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Improving Memory Recall and Measuring User Ability Through Gamified Techniques with 'Chatty': An E-Learning Application for Foreign Languages

机译:通过游戏化技术使用“ Chatty”改善记忆调用并测量用户能力:外语电子学习应用程序

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We aim to create a more efficient online, or E-learning, environment that will promote participation and enhance the learning speed of foreign lan-guages. The goal is to explore interests and features that can be incorporated in an educational platform which transitions users from a state of explicit learning to implicit learning. This method calls upon the study of intrinsic motivations and identification of needs for different target audiences. Our deliverable is a prototype application called "Chatty", where users with unique personas can practice and improve foreign languages together. We turned typical practices for learning languages such as communicating with others, asking and answering questions, giving and receiving critical feedback, and participating in grammar activities into an enjoyable and meaningful gamified experience. Next, we measured the ergonomic design of the Chatty app through a user ability test based on the Goal, Question, Metric (GQM) model. By measuring the time to complete six unique tasks in Chatty, our sample study yields geometric means to complete each task within 50 s. The geometric mean is a meaningful mea-surement to predict the median population times to complete a task within Chatty; therefore, we find that our application is intuitive and efficient. Lastly, we tested our gamified environment's ability to improve a user's memory recall for new language material. With 95% confidence, our experiment results show that users who took a grammar test in Chatty's gamified environment were better able to recall the tested material later on. This means that gamification shows promise for improving memory recall in users learning new languages. Though our app is aimed at the study of foreign languages, gamification can be applied to other various industries and future studies should be considered. Access to the prototype can be granted upon emailed request.
机译:我们旨在创建一个更有效的在线或电子学习环境,以促进参与度并提高外国语言的学习速度。目的是探索可以纳入教育平台的兴趣和功能,该平台可将用户从显性学习状态转换为隐性学习状态。这种方法需要研究内在动机并确定不同目标受众的需求。我们的交付物是一个名为“ Chatty”的原型应用程序,具有独特角色的用户可以在其中一起练习和改进外语。我们将学习语言的典型做法(例如与他人交流,提问和回答问题,给予和接受批评性反馈以及参加语法活动)转变为一种愉快而有意义的游戏化体验。接下来,我们通过基于目标,问题,指标(GQM)模型的用户能力测试,对Chatty应用程序的人体工程学设计进行了测量。通过测量在Chatty中完成六个独特任务的时间,我们的样本研究得出了在50 s内完成每个任务的几何方法。几何平均值是一种有意义的测量方法,可以预测在Chatty中完成任务的人口中位数。因此,我们发现我们的应用程序既直观又高效。最后,我们测试了游戏化环境改善用户对新语言材料的记忆记忆的能力。有了95%的置信度,我们的实验结果表明,在Chatty的游戏化环境中进行语法测试的用户以后可以更容易地回忆起经过测试的材料。这意味着游戏化有望改善学习新语言的用户的记忆记忆。尽管我们的应用程序旨在研究外语,但游戏化可以应用于其他各种行业,应考虑将来的研究。可以通过电子邮件请求授予对原型的访问权限。

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