Title: Localized Iterative Design for Language Learning in Underdeveloped Regions: The PACE Framework
1Localized Iterative Design for Language Learning
in Underdeveloped Regions The PACE Framework
- Matthew Kam
- Divya Ramachandran
- Varun Devanathan
- John Canny
- Berkeley Institute of Design
- Computer Science Division
- University of California, Berkeley
- Anuj Tewari
- Dhirubhai Ambani Institute of
- Information Communication
- Technology (India)
CHI 2007San Jose, CA
2Relevance of English as a Second Language (ESL)
in India
- English is a global language 1.2 to 1.5 billion
people in gt170 countries (Crystal 1997) - ESL is taught in almost all schools in India
- Mastery of English is the single most
influential factor that determines access to
important avenues of economic and social
advancement (Kishwar 2005) - 90 of indigenous web content in India is in
English
3World Language Fluency
- Low-income populations in Africa, Asia and Latin
America desire to improve command of an
appropriate world language (Clegg, Ogange
Rodseth 2003 Faust Nagar 2001 Kapadia 2005) - Widely spoken language, e.g. English, Mandarin,
Spanish, etc. - Regional dialect is not necessarily native
language for low-income groups - World language fluency opens the door to
further education, New Economy jobs, higher
incomes, social prestige, etc.
4Schools Fail at World Languages
- Schools in developing countries have limited
impact - For example, in India
- Rural ESL teachers communicated with us through
interpreters - 43 to 61 of school-going-age children do not
attend school regularly (Azim Premji Foundation
2004)
5Our Envisioned Solution
- Mobile games that target learning anytime,
anywhere - Make ESL learning resources more accessible
- Make learning process more enjoyable
- Run on cellphones, the fastest growing technology
platform in the developing world - Target local language learning needs
6Case for e-Learning Games
- Enhance motivation and learning (Jenkins 2005)
- Incorporate good learning principles (Gee 2003)
- Prior randomized experiment (Banerjee et al.
2005) - 2 years, gt10,000 urban slums students in India
- Played math computer games
- twice per week
- Significant gains in math test scores
7Central Question
- How can we promote reuse when localizing language
learning software applications with communities
in the developing world? - Recurrent challenges
- Limited time for iterative design in the field
- Wide disparity in age, etc. for each literacy
level - Limited exposure to high technology
8Related Work Localization
- Adapting software for a local context involves
two steps - Internationalization
- Localization
- Previous work have mostly focused on the
user-interface, not content (e.g. Marcus and
Gould 2000, Smith et al. 2004, Yeo 2001)
9Design Pattern
- Template solution to previous problem
- For ESL learning task, a design pattern is the
steps that learner engages in to develop language
skills - Benefits
- Represent solutions to frequent problems in
skeletal form - Encourages reuse, avoids reinventing the wheel
10Example Learning Activity (from Rosetta Stone)
- Word-picture matching activity
- Targets vocabulary building and listening
comprehension - Teaches four words
- Highlights each picture as its word is played
aloud - Then tests learner
11Example Pattern
- Pattern name Oral Word ? Semantics Association
- Focus vocabulary building, listening
comprehension - Solution (Suppose X4, i.e. teach 4 words per
round) - Repeat step 1 for X times
- 1. Says a word and displays its meaning
pictorially - Repeat steps 2-3 for X times
- 2. Displays one of the X words from step 1
- 3. Give learner at least X pictures to choose
from, and feedback on whether or not his
choice was correct
12Related Work Design Patterns
- Patterns have not been used in instructional
design for language learning nor software
localization - Have been used in
- Urban planning and architecture (Alexander 1977)
- Software engineering (Gamma et al. 1995 aka Gang
of 4) - Interaction design (Borchers 2001)
- Website design (Van Duyne et al. 2002)
- Computer science education (Bergin)
13PACE Framework
- The four components of PACE framework
- Pattern
- Activity
- Curriculum
- Exercise
- Pattern ? Activity ? Curriculum ? Exercise
- Modular design and reuse
- Localize only those parts that need changing
14Early Lessons (Spring 2006)
- Worked on over 30 ESL learning games
- Introduced patterns after finishing initial
designs - Initial lessons
- Use patterns as a generative design tool, not
in formulaic manner - Facilitate iteration on user-interfaces and
curriculum by keeping them separate
Pattern ? ? ? ? ? Exercise on cellphone
15On to Round 2! (Summer 2006)
- Distilled gt50 patterns
- Shortlisted 11 patterns for language beginners
- Letter-sound correspondences (reading and writing
skills) - Word-meaning associations (listening and reading
skills) - Pronunciation (speaking skills)
- Syllable segmentation (reading skills)
- Consulted ESL teacher with teaching experience in
rural Central America on these patterns
PACE Pattern ? Activity ? Curriculum ? Exercise
16Sample of Commercial Packages
- Reviewed gt35 language learning applications from
commercial market - Sample was selected based on proxy indicators
- Professional customer base
- Excellent ratings from previous purchasers on
e-commerce, home schooling, etc. websites - Selected for balance between listening, reading,
speaking and writing skills
PACE Pattern ? Activity ? Curriculum ? Exercise
17Approach to Extracting Patterns
- Theory
- First language acquisition for children (Bruner
1983) - Second language acquisition for children adults
(Bialystok Hakuta 1994, Krashen 2003) - Reading acquisition (Snowling Hulme 2005)
- Practice
- ESL teaching methods (Krashen Terrell 1983,
Larsen-Freeman 2000)
PACE Pattern ? Activity ? Curriculum ? Exercise
18Learning Activities
- The computer-mediated activity and its
user-interface - Concrete instantiation of an (abstract) design
pattern - Designed 9 learning activities based on the 11
shortlisted patterns - Design goals
- Learnability
- Fun and engagement (Malone 1980)
PACE Pattern ? Activity ? Curriculum ? Exercise
19Curriculum
- Syllabus that learner is supposed to learn
- Alphabet and context-specific vocabulary
- Scenarios for school, nature, traveling
shopping - Numbers, dates and time
- Images from clipart libraries were edited for
cultural appropriateness - Audio voiceovers recorded with Indian accent
PACE Pattern ? Activity ? Curriculum ? Exercise
20Exercises
- Exercise Activity Curriculum
- Implemented 6 learning activities to be piloted
in Uttar Pradesh, India in late Summer 2006
Grapheme?Grapheme correspondence
Syllable segmentation
Grapheme?Phoneme correspondence
Semantic?Word correspondence
PACE Pattern ? Activity ? Curriculum ? Exercise
21Summary Our PACE Process
- Localized highly-rated commercial language
learning packages for an underserved community - Pattern ? Activity ? Curriculum ? Exercise
word-picturematching oncellphones
Stop
Pattern name Oral Word ? Semantics
Association Focus vocabulary building,
listening comprehension Solution (Suppose X4,
i.e. teach 4 words per round) Repeat step 1 for
X times 1. Says a word and displays its meaning
pictorially Repeat steps 2-3 for X times 2.
Displays one of the X words from step 1 3. Give
learner at least X pictures to choose from, and
feedback on whether or not his choice was correct
Conductor
22Iterative Design in the Field
- India afternoon school for urban slums girls
- Kindergarten and 1st grade students (14 girls)
- ESL baseline some knowledge of alphabet
- Played 6 exercises over 3 days
- 6th grade students (11 girls)
- ESL baseline simple sight vocabulary and basic
conversational greetings - Played 12 exercises over 5 days
- No prior cellphone experience
23Benefits Multiple Age Groups
- Reused the same curriculum for younger learners
- Learning activity for kindergarten children
- Learning activity for older children
- Learning activity for adults
A, E, I, O, U
Cluster of English alphabet (e.g. vowels)
?
One curriculum for many activities
24Benefits Comprehensive Suite
- Reuse the same curriculum for multiple learning
needs, after extensive iteration
- Learning activity for spelling
- Learning activity for listening comprehension
- Learning activity for pronunciation practice
Vocabulary for travel-related words
One curriculum for many activities
25Benefits Learnability
- Reused the same learning activity for multiple
curricula, to promote learnability
- Vocabulary for travel-related words
- Vocabulary for shopping-related words
- Vocabulary for other functional categories
Learning activity for word-picture association
One activity for many curricula
26Positive Outcomes Learning
- PACE permitted rapid iterative design in the
field - User acceptance issues ironed out in time
- Kindergarten and 1st grade students
- Most completed 2 or 3 exercises, out of 3
- 6th grade students
- Post-test vocabulary gains (p lt 0.001, effect
size 1.16, n 11) - Transfer to story-writing domain
27Conclusion
- Design patterns
- Capture best practices (internationalization)
- Facilitate adaptation to local contexts
(localization) - Yield positive learning outcomes
- PACE framework facilitates
- Rapid iterative design in the field
- Flexibility for differences in age groups and
learner levels - Reuse, learnability and scalability
28Acknowledgement
- Local community partners (India)
- Urvashi Sahni, Pratim Basu, Siddharth Bhagwani
- Colleagues
- Ruth Alexander, Asya Grigorieva, Dimas Guardado,
Jeffrey Heer, Kristopher Hom, Maksim Lirov,
Aaron McKee, Anand Raghavan, Priyanka Reddy,
Aretha Samuel, Monish Subherwal, Susan Woolley - Anonymous reviewers and Associate Chairs
- National Science Foundation (Grant No. 0326582)
- Microsoft Research (Digital Inclusion award)
- Intel Undergraduate Research Program