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Collaborative story-based kanji learning using an augmented tabletop system

机译:使用增强型桌面系统的基于故事的协作汉字学习

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We present a novel augmented tabletop computersystem to support collaborative storybasedlearning of Japanese kanji characters bynon-native students of the Japanese language.Our system is based on interactive use of physicaland virtual media using Augmented Realitytechnologies. To investigate the eff ectivenessof this approach, we use Heisig’s decompositionof complex kanji into simpler componentparts and support constructionist learningby allowing tangible exploration and physicalconstruction – analogous to construction of ajigsaw puzzle – of complex kanji shapes fromsimpler component shapes which are printedon physical cards. Cards can be associatedwith video content that is projected onto thecard’s location, thereby augmenting the physicalkanji component with virtual media. A collaborativepen-based handwriting interface allowsstudents to create mnemonic stories, inthe form of pictures or words, to assist in mnemonicmemorization of complex kanji as collectionsof simpler components. Experimentalevaluation of the system compared user learningbehavior between experimental card-usingconditions and a control GUI condition. Forcard-using conditions, we observed increasesin exploratory activity and pointing behavior;for the AR media condition, we observedincreased exclamatory clapping. Our systemdemonstrates that story-based kanji learning– which is typically an individual learning process– can be realized as a collaborative, constructionist,and computer-assisted languagelearning activity. is points to the possibilityof story-based kanji learning technologies beingused in future classroom scenarios.
机译:我们提出了一种新颖的增强型台式计算机系统,以支持日语非母语学生基于故事的协作学习日语汉字字符。我们的系统基于使用增强现实技术对物理和虚拟媒体的交互使用。为了研究这种方法的有效性,我们使用Heisig将复杂的汉字分解成更简单的组成部分,并通过允许进行有形的探索和物理构造(类似于构建拼图拼图),从打印在物理卡上的简单的组件形状中进行复杂的汉字形状,来支持建构主义学习。卡可以与投影到卡位置上的视频内容相关联,从而通过虚拟媒体增加了物理汉字成分。基于协作笔的手写界面使学生能够以图片或文字的形式创建助记符故事,以助于将复杂的汉字作为更简单的成分的集合进行助记符存储。系统的实验评估比较了用户在实验卡使用条件和控件GUI条件之间的学习行为。对于使用卡片的情况,我们观察到探索活动和指向行为增加;对于AR媒体情况,我们观察到惊叹号鼓掌增加。我们的系统演示了基于故事的日文汉字学习(通常是个人学习过程)可以通过协作,建构主义和计算机辅助的语言学习活动来实现。指出了基于故事的日文汉字学习技术在未来的课堂场景中使用的可能性。

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