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Puzz‐Ling: A hands‐on model of syntax to popularize linguistics as a science
Author(s) -
Ducceschi Luca,
Zamparelli Roberto
Publication year - 2018
Publication title -
language and linguistics compass
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.619
H-Index - 44
ISSN - 1749-818X
DOI - 10.1111/lnc3.12299
Subject(s) - syntax , computer science , generative grammar , linguistics , simple (philosophy) , abstract syntax tree , syntax error , set (abstract data type) , abstract syntax , german , artificial intelligence , semantics (computer science) , programming language , philosophy , epistemology
Modern theoretical linguistics is arguably a science with a well‐defined methodology, relatively simple and inexpensive data‐collection strategies and clear objectives, yet the study of human language is not widely recognized by the general public as a scientific endeavor. Formal syntax and semantics, for instance, have not been popularized, like physics, chemistry, or other hard sciences, and have very rarely found a space in science museums. In this paper, we discuss some aspects of this problem, focusing on syntax and its potential in education and arguing that the lack of popularization derives from the need for different methods of dissemination. To overcome this problem, we present a completely novel approach to syntax education, based on a physical, hands‐on multilingual model, which we have designed and built. The model, called Puzz‐Ling, consists of a set of tiles that can be combined only to form grammatical sentences, in three languages (English, German, and Italian). A simple set of rules and symbols and a string–reordering system based on constituent swapping derive the correct word order in all three languages. The model introduces in a simple and entertaining form some key concepts of (generative) syntax (e.g., tree structures, binary branching, and movement) and displays in an intuitive way the structural difference among languages. The system can be turned into a game with the addition of points and turns, resulting in a hands‐on, “edutainment” approach to language. The mechanics of the game are briefly described, and various trade‐offs encountered in the design phase are discussed.

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