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File: Learning Pdf 105951 | 77968 Pedro Cabral Extendedabstract
fishing for words a game to learn grammatical gender in portuguese pedro bertrand cabral pedro b cabral tecnico ulisboa pt instituto superior tecnico lisboa portugal june 2019 abstract learning a ...

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                  Fishing for Words: A game to learn grammatical gender
                                                           in Portuguese
                                                           Pedro Bertrand Cabral
                                                   pedro.b.cabral@tecnico.ulisboa.pt
                                                                      ´
                                              Instituto Superior Tecnico, Lisboa, Portugal
                                                                   June 2019
                                                                     Abstract
                          Learning a language can be very useful and fun, but also a lot of work. Some languages include a pe-
                       culiar feature that can provoke stumbles in learners whose native language lacks it: grammatical gender.
                       Mastering gender requires the learner to memorize a (mostly) arbitrary distinction between masculine
                       words, feminine words and sometimes more. Fortunately, modern times have brought us technologies
                       such as videogames, an interactive medium focused around learning and training skills. If players are
                       willing to spend hundreds of hours on a single game solely for the sake of entertainment, would they not
                       be willing to spend them if, besides being fun, the game taught them a valuable skill? It was in the spirit
                       of harvesting the potential of videogames as learning tools that this thesis was developed.
                          Wedeveloped a game for Android and Windows to help players memorize the gender of Portuguese
                       words at the A2 level of proficiency, including two alternative word-selection systems (which balance
                       the game’s difficulty in real-time according to the player’s performance). A full experimental procedure
                       wasdeveloped and tested, with the purpose of validating its effectiveness, which revealed several pitfalls
                       through which an experimenter evaluating such a game might fail to obtain results. In other words, we
                       provide insight into how to get the participants to play the game and stick with it, which ours did not.
                       Keywords: Grammatical Gender, Language, Education, Games, Videogames, Learning
                  1. Introduction                                          prediction or real-time analysis, identifying what
                  In the face of ever-increasing globalisation and         topics the user is more likely to struggle with.
                  ease of communication and travel, knowing a for-         Techniques used in game design and gamification
                  eign language is a valuable asset. Learning addi-        can similarly be applied to motivate and guide the
                  tional languages can lead to new work and busi-          learner, grasping their interest, attention and effort
                  ness opportunities and open paths to other cul-          away from distractions which might have defeated
                  tures, people, perspectives and ways of thought.         traditional learning exercises.
                  Learning a language is also, on the other hand,
                  a significant investment of time, money and ef-             One specific problem of language education is
                  fort. Fortunately, the last fifty years have introduced   that of learning grammatical genders. In many lan-
                  cheap and portable computers, the internet and           guages, nouns (and in some cases other words)
                  videogames, technologies which can be used as            are classified as being either masculine or femi-
                  novel tools to learn in a more fun, quick way. It        nine (and, in many languages, into other classes
                  is in the spirit of harvesting the potential of these    and genders), which is the case in Portuguese
                  technologies as learning tools that this thesis was      and Spanish, for example, but not English or Chi-
                  developed.                                               nese. This masculine-feminine distinction is usu-
                    Asgames,appsandplatformscentredonlearn- allyseeminglyarbitraryandcanvaryevenbetween
                  ing languages rise in popularity, there is a need        closely related languages.      The combination of
                  to analyse and compare the various approaches            gender variation between languages and linguis-
                  adopted by these existing efforts in light of older      tic interference (the way the languages a person
                  techniques and research done on the subject of           learns affect each other) is one of the core issues
                  language learning. Results from learning theory          wewillattempttoaddressinthisthesisthroughthe
                  might help improve the methods applied by these          development of a game for learning gender: Fish-
                  systems to present challenges to the user through        ing for Words.
                                                                         1
                  1.1. Problem description                                 which can include inflection (modification) of the
                  People learning (or attempting to learn) any gen-        noun itself, choosing other words to be in agree-
                  deredlanguage(inparticular, Portuguese)mustin-           ment with the noun or picking the correct gender
                  variably memorize the gender of each noun, along         according to the situation (in some languages, cer-
                  withthegrammarrulesthatgovernthem. Naturally,            tain words can have more than one gender, usually
                  mastering this aspect of the language is a prereq-       those having to do with people or animals).
                  uisite to mastering the language itself. This can        2.2.2  In Portuguese
                  be a slow process, even for otherwise advanced           The Portuguese language retains two grammati-
                  learners, not only because there are many nouns          cal genders from its ancestral Latin: feminine and
                  to learn, but because the hints that may be used         masculine, which are applied to nouns, pronouns,
                  to guess the correct gender of a given word typi-        adjectives and determiners (not to verbs, though
                  cally have exceptions, so one must learn both the        these may have a gendered pronoun affixed to
                  regularities and the irregularities.                     them, written with a hyphen and not affecting the
                    Any game that is proposed to accomplish a par-         verb’s stress). Some words may be used with ei-
                  ticular goal, be it artistic, educational, financial or   ther gender, which may cause them to suffer inflec-
                  scientific, must inexorably be evaluated to deter-        tion, change meaning entirely and/or simply reflect
                  mine whether it reaches that goal. Since our goal        the biological sex of the entity they refer to. We will
                  is to create a game to help with learning the gen-       refer to noninflected words that may be used with
                  der of Portuguese words, it makes sense to test it       either gender as double-gendered.
                  in the same manner. Thus, our scientific problem,           Typically, masculine wordsendwith-o whilefem-
                  which this thesis aims to answer, is this:               inine words end with -a, but there are exceptions
                    How can a game to learn grammatical gender to this rule. There are also many other word end-
                  in Portuguese be tested to ensure that it fulfils its     ings that hint at a particular gender, most of which
                  purpose?                                                 with exceptions of their own. This is a key concept
                  2. Literature Review                                     usedinourTagSystem,whichisdescribedinSec-
                  In this section, we will present our theoretical re-     tion 3.1.2. [2]
                  searchontherelevanttopicsfortheproject, mainly           2.3. Spaced repetition
                  exploring the necessary linguistic background and        Spaced repetition is a simple technique used for
                  howgamesandgamificationcanbeusedtomake memorizing large numbers of items and retain-
                  tasks more engaging.                                     ing them in long-term memory.         The basis for
                  2.1. Language Proficiency Scale                           this method is that humans more easily retain
                  The Common European Framework of Reference information studied repeatedly over long periods
                  for Languages (CEFRL) defines 6 levels of profi-           with time intervals between moments of study.
                  ciency for users of a language, from beginner to         The classic system is the Leitner method pub-
                  native-like: A1, A2, B1, B2, C1 and C2.                  lished in the 1970s, in which flashcards (cards
                                                                           on which the items to be remembered are writ-
                  2.2. Grammatical Gender                                  ten) are placed in numbered boxes and moved
                  2.2.1   In general                                       upward when remembered correctly and down-
                  In many natural languages, nouns (and, depend-           ward when remembered incorrectly. The lower the
                  ing on the language, other words, such as adjec-         box’s number, the more frequently the cards within
                  tives, determiners and numerals) are divided into        will be practiced, therefore the least-remembered
                  several classes, often including gender as one of        items will be remembered more often (for exam-
                  the criteria of these classes. Other possible criteria   ple, box 1 may be practiced every day and box 2
                  include animate versus inanimate, countable ver-         every 2 days). [10] [23] Computer implementations
                  susuncountableandhumanversusnon-human. In of spaced repetition (such as Anki, Mnemosyne,
                  languages with these features, grammatical gen-          Brainscape or Duolingo) usually implement some
                  der allows speakers to easily clarify a being’s sex      variation of Leitner’s system or of the more com-
                  by inflecting the noun, for example, and they are         plex SuperMemo system. [9] The Leitner system
                  useful in anaphora disambiguation (in some sen-          is described in more detail in described in detail in
                  tences, they allow the reader/listener to infer whom     Section 3.1.1.
                  or what each pronoun is referring to). [13] [16] [5]       Spaced repetition can be applied to any field of
                    However, words’ genders often seem to have knowledgethatrequiresmechanicalmemorization,
                  been assigned arbitrarily, thus someone attempt-         but it is particularly useful for learning languages.
                  ing to learn these languages must memorize the           It cannot be used by itself to become fluent in a
                  correct gender for each noun, as well as the languagebecausethefundamentalpurposeoflan-
                  rules pertaining to them in that particular language,    guages is to communicate with humans, which re-
                                                                         2
                  quires the learner to develop understanding and           2.6. Games and apps
                  production of both speech and writing, but can            In this next section, we will look into games, apps
                  beeffective for learning vocabulary, grammar rules        and platforms for language learning. These are in-
                  and alphabets (or, more generally, characters and         teresting to us as examples of what can be done
                  rules of writing systems). This knowledge can then        and some of the implications of what can be done,
                  beusedtocomplementotherlearning techniques.               providing insight and inspiration for our own solu-
                  2.4. Flow                                                 tion.
                                                               ´            2.6.1   Duolingo
                  Flow is a termed coined by Csıkszentmihalyi to de-
                                                   ´                        Duolingo1 (2012) is a gamified language-learning
                  scribe the psychological state in which a person is       platform created by von Ahn and Hacker.              In
                  completely immersed in the task they are perform-         Duolingo, the user selects the language they wish
                  ing.  It is a crucial concept in games, as games          to learn and progresses along a (mostly) linear
                  are typically played for enjoyment, and experienc-        chain of lessons, each of which consists of a short
                  ing enjoyment is part of the state of flow. Flow           text introduction to the topic at hand and a se-
                  can even be used a way of measuring enjoyment             ries of very short (typically involving a single sen-
                  in games. [15] [21] [20] Persons in this state are        tence) exercises.     In each exercise, the user is
                  described as being totally absorbed in the activity       asked to perform a task such as translating, read-
                  at hand, being concentrated on completing it while        ing aloud or write what they hear, which elicits
                  becoming unaware of the passage of time, their            immediate feedback from Duolingo (whether the
                  physical surroundings and even their own self exis-       answer was adequate and what mistakes were
                  tence and their basic physiological needs. Another        made). This give-answer-get-feedback loop is es-
                  component of the state of flow is that the person          sential to Duolingo’s approach and one of its gam-
                  derives pleasure from the task (it is intrinsically en-   ification mechanisms.
                  joyable, or “autotelic”), they feel that they are using      Duolingo employs space repetition, which is vis-
                  their maximum capabilities (the task is challenging       ible to the users in the lesson menu. The system
                  to them), that they feel that they have control of the    estimates how well the user remembers each les-
                  task and that they can overcome all the challenges        sonbasedonhowmanytimestheypracticeditand
                  which will be presented to them further ahead (in         when, with lessons practiced less or less recently
                  other words, the person must not feel helpless).          being considered “weaker”, prompting the system
                     Acrucial condition for flow to occur and be main-       to remind the user to practice them. Besides being
                  tained is the balance between the person’s abili-         quite popular, it has been shown by studies that it
                  ties and the task’s difficulty (or perceived difficulty).   is an effective learning tool. [25] [24]
                  This balance is not maintained, the person cannot
                  achieve flow and is likely to abandon the task.            2.6.2   Crystallize
                     As explained above, activities in which a state                    2
                  of flow is achieved are rewarding by themselves,           Crystallize   is an academic project created at
                  which causes the individual to seek to repeat the         Cornell University.    It is a 3D online multiplayer
                  activity. And because the state of flow implies that       videogame focused on teaching Japanese to En-
                  the individual is working at his full potential, sys-     glish speakers which has gone through several it-
                  tematically achievingflowinataskcausesindividu-            erations, though the following description is of the
                  als to become moreandmoreproficientatit,which version released on 2015-09-06. In Crystallize,
                  in turn fosters the necessary conditions for flow to       the learners play foreign students at a Japanese
                  bemaintained. [18] [19]                                   schoolwheretheyroam,interactingwithcomputer-
                                                                            controlled Japanese students, known as NPCs
                  2.5. Gamification                                          (non-player-characters).     Players progress in the
                  Gamification is an umbrella term for applying el-          game by adding words to their lexicon by speak-
                  ements from game design to non-game tasks with            ing with these NPCs through menus in which they
                  the goal of increasing the users’ motivation and en-      must select appropriate words from their current
                  gagement in those tasks. Though a proper defini-           lexicon.   Thus, Crystallize’s main gameplay loop
                  tion for the term is disputed, it has grown in popu-      can be described as: learn word, practice word,
                  larity in the last decade. [12] It is not a technique     use word.
                  restricted to the digital medium: they have been             ThestudyconductedbyAndersenetal revealed
                  applied to areas such as commerce, education,             that, although the interaction between players is
                  health, sustainable consumption, work and inno-           very limited, simply having other players present
                  vation. [6] [7]                                           was also reported to be enjoyable and motivating,
                     Later in this document we will look at Duolingo,       which is in line with Bartle’s taxonomy of player
                  a particular case of a gamified language learning             1www.duolingo.com
                  platform.                                                    2http://crystallize-online.com/
                                                                          3
                  types:   socializers are described as MMORPG ceive the number of points the presented aquar-
                  players who are mainly interested in chatting with       ium is worth, otherwise they receive zero points.
                  other players, observing and being part of the com-      Therefore, to maximize their score, a smart player
                  munitywhiletreatingthegameitselfasasideactiv-            will choose an easy word-fish when presented
                  ity. [1] The game’s logs showed that players some-       with a high-scoring aquarium and a difficult word-
                  times communicated in Japanese, which provides           fish when presented with a low-scoring aquarium
                  extra practice. [22] [3]                                 (to minimize the chance of answering incorrectly).
                    Players also engaged with the NPCs. The paper          Each game is composed of 3 rounds with 5 fish
                  explains that the game’s design was thought out in       each, so in each game it’s possible to accumulate
                  a way that would provide context, which research         a maximum of 225 points. As the player accumu-
                  tells us helps people remember by tying ideas to         lates points, they unlock new boats as a reward,
                  situations.                                              which appear during the game but have no effect
                  2.6.3   Content-based platforms                          ongame’smechanics.
                  Someplatforms, like LingQ, Bliu Bliu, Yabla, Mem-          Forthefirsttwogames,theplayerwillplayatuto-
                  rise and FluentU seek to motivate learners by al-        rial, which consists of slightly modified versions of
                  lowing them to select aggregated third-party con-        the game that make its rules easier to understand:
                  tent (video, audio and text) in the target language      having a single fish instead of 5, darkening non-
                  that they wish to experience, so they are (ide-          essential parts of the screen and large, animated
                  ally) exposedtocontentwhichintereststhemmost.            objects to grab the player’s attention.
                  These platforms provide access to genuine mate-          3.1. Word selection systems
                  rial in the target language, contrasting with material   Onecritical aspect of the game is what words from
                  written specifically with the purpose of language         the list are shown to the player at a given time.
                  education (or recorded by professional voice ac-         Thewordsmustbevariedandprovideachallenge
                  tors), which language educators regard as benefi-         of appropriate difficulty, otherwise the player will
                  cial. [11] [14]                                          become either bored or frustrated and will aban-
                    One problem this kind of platform faces is con-        don game (as explained in Section 2.4), especially
                  tent curation. Because they aggregate third-party        since, in Fishing for Words, the player has no con-
                  content, sometimes even uploaded by users rather         trol whatsoever over this process, besides playing
                  than experts employed by the website, content            the game.
                  must be filtered for quality, difficulty, correctness        The basic idea of these systems was touched
                  and type. This can be hard to achieve and it is          upon in Section 2.3. Ideally, the student should be
                  acommontargetofcriticism. [17]                           reminded of a piece of knowledge just when they
                  3. Implementation                                        are about to forget it []. The basic implication of
                  Our game, Fishing for Words, mostly takes place          this idea is that, as you might expect, words the
                  on a main screen representing a lake in a rainfor-       studenthasmoredifficultywithshouldbepracticed
                  est, in the centre of which stands a fisherman on         more often. With this knowledge in mind, we im-
                  their boat. The boat is flanked by a pink barrier         plemented two systems for word selection in the
                  on the left and a blue barrier on the right, repre-      game, one based on the classic Leitner System
                  senting the feminine and masculine genders, re-          and one designed by us (the Tag System), which
                  spectively.  In each round, the lake is filled with       are described in the next sections.
                  5 fish, each with a Portuguese noun written on it.        3.1.1  Leitner System (Flashcards)
                  The player must then solve each word by passing          Oneofthesystemsusedinthegametoselectthe
                  each fish through either the pink or blue barrier to      next words to present to the player is known as
                  paint it the right colour (corresponding to the writ-    the Leitner System, named after Sebastian Leit-
                  ten word’s gender) and place it on the top-right cor-    ner, who published it in 1972. It was devised be-
                  ner of the screen. The game will flash green or red       fore personal computers became common, so it
                  after each fish, indicating whether the player’s an-      was originally accomplished using physical boxes
                  swer was correct or not, respectively.                   and cards (flashcards), and it was created to help
                    The game includes a score system. In each learners memorize any kind of knowledge (not just
                  round, the player is presented with 5 aquariums for      language). [8]
                  the 5 fish. Each aquarium has a different score:            Our version of the Leitner System is very similar
                  5, 10, 15, 20 and 25 points, and they are all pre-       to the original (though it uses a computer in place
                  sentedtotheplayerinarandomorder,onebyone. of physical components). We have 443 “cards” (in
                  Once the player is presented with an aquarium,           our case, the Portuguese words that the player is
                  they must solve one of the remaining fish/words           meant to learn) and 5 boxes numbered 1, 2, 3, 4
                  in the lake: if they solve it correctly, they will re-   and 5. Initially, every word is in box 1. Box 1 will
                                                                         4
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...Fishing for words a game to learn grammatical gender in portuguese pedro bertrand cabral b tecnico ulisboa pt instituto superior lisboa portugal june abstract learning language can be very useful and fun but also lot of work some languages include pe culiar feature that provoke stumbles learners whose native lacks it mastering requires the learner memorize mostly arbitrary distinction between masculine feminine sometimes more fortunately modern times have brought us technologies such as videogames an interactive medium focused around training skills if players are willing spend hundreds hours on single solely sake entertainment would they not them besides being taught valuable skill was spirit harvesting potential tools this thesis developed wedeveloped android windows help at level prociency including two alternative word selection systems which balance s difculty real time according player performance full experimental procedure wasdeveloped tested with purpose validating its effecti...

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