning and application".
REFERENCES
1. Chai, H., & Bao, M. (2023). Linguistic distances between native languages and Chinese influence
acquisition of Chinese character, vocabulary, and grammar. Frontiers in Psychology, 13, 1095073.
https://doi.org/10.3389/fpsyg.2022.1095073
2. Chan, S.K., Lee, C.C., Wee, S.P., Soo, Y.P., & Teoh, J.T. (2020). Daily Conversation Mandarin
Language 1. Selangor: UiTM Press.
3. Ho, W.C., Lee, A.C., Teo, A.M., Chan, J.Y., & Tay, Stephanie C.W. (2024). Comprehensive Modern
Mandarin 1. Selangor: UiTM Press.
4. Krashen, S. D. (1982). Principles and practice in second language acquisition. pp.31. Pergamon Press.
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