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Localized Iterative Design for Language Learning in Underdeveloped Regions: The PACE Framework

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Title: Localized Iterative Design for Language Learning in Underdeveloped Regions: The PACE Framework


1
Localized 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
2
Relevance 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

3
World 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.

4
Schools 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)

5
Our 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

6
Case 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

7
Central 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

8
Related 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)

9
Design 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

10
Example 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

11
Example 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

12
Related 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)

13
PACE 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

14
Early 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
15
On 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
16
Sample 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
17
Approach 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
18
Learning 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
19
Curriculum
  • 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
20
Exercises
  • 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
21
Summary 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
22
Iterative 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

23
Benefits 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
24
Benefits 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
25
Benefits 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
26
Positive 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

27
Conclusion
  • 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

28
Acknowledgement
  • 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
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