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Identifying foreign language learning profiles in
game-based environments by using data mining
Manuel Palomo-Duarte
Anke Berns
Andrés Yañez Escolano
Juan Manuel Dodero
Contents
● Introduction
● Design and architecture
● Case Study
– Settings
– Analysis
● Conclusions
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?
Design and architecture
● We used the Opensim Virtual world engine
– Well-known reliable open source
– Client-server approach
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
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
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
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
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
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
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
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?
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
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
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
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
Thank you for your attention!
Questions?
Source code available at
https://code.google.com/p/aprendizaje-colaborativo-preposiciones-aleman-en-opensim/

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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
  • 2. Contents ● Introduction ● Design and architecture ● Case Study – Settings – Analysis ● Conclusions
  • 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/