6th International Workshop on Software Engineering for E-learning (ISELEAR’15)
Authors: Antonio Balderas, Anke Berns, Manuel Palomo-Duarte, Juan M. Dodero, Raúl Gómez-Sánchez and Iván Ruiz-Rube
https://www.youtube.com/watch?v=2s6euE_uIj4&list=PLboNOuyyzZ86rx78ZLHzZN8c1MHPLVhFe&index=2
6th International Workshop on Software Engineering for E-learning (ISELEAR’15)
Authors: Antonio Balderas, Anke Berns, Manuel Palomo-Duarte, Juan M. Dodero, Raúl Gómez-Sánchez and Iván Ruiz-Rube
https://www.youtube.com/watch?v=2s6euE_uIj4&list=PLboNOuyyzZ86rx78ZLHzZN8c1MHPLVhFe&index=2
Over the past decade there has been an increasing attempt to explore the potential of computer games in order to engage students’ towards foreign language learning. However, literature review has shown that there are still few attempts to provide empiric evidence of the educational potential of computer games, whereas the present study aims to address this lack. The purpose of our paper is to explore the possibilities of using a highly interactive 3D online game, we previously designed according to our student needs, in order to reinforce their foreign language
acquisition and communicative competence. The target groups are students of a German foreign language course from the A1 level (CEFR). For our project we designed a 3D online-game that is based on a roleplay,in which students need to cooperate in order to complete the game successfully. The game is built upon the OpenSim platform, and cooperation is conducted through game chats. Game chat interactions are being registered in a log file that is later processed. Furthermore, by analyzing
different indicators we are able to obtain initial evidences to assess students’ proficiency regarding their communicative competence in the target language. We include some examples from a pilot study we did with students of a German foreign language course (A1).
The steady rise of new technologies, especially in the area of mobile assisted language learning, has created new opportunities as well as challenges for foreign language learning. Since learners have more and more access to a wide range of devices and learning resources, teachers are challenged to explore the potential and benefits of these to support their students’ learning. In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes. However, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact amongst each other.
To address this we have designed an app, based on a highly interactive, ubiquitous and constructive learning approach. The app is called Guess it! Language Trainer and allows learners to share, assess and co-construct their foreign language knowledge. Learning contents are no longer delivered but integrated into versatile tasks which although individually performed, affect the community of learners. The current research paper presents the first results of an ongoing project using the Guess it! Language Trainer app in a compulsory German language course at a Spanish University. In our paper we will firstly describe how the app has been used to support students’ language learning outside the classroom, secondly, how it helped learners to get actively involved in their own learning processes and thirdly, how the teacher can use the information stored in the system to assess students’ language learning.
Presentación de actividades sobre videojuegos y gamifiación del grupo SPI&FM de la Universidad de Cádiz para la reunión del 26 de junio de 2019 de la Red Española de Excelencia de I+D+i y Ciencia en videojuegos
Over the past decade there has been an increasing attempt to explore the potential of computer games in order to engage students’ towards foreign language learning. However, literature review has shown that there are still few attempts to provide empiric evidence of the educational potential of computer games, whereas the present study aims to address this lack. The purpose of our paper is to explore the possibilities of using a highly interactive 3D online game, we previously designed according to our student needs, in order to reinforce their foreign language
acquisition and communicative competence. The target groups are students of a German foreign language course from the A1 level (CEFR). For our project we designed a 3D online-game that is based on a roleplay,in which students need to cooperate in order to complete the game successfully. The game is built upon the OpenSim platform, and cooperation is conducted through game chats. Game chat interactions are being registered in a log file that is later processed. Furthermore, by analyzing
different indicators we are able to obtain initial evidences to assess students’ proficiency regarding their communicative competence in the target language. We include some examples from a pilot study we did with students of a German foreign language course (A1).
The steady rise of new technologies, especially in the area of mobile assisted language learning, has created new opportunities as well as challenges for foreign language learning. Since learners have more and more access to a wide range of devices and learning resources, teachers are challenged to explore the potential and benefits of these to support their students’ learning. In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes. However, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact amongst each other.
To address this we have designed an app, based on a highly interactive, ubiquitous and constructive learning approach. The app is called Guess it! Language Trainer and allows learners to share, assess and co-construct their foreign language knowledge. Learning contents are no longer delivered but integrated into versatile tasks which although individually performed, affect the community of learners. The current research paper presents the first results of an ongoing project using the Guess it! Language Trainer app in a compulsory German language course at a Spanish University. In our paper we will firstly describe how the app has been used to support students’ language learning outside the classroom, secondly, how it helped learners to get actively involved in their own learning processes and thirdly, how the teacher can use the information stored in the system to assess students’ language learning.
Presentación de actividades sobre videojuegos y gamifiación del grupo SPI&FM de la Universidad de Cádiz para la reunión del 26 de junio de 2019 de la Red Española de Excelencia de I+D+i y Ciencia en videojuegos
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• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
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Identifying foreign language learning profiles in game-based environments by using data mining
1. Identifying foreign language learning profiles in
game-based environments by using data mining
Manuel Palomo-Duarte
Anke Berns
Andrés Yañez Escolano
Juan Manuel Dodero
3. Introduction
● Foreign language courses (ECTS)
– few hours of language practice in class
– many hours of independent learning
●
We propose using a 3D virtual world to:
– Encourage independent learning
– Improve communication skills
– Provide a fun and “natural” learning environment
● But How do students benefit from the experience?
– Do all benefit equally?
4. Design and architecture
● We used the Opensim Virtual world engine
– Well-known reliable open source
– Client-server approach
5. Game design
● Level 1: Memory game
– Pre-requisite for level 2
– Single player-mode
– Focus on changing
prepositions:
● Combination with the
accusative or dative
● And proper gender
– 30+ minutes
6. Game design
● Level 2: Hidden room
– Collaborative game, two players, ~35 minutes
– Reinforce of the previously introduced prepositions
– Game aim: tidying a room using a text-chat
Student1 knows where to collocate the
objects
Student2 must collocate the objects
in the right place
7. Case study: settings
● German as a second foreign language
undergraduate course, Univ. of Cadiz (Spain)
– Beginner level (A1.2 CEFR), 6 ECTS
● 48 hours of face-to-face teaching
● 102 hours of independent learning
– Students passed a previous course (A1.1 CEFR)
– 99 students took part in the experiment
8. Case study: settings
● Experiment steps:
1.Pre-test
2.Playing the game taking one role
3.Post-test 1
4.Playing the game taking the other role
5.Post-test 2
6.Technology Acceptance Model (TAM) questionnaire
9. Case study: analysis
● Anonymous TAM-based questionnaire [−2,+2]
– Students confirm that they benefited from the game
● Interacting with others (average 1.64)
● For fostering vocabulary (average 1.42)
● Increasing grammatical knowledge (average 1.53)
– Students felt comfortable with the experience
● Few issues using technology
10. Case study: analysis
● Clustering (k-means algorithm)
– A well-known data mining technique
– Summarizes global behaviour in groups with similar values
in the considered attributes
– Attributes of tests used for clustering:
● Number of words written in a text describing the position of
different objects on a picture
● Ratio of lexical errors by written word
● Ratio of grammatical errors by written word
● Additionally, checked grades in previous A1.1 course
11. Case study: analysis
● Lexical clustering:
– General constant
improvement
– C0 and C1:
● Similar pre- level
● Very good students
● C1 students usually
wrote more words and
→? improved more
12. Case study: analysis
● Lexical clustering:
– C2: ~half of students
● Good previous oral skills
● Great improvement in
post-test2
– C3: ¼ of students
● Wrote few words
● Best previous writing
grades
● Did not learn so much
with the game?
13. Case study: analysis
● Lexical clustering:
– General constant
improvement
– C0 and C1:
● Similar pre- level
● Very good students
● C1 students usually
wrote more words and
→? improved more
14. Case study: analysis
● Grammatical clustering:
– General improvement only after post-test2
– C2: ~half of students, good at participation
● Outstanding final results
– C0, C1 and C3: same final level
● C0 and C3 had same poor pre-test level
– C3 students wrote always an average number of words and they
started improving in post-test1
– C0 students only wrote a reasonable number of words in post-test1
and improved only after post-test2. Needed a second round?
● C1: students between C0 and C1, good previous participation
grades →? not comfortable with the game
15. Case study: analysis
● Lexical and grammatical clustering (5 groups):
– C3, 40% of students: very good pre-test results and
the best final results (more words than average)
– The other clusters have similar number of students:
● C0 and C4: good at previous tasks
– C0 good at oral tasks and average writing skills in post-test2
– C4 made effort to write more, but worst post-test2
● C1 and C2: similar previous performance
– C1 poor in vocabulary, good at grammar
– C2 the opposite
16. Conclusions
● Students felt conformable with the game
– Although some decreased grades from previous semester
● Particular insights:
– Previous oral skills ~ influence in vocabulary
– Good (but not brilliant) student in previous course + good
participation got best results in grammar
– Scarce relation to previous grades in mixed analysis
– Some students needed two rounds to improve
● Future work:
– Analysis including game-chat logs
– Applying other clustering techniques or association rules
17. Thank you for your attention!
Questions?
Source code available at
https://code.google.com/p/aprendizaje-colaborativo-preposiciones-aleman-en-opensim/