Learning the vocabulary with gamification and AI.
Intelligent environment for routine instruction.
Gamification
The intelligent scene (DTA) can manage an instructional game. Here such a game is described as teaching vocabulary for learning a second language. This article is explicitly licensed Public Domain (CC0).
Magnolia gardens
Vocabulary learning cases
- Case 1 learning a second or subsequent language.
- Case 2 learning a specialized vocabulary.
A starting model for an AI vocabulary-learning environment
- Scene design:
- Gamification: (after the break)
- Solo task design and gamification (TBD)
- Social task design and gamification (TBD)
- Plans for evaluation of performance (TBD)
- This model is written about learning nouns (objects) but can be extended to other parts of speech.
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Elements of gamification
- Seven Key Elements of Gamification, Plus or Minus Two
- FLEXIBLE LEARNING or ACHIEVEMENT PATH
- REWARD STRUCTURE
- CLEAR RULES
- QUESTS
- Fast FEEDBACK
- Badges
- Leaderboards
- Avatars
- Narrative
Gamification in this learning model
- Leaderboards are easy for the Digital Teaching Assistant (DTA).
- Avatars are standard in virtual worlds.
- Multiple narratives can be provided by the instructional planner.
- Each turn is a quest for a vocabulary term.
- Badges (and levels) are earned by completing a specified set of quests.
- The completion of the quests demonstrates mastery of that set.
- The learner's task is to click on the correct object.
- The click gets immediate feedback as to whether the choice was correct.
- Each correct choice earns a token. In a narrative it might also earn a game object,
- The object would be something of value in the game: a bullet, arrow, potion, etc.
- The token and game object would be the immediate reward.
- A specified token collection would give access to a new level (badge)
- Access to a new level would be a reward for a set of quests.
- The new level would probably give added powers to the avatar (and player).
- The tasks are simple actions and should be clear when the learner learns the target association.
- Flexibility of the learning path can be provided by the game designer.
Flexibility means learner options
- Multiple options can be offered by a computer-based system.
- -
- Vocabulary scene alternatives: Kitchen, market, shopping mall.
- The scene carries words that fit that environment.
- The novice can choose where to start.
- A few scenes would teach vocabulary relevant to narratives.
- Most scenes would teach basic vocabulary.
- -
- Narrative: Can be drawn from action-adventure games.
- Action-adventure games (search)
- Action-adventure games (Wikipedia)
- -
- Task detail: Tasks generally require knowing the name of something in the target language.
- The learner can be allowed to choose among the items,at least at the start.
- The learner will eventually have to tackle the hard ones, but the easy ones build confidence.
Badges show progress on skill levels
- They are like passing tests, but tied to more specific progress in language learning.
- A specified collection of badges earns a skill level
- Examples of badges:
- Scene badges, nouns:
- Given the name (in text) of a target object, you can recognize it when you see it.
- You can name (in text) any target object on sight.
- Given the spoken name of a target object, you can recognize it when you see it.
- You can speak the name of any target object on sight.
- You reach a skill level by demonstrating that skill.
- Analogous tasks would be required for verbs, adjectives, and adverbs.
- Vocabulary badges (for languages):
- You can understand and use a vocabulary of n words (n explained below).
- Increasing values of n denote rising skill levels.
- The target n may be: 3000 MOST COMMON WORDS IN ENGLISH
Solo or social?
- Language is inherently social.
- Digital worlds allow people to gather and interact as a group.
- The environments (places) can be designed for instructional benefit.
- But the environment can interact with a learner, so vocabulary practice can be solo.
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