Wednesday, September 9, 2015

Conclusion and Future Work



In this work, we have proposed several design
techniques for leveraging existing arcade
-
style games
in a learning context, such as adjusti
ng for lost time
and optimizing efficiency of input and feedback. In our
controlled study, we have also demonstrated th
at, even
when embedded in a fast
-
paced game, retrieval
practice offers a potent production vocabulary gain over
studying, but that this b
enefit may come at the cost of
reduced engagement
,
particularly for slower learners.
While existing arcade
-
style games
have
experienced
limited adoption in the realm of education
compared to
custom
-
made
arcade games
or virtual environment
games
, our promi
sing results suggest that
this domain
deserve
s
more attention
.
In particular, greater
emphasis should be placed on
understanding
potential
trade
-
offs between
learning
benefits
and
user
enjoyment
in
the educational adaptation of
fast
-
paced
games
.
The result
s from this study also open a gateway
for exploring
other forms of
retrieval practice that may
be less cognitively demanding and include more
instructional scaffolding
, such as displaying
a few word
choices.
G
radual adaptation of learning challenge
s
,
perh
aps by offering a combination of study and
retrieval trials, should also be explored in future work.

Speech Recognition Improvements


To recognize speech input, we used the WAMI (Web
-
Accessible Multimodal Interface) software [6], a
framework that allows audio to be captured at the web
page and transmitted to the SUMMIT speech recognizer
[5] running remotely.
During initial user testing
, we
observed
that false
negative speech recognition errors
(i.e. user spoke
correctly but speech recognizer misrecognized)
were
most common and significantly
inhibited the flow and
enjo
yment of the game. F
alse positive errors were
rarer
because users tend
ed to speak only when they were
fairly confident in their answer
. Because the target
answer was
revealed whenever
the
user
succeeded,
users appeared amused rather than misdirected by
false positives. To decrease the likelihood of false
negatives, we
add wo
rds to
the recognizer’s vocabulary
dynamically as words are introduced in the game, and
furthermore expand the set of accepted responses to
include the top
three
speech recognition
hypotheses
once the vocabulary size reaches a
sufficiently large
threshold.
Thus, if the correct word a
ppears anywhere
in the top few
words, it is selected as the user’s
utterance.  

Game Design


Building on an existing open
source web
implementation of Tetris
1
(Figure
2
)
, we modified
traditiona
l Tetris rules to offer an incentive for learning
word
-
picture associations. Players see each Tet
ris block
attached to a picture
and must correctly speak the
word associated with the picture before block rotation
can be unlocked for the trial (Figure
3
).
We selected
this particular rule modification because it most closely
aligns word
-
learning incentives with the core means to
success in the original game.
We enhance
d
traditional Tetris with multimodal speech
interaction for two reasons. First, prior rese
arch in
speech
-
based literacy games has indicated that
productive speech practice strengthens word knowledge
by providing learners with phonological input back to
the mind
[7
]. Secondly, because arcade games like
Tetr
is are already fast
-
paced and involve
m
ultiple
keystrokes in controlling game pieces, speech
interaction allows players to keep up with
the pace
of
the game
more so than textual input

Introduction



The pervasive spread of computer games h
as made a
significant impact on game
-
based learning as a serious
topic in the field of education. Research evidence has
shown that fun and enjoyment are central to the
process of learning
because they increase
learner
motivation [
2
]
. Games embody core elem
ents of
intrinsic motivation such as challenge, fantasy,
competition, and recognition [
9
] that make game
-
play
a potentially powerful means for learning. Good games
often induce
a state of flow,
a psychological setting in
which the player is so absorbed in
the game that the
activity persists purely by virtue of intrinsic motivation
[
11
]. Games also offer learners opportunities to
practice a new skill and consolidate mastery through
“cycles of expertise”
[4
]. In striking a balance between
mastery and challeng
e, games can motivate players to
learn through repeatedly doing the game itself until
they have virtually automatized their solutions.
To date,
research on
educational games has focused
primarily on the design of custom
arcade
-
style learning
games or elab
orate extensions of virtual environments.
Less
research has explored the potential of combining
the addictive
effect
of
existing arcade
-
style games
with
the potent learning gains of
retrieval practice
. Retrieval
practice, the act of repeatedly attempting r
ecall from
memory, not only benefits learning as much as non
-
recall
studying
, but also improves long
-
term retention
over study alternatives [
8
]. Retrieval practice is posited
to be powerful because it offers opportunities to
strengthen memory encodings thr
ough multiple
exposures to
memory cues
. In some cases, retrieval
practice has demonstrated an advantage even over
more complex active learning strategies, such as
elaborative studying with concept mapping [
8
].
Although the highly repetitive nature of
exis
ting
arcade
games make
s
them natural settings for embedding
retrieval practice, most
adaptations of existing games
emerge from
turn
-
based
frameworks
like card games
[10]
or
from
complex virtual envir
onments [12
],
perhaps due to
less time pressure on learne
rs
and
greater
amenability to structural changes. However,
arcade
-
style games
such as Tetris and Pacman are
advantageous in that they are logically much simpler to
manipulate, have open source code bases, and allow a
wider range of time commitment from pla
yers. Just as
flashcards enable students to review vocabulary on the
run, arcade games allow players to either indulge in
short spurts or stay indefinitely.
In this paper, we focus on investigating useful
techniques to modify existing arcade games for the
purpose of learning, using Tetris as a prototypical
example.
There are two challenges in this research.
First, it is unknown what constitutes a good design for
learning amidst an already cognitively intensive and
fast
-
paced game. Second, although previous
studies
evaluated the effectiveness of retrieval practice, to the
best of our knowledge there have been no studies
measuring the impact of retrieval practice within a time
sensitive, arcade
-
style game. Because retrieval practice
exerts greater cognitive ef
fort than non
-
recall studying,
and the interactivity of gaming introduces an additional
cognitive load [3], it is unclear whether retrieval
practice will remain advantageous in an intense game
setting. Cogniti
ve research suggesting somewhat
independent wor
king memor
y channels for visuo
-
spatial
and phonological
processing [1] gives some hope to the
possibility of uniting vocabulary learning with visually
demanding arcade games.

Adapting Arcade Games for Learning



Abstract
Although memory exercises and arcade
-
style
games
are alike in their repetitive nature, memorization
tasks
like vocabulary drills tend to be
mundane and
tedious
while arcade
-
style games are
popular
, intense
and
broadly addictive
. This suggests
an opportunity to
modify well
-
known, existing arcade gam
es for the
purpose of
memorization and learning
. A key challenge
to
modifying
any existing arcade
-
style game is
the
incorporation of
learning on top of an already fast
-
paced, mentally demanding game.
This paper presents
a web
-
based vocabulary
-
drill game, b
ased on
Tetris
and augmented
with speech recognition
(Figure 1)
. To
help adult learners acquire new vocabulary,
we embed
an in
-
game mechanism
that
presents vocabulary items
to be learned via word
-
picture associations
. Using our
working speech recogniti
on
prototype, we investigate
the extent to which
retrieval practice
, an educationally
effective
but
cognitively demanding strategy, impacts
learning and engagement in this
fast
-
paced game
environmen