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Designing e-Learning Games on Cellphones to Promote Language Learning and Literacy in the Developing World

机译:在手机上设计电子学习游戏,促进发展中国家的语言学习和扫盲

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摘要

Literacy is one of the great challenges in the developing world. Even more challenging is thetension between regional and ???world??? languages ??? that economic opportunities are often closedto those who are literate only in a regional language. India for instance is a country with 22regional and two ???national languages??? Hindi and English. But for most practical purposes,English is the language of economic opportunity. It is the language of instruction in privateschools and all universities, a large fraction of business and government, and the language whichis driving India???s service economy ??? the fastest growing in the world. Fluency in English canalmost be equated with membership in the middle and upper classes [6]. The value of English iswidely recognized by ordinary Indians [15], and it is the poorest citizens who are lobbying moststrongly to expand English teaching. A recent article states that mastery of English is the ???singlemost influential factor that determines access to elite educational institutions, and hence toimportant avenues of economic and social advancement??? [9].More broadly, the literature [e.g. 6], our conversations with development professionals in Africa,Latin America, and Asia, and further experiences in the field indicate that a large proportion oflow-income people want to improve their command of an appropriate ???world language.??? Englishis certainly one of these, as is Mandarin Chinese and Spanish. But even in countries where such alanguage is an official ???national language,??? many speakers (inevitably the least empowered)have a different native language, and many regional languages (let alone dialects) are oftenspoken. In India, Hindi and English are official ???national languages,??? but Hindi is native to only20% of the population. ???World language??? fluency opens the door to further education, a largerregional (or world) marketplace, to ???new economy??? outsourced jobs, and often improves accessto government, health and legal services.Our current work concentrates on ESL (English as a Second Language), but we believe many ofthe lessons will transfer to other ???WSL??? (World language) learning challenges. Unfortunately,formal English teaching in public schools is not succeeding, and it is far out of reach to the largenumbers of children who are not able to attend school regularly. From the literature [e.g. 1] andour fieldwork in the poorest state of India, two significant factors stand out: irregular schoolattendance owing to the need for students to work in fields, homes, etc., and the preparation oflocal teachers, who themselves have very poor training in English. Regional schools typicallyhave no ???English teacher,??? rather a handful of teachers who cover everything. In our 3 years offieldwork, we have usually been unable to communicate with local teachers in English and haverelied on interpreters.At the same time, high technology ??? in the form of cellphones ??? are being used by Indians at alleconomic levels. India is the largest market for cellphones worldwide, and the majority are nowbeing bought by illiterate and semi-literate users. And a growing percentage of these phonesfeature advanced multimedia capabilities for photos and gaming. We argue that these devices area perfect vehicle for new kinds of informal (out-of-school) language learning. All these factorscreate an extraordinary opportunity: to dramatically expand English skills in young Indians,which is the fastest way to open the doors for employment and further education. While ourPAPER ABSTRACT ??? iConference 2008work can be integrated with, and can complement the school English curriculum, the greatestopportunity is in out-of-school learning. The Indian children we studied, even those with workcommitments for the family, spent an hour or so daily playing with friends, and several hourswatching television.We believe that ESL learning games on cellphones can address the above challenges. Gameshave well-known ???immersive??? properties ??? that is, the learner experiences themselves as being???inside??? the game. Games continually challenge players to develop new skills, and reward theiracquisition. Players often spend long hours in games which allows them to develop advancedskills. Games can be social experiences which encourage communication with other players. Andfinally, games can be designed to mirror the real-world games that children play, providing themwith tools and encouragement to use English recreationally outside the electronic game.Leveraging e-learning games for education in developing regions is not far-fetched. At least twonon-government organizations, Pratham and the Azim Premji Foundation, have used computergames in their initiatives for children in the urban slums and rural areas of India respectively.Most importantly, a large-scale evaluation by Pratham1 showed significant gains on mathematicstest scores from playing computer games that target math learning [2]. It is plausible that similarlearning outcomes can be replicated using mobile games for ESL.In this paper, I introduce my dissertation work, which is now in its 4th year. It is informed by sixrounds of fieldwork over three years with children living in the urban slums and rural areas ofIndia. Our total time actually in the field is over six months. A goal of these field studies was tolearn first-hand about the everyday learning contexts of the above children as part of a broaderneeds assessment. Another objective was to examine the feasibility of our ideas for technologyassistedlearning, by piloting off-the-shelf software and early designs of our mobile applicationson a very small scale with children from the urban slums and villages. Building on the systemsrequirements that we have learned iteratively from these studies, we are completing a final roundof design and prototyping in Fall 2007 in preparation for a year-long deployment in 2008.Rural children displaying ???You win!??? screens from two cellphone games that we have designed. Success in thesegames, and mastery of the technology, was a considerable incentive and source of pride for these children. Thesekinds of behaviors were repeated over and over.1 A longitudinal randomized experiment over more than two years with over 10,000 urban slums students.PAPER ABSTRACT ??? iConference 2008Since our previous findings are already published, I will only review those games that we havedesigned so far and their learning outcomes. Instead, in this paper, I want to focus on meta-issuesrelated to the project???s design methodology and its interdisciplinary nature. In particular, I wantto draw attention to the challenges of doing information systems research in this highly difficultdomain and offer strategies based on how I would undertake a project in this domain differentlyif I had to do it a second time.The rest of this paper addresses the following issues:??? What is an effective model for multidisciplinary collaboration? While the most conventionalapproach is to assemble a specialist from each domain to form a team, we have learned thatspecialists in their respective areas are not always able to relate to the unique problem thatlies at the intersection of these multiple areas of expertise. I have often found myself actingas the ???interpreter??? between computer programmers and curriculum developer in my team.More importantly, I will describe the theoretical frameworks that I drew upon from secondlanguage acquisition [3, 4, 6, 10, 11, 12, 16] and game studies [8, 13, 14, 17], and how myknowledge of both areas (to a certain degree) in addition to human-centered design made itpossible for me to perform the essential ???conceptual footwork??? for integrating them in our elearninggame designs, even as I relied on our curriculum developer for her practicalexperience in teaching English in India.??? How can we develop competencies across disciplinary boundaries that make interdisciplinarywork possible? Here, I will trace my intellectual development from my initial schooling incomputer science and human-computer interaction to my realization that the problem I amconfronting in my dissertation actually belongs to the education domain, and my subsequentsocialization in the School of Education to learn their ???trade.?????? What are some appropriate approaches for conducting cross-cultural research in informationsystems? While ethnographic methods are critical for understanding the practices and beliefsof a community, culture is a dynamic phenomenon that changes quickly especially in the faceof rapid technology uptake (e.g. cellphones) in emerging regions. I will cite my experiencesfrom an international development project in Africa involving handheld technology to arguethat conducting feasibility studies with multiple user communities is necessary for revealingour cultural assumptions. In particular, I will support this claim by describing the differencesin how children in North and South India play our games differently.??? What data collection challenges are there with users in developing regions who lack theexposure to technology and literacy levels for them to articulate their thoughts meaningfullyso as to be directly useful for technology design? We have found that while it is difficult toobtain useful data from child users other than by observing them use the technology, we haveobtained useful feedback by showing our designs to highly educated, local informants whoknow these children well as caregivers or educators. Similarly, the mundane obstacles inconducting fieldwork with local communities with the help of interpreters offer clues toingrained beliefs and deeper patterns of behavior that affect technology use. I will describe afew of these behaviors that we have observed.
机译:扫盲是发展中国家的重大挑战之一。更具挑战性的是地区与“世界”之间的紧张关系。语言???经济机会通常只对那些只懂当地语言的人封闭。例如,印度是一个拥有22种地区性语言和两种“本国语言”的国家。印地语和英语。但实际上,英语是经济机会的语言。它是私立学校和所有大学,大部分企业和政府中的教学语言,并且是驱动印度服务经济的语言。世界上增长最快的。英语的流利程度几乎等同于中产阶级和上层阶级的成员资格[6]。英语的价值已得到普通印度人的广泛认可[15],而最贫穷的公民则是最强烈地游说以扩大英语教学的范围。最近的一篇文章指出,英语的掌握是“决定进入精英教育机构,从而决定经济和社会发展的重要途径的最重要的影响因素”。 [9]。更广泛地讲,文献[例如[6],我们与非洲,拉丁美洲和亚洲的发展专业人士的对话以及在该领域的进一步经验表明,许多低收入人群希望改善他们对适当的“世界语言”的掌握。英语当然是其中之一,普通话和西班牙语也是如此。但是即使在这样的语言是官方“国家语言”的国家中,许多说话者(不可避免地是权限最弱的人)使用的母语是不同的,而且许多地区性语言(更不用说方言)也经常会说。在印度,印地语和英语是官方的“国家语言”。但印地语只占20%的人口。 ???世界语???流利性为“新经济”打开了继续教育的大门,后者是一个更大的区域(或世界)市场。外包工作,通常可以改善获得政府,卫生和法律服务的机会。我们目前的工作集中在ESL(英语作为第二语言)上,但是我们相信许多课程将转移到其他“ WSL”上。 (世界语言)学习挑战。不幸的是,在公立学校中进行正式的英语教学并没有取得成功,对于无法定期上学的大量儿童来说,这是遥不可及的。根据文献[例如1]和在印度最贫穷的州进行的实地考察,有两个重要因素突出:由于学生需要在田野,房屋等地方工作而导致出勤率不规律,以及当地教师的准备,他们本人的英语培训非常差。地方学校通常没有英语老师。相当少的老师涵盖了所有内容。在我们三年的实地考察中,我们通常无法与当地的英语老师交流,只能依靠口译员。以手机的形式?印度人在所有经济层面上都在使用它。印度是全球最大的手机市场,现在大多数人被文盲和半文盲用户购买。这些电话中越来越多的具有用于照片和游戏的高级多媒体功能。我们认为这些设备是新型非正式(校外)语言学习的理想工具。所有这些因素创造了一个非凡的机会:在年轻的印度人中大大提高英语技能,这是打开就业和继续教育之门的最快途径。而我们的论文摘要??? iConference 2008工作可以与学校英语课程相结合,并且可以对其进行补充,最大的机会是在校外学习中。我们研究的印度孩子,甚至是那些有家庭责任感的孩子,每天都花一个小时左右的时间与朋友一起玩,看电视要花几个小时。我们相信,通过手机进行ESL学习游戏可以解决上述挑战。游戏拥有著名的“沉浸式”属性???也就是说,学习者将自己体验为“内部”。游戏。游戏不断挑战玩家发展新技能并奖励他们的获得。玩家经常在游戏上花费大量时间,这使他们能够开发高级技能。游戏可以是鼓励与其他玩家交流的社交体验。最后,可以设计游戏来模仿儿童玩的真实世界的游戏,为他们提供工具并鼓励他们在电子游戏之外休闲地使用英语。在发展中地区利用电子学习游戏进行教育并不是一件容易的事。至少有两个非政府组织Pratham和Azim Premji Foundation分别在印度城市贫民窟和农村地区的儿童中使用了计算机游戏。,由Pratham1进行的大规模评估显示,针对数学学习的计算机游戏在数学测验分数上有显着提高[2]。在ESL上使用手机游戏可以复制相似的学习成果。在本文中,我介绍了我的论文工作,这是它的第四年。在三年的六轮实地调查中,有儿童住在印度的城市贫民窟和农村地区。实际上,我们在该领域的总时间超过六个月。这些野外研究的目标是第一手了解上述儿童的日常学习情境,作为更广泛的需求评估的一部分。另一个目标是,通过与城市贫民窟和村庄的孩子一起在很小的规模上试行现成的软件和我们的移动应用程序的早期设计,来检验我们的技术辅助学习理念的可行性。根据我们从这些研究中反复学到的系统要求,我们将在2007年秋季完成最后一轮的设计和原型设计,以准备在2008年进行为期一年的部署。农村孩子表现出“您赢了!”我们设计的两个手机游戏的屏幕。这些游戏的成功以及对技术的掌握,对于这些孩子而言是极大的激励和自豪感。这些行为一遍又一遍地重复。1一项为期两年的纵向随机实验,对10,000多名城市贫民窟的学生进行了研究。 iConference 2008由于我们以前的发现已经发表,因此我将仅回顾到目前为止我们设计的游戏及其学习成果。相反,在本文中,我要关注与项目的设计方法及其跨学科性质相关的元问题。特别是,我想提请大家注意在这个高度困难的领域中进行信息系统研究的挑战,并根据我第二次要做的不同情况来提供策略,该策略基于我将如何以不同的方式来从事该领域的项目。以下问题:???什么是多学科协作的有效模型?尽管最常规的方法是从各个领域召集专家组建团队,但我们了解到,各自领域的专家并不总是能够解决涉及多个专业领域的独特问题。我经常发现自己扮演??? ???的角色。更重要的是,我将描述我从第二语言习得[3、4、6、10、11、12、16]和游戏研究[8、13、14]中汲取的理论框架。 (17),以及除了以人为本的设计之外,这两个领域的知识如何(在一定程度上)使我有可能进行必要的“概念性步法”。将它们整合到我们的电子游戏设计中,甚至我依靠我们的课程开发人员在印度教英语的实践经验。我们如何在跨学科领域发展能力,使跨学科工作成为可能?在这里,我将从我最初的计算机科学教育和人机交互的学识发展追溯到我意识到我在论文中面对的问题实际上属于教育领域,以及随后在教育学院进行社会化学习以了解他们的知识。交易。在信息系统中进行跨文化研究的适当方法是什么?人种学方法对于理解社区的实践和信念至关重要,而文化是一种动态现象,它会迅速变化,尤其是在新兴地区迅速采用技术(例如手机)的情况下。我将引用一个涉及手持技术的非洲国际开发项目的经验来论证,与多个用户社区进行可行性研究对于揭示我们的文化假设是必要的。特别是,我将通过描述印度北部和南部儿童在玩我们的游戏方面的差异方面的差异来支持这一主张。缺乏对技术和素养水平的了解的发展中地区用户面临哪些数据收集挑战,使他们无法有意义地表达自己的想法,从而直接对技术设计有用?我们发现,除了观察儿童使用该技术之外,很难从儿童用户那里获得有用的数据,但我们通过向了解这些儿童以及照料者或教育者的受过良好教育的本地信息提供者展示了我们的设计,从而获得了有用的反馈。同样,在口译员的帮助下,与当地社区进行实地考察的普遍障碍为人们根深蒂固的信念和影响技术使用的更深层次的行为模式提供了线索。我将描述一些我们观察到的行为。

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    Kam Matthew;

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