Learning Prosody in a Video Game-Based Learning Approach
Abstract
:1. Introduction
2. Analysis: Better Prosody, Better Communication, Better Integration
2.1. ICT (Information Communications Technology) Resources for Special Education Needs
2.2. The Relevance of Prosody in ICT
3. Design and Development of the Video Game Experience
3.1. Technological Decisions
3.1.1. Features Motivated by Learner Characteristics
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- The video game provides clear goals and objectives. The cinematic scenes that appear at the beginning and at the end of each episode recall for the player those events that have happened before or anticipate those that will happen soon in the story. This gives a clear vision of how much the player has advanced from the beginning and what he/she must achieve to accomplish his/her missions, therefore ensuring he/she has a reason to play again.
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- The adventure shows a clear and continuous progress. A map of the game world places the user in a location and point in time, so that he/she can calculate the path that remains to be traveled to achieve his/her final objective. So it is much easier for the user to recall the story when he/she comes back to the adventure and wants to continue playing.
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- The mechanics of the game include desirable rewards, the most important at the end of the adventure, when the player can choose between a set of prizes that crown him/her as a hero/heroine. Getting a prize, even the simple expectation of being able to achieve it, motivates the players to complete the activities in the game.
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- The arquitecture of the video game ensures continuity. Given the high degree of optionality in the routes that the player can take to reach the final goal, there are reasons to return to play.
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- The PRADIA educational video game is not designed for use as a self-learning resource; instead, the sessions must be carried out with the support of a human assistant, who guides the player throughout the game sessions and who contributes in a personalized way to the quality of the gamer experience.
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- The player has a virtual assistant. To preserve as much as possible the playful nature of the application (minimizing external help), a virtual assistant (a talking parrot) stays with the player throughout the adventure. In addition to guiding the player in the achievement of the challenges of the adventure, it offers clues and explanations in any circumstance of error, blocking, or loss of attention. To enhance the fictional nature of the story, and profit from the positive guidance effect reported in [35], the pet has magical characteristics, including that it is endowed with the capacity of language, it knows when the player needs help, and it recognizes the reactions of the other characters and helps the player to interpret them appropriately.
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- The user is assisted with visual and auditory reinforcements. To complete the tasks, the player receives instructions from various auditory channels, including the talking parrot, the rest of the non-player characters, or a narrator’s voice. In addition to this, the player is provided with visual clues, such as the icon of a microphone when he/she is required to record an utterance.
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- All the actions are reinforced with positive messages of recognition and affirmation. The connection between learning and emotion [36] is specially relevant for individuals with DS, who learn better when they have succeeded in previous activities and when they immediately know the positive results of their activity, they show more interest in continuing to participate in the task [37].
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- The errors in the resolution of the activities are conceived as a sign of the state of learning that should allow for complementary pedagogical plans. To avoid the frustration caused by failed attempts in a player with cognitive difficulties and, consequently, to reduce the occurrence of error messages, the game progresses automatically after a certain number of attempts. The player never has to restart the game or repeat any scenario, the game does not finish until the end of the adventure. It is up to the educational agents to plan specific actions to reinforce the most affected content in each of the individuals once the game sessions are over.
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- The hero does not have any antagonist and there are no enemies to defeat. The intention is to favor the motivation to solve simple problems in a positive simulated world and to form enriching social relationships.
3.1.2. Features Motivated by Learning Goals
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- Oral predominance: The voice is the player’s main means of interaction with the game. The player must solve missions that depend on the proper use of prosodic features.
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- Inclusion of perception and production fields: The focus of the video game is to enable the learner to communicate effectively in the various situations he/she would be likely to find him/herself and, therefore, it is important to differentiate prosodic meanings according to the purpose pursued as well as to produce the information with the appropiate prosodic features.
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- Importance of the quality of the speech in the video game: The voice-over and the voices of non-player characters (most importantly, the voice of the pet that accompanies the player along the adventure) are a part of the game play, creating interactions and enabling the plot to advance while giving instructions and a pronunciation model when needed. Moreover, given that the video game simulates reality, the quality of the voice and the coordination with the action is extremely important. For these reasons, the voices are not synthetic speech, but rather a group of actors and actresses recording the utterances of the different characters.
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- Value of the cultural and social context: Pradia: mystery in the city offers different daily scenarios for the practice of communication skills and social relationships and special attention has been devoted to the physical characteristics of the characters by including various ethnical groups and people with functional diversity.
3.2. Design of the Gameplay
3.2.1. Prosody Perception Tasks
3.2.2. Prosody Production Tasks
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- Reading task: At the beginning of the activity, the virtual assistant introduces the activity to relate it to the conversation in progress. Later, the voice-over plays the sentence to be recorded. The player must record the sentence shown on the screen to continue the conversation with the character. The trainer must decide if the player has pronounced the sentence correctly or not. If the recording is correct, the game will show a positive feedback on the screen. If it is incorrect, the player can repeat the recording a certain number of times (2 or 3 times, depending on the activity). At the end, if the player cannot succeed, the game continues in order to avoid frustration.
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- Imitation task: The player hears the audio of the utterance but does not have the text on the screen. It is the talking parrot or the voice-over who offers a model of pronunciation of the utterance.
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- Elicited speech production task: There is neither a written text nor a spoken model; instead, the instructions of the talking parrot or the development of the game itself guide the player in the production of the target utterance.
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- Spontaneous speech production task: No instruction is given about the production, an open question is formulated or a requirement to express some linguistic emotion is present.
3.2.3. Mini-Games
3.3. Learning Goals
3.3.1. Prominence
3.3.2. Phrasing
3.3.3. Intonation
3.3.4. Linguistic Expression of Politeness
4. Evaluation of the Educational Resource
4.1. Methodology
4.1.1. Speakers
4.1.2. Experimental Setup
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- Have you played video games before?
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- Did you like to play this video game?
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- Would you like to play it again?
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- Did you like the adventure?
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- Did you like to have a pet in the adventure?
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- Did you like to communicate with the characters of the adventure?
4.2. Results: Evaluation of the Motivation
4.3. Results: Evaluation for Enhancing Learning
- 10.00–9.00: Excellent command of the required competences;
- 8.99–7.00: Good command of the required competences;
- 6.99–5.00: Sufficient command of the required competences;
- 4.99–1.00: Poor command of the required competences.
5. Discussion
6. Conclusions
Funding
Acknowledgments
Conflicts of Interest
References
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Prosodic competence: Ability to distinguish (as listener) and produce (as speaker) appropriate prosodic structures to the associated linguistic meanings. | |
Intonation patterns and modality | The intonation forms characterize the type of communication with the interlocutor: Statements, questions, exclamations, and requests, and the different types of each of them. |
Phrasing | Ability to divide a continuous stream of sound into a meaningful and structured string of significant parts. |
Prominence | Intonation variations used to focus important elements of the spoken message. |
Linguistic expression of politeness: Forms of verbal behaviour that establish and maintain commitment in any social interaction. |
Perception Domain | Production Domain | |
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Prominence | Perceive and discriminate the differences between stress patterns and prominences in utterances. | Produce sentences keeping the correct stress patterns and prominences. |
Phrasing | Perceive and discriminate the differences between prosodic groups. | Produce sentences that keep the prosodic organisation of the utterance, respecting the location of pauses and tonal marking of boundaries. |
Intonation | Perceive and discriminate the corresponding prosodic patterns of the different sentence modalities. | Produce the appropriate prosodic pattern according to the sentence modality. |
Linguistic politeness | Perceive and discriminate the appropriate prosodic pattern to be used in a polite communicative exchange | Produce the appropriate prosodic pattern to be used in a polite communicative exchange. |
Players | ||||||||||
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Communicative Skills Related to Prosody | JAM | JMS | MC | DM | LB | JME | QJ | NL | XB | SM |
Prominence | 7.8 | 6.1 | 8.3 | 7.8 | 8.7 | 5.6 | 5.2 | 4.1 | 4.9 | 5.2 |
Phrasing | 7.43 | 5.2 | 9.4 | 7.5 | 10 | 5.5 | 5.6 | 5.5 | 5.6 | 5.0 |
Intonation | 7.55 | 5.8 | 9.6 | 7.4 | 9.6 | 7.04 | 6.5 | 6.04 | 6.7 | 7.0 |
Linguistic expression of politeness | 8.2 | 5.4 | 9 | 7.2 | 9.8 | 7.3 | 7.3 | 4.9 | 5.5 | 5.6 |
Prosodic competence (mean of prominence, phrasing, intonation, linguistic expression of politeness) | 7.5 | 5.7 | 8.7 | 7.5 | 9.3 | 6.5 | 6.2 | 5.9 | 6.3 | 6.5 |
Perception tasks | 10 | 8.75 | 7.5 | 10 | 7 | 10 | 8.5 | 7 | 9 | 10 |
Production tasks | 7.1 | 4.87 | 8.9 | 7.1 | 9.7 | 5.5 | 5.5 | 5.6 | 5.5 | 5.5 |
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Aguilar, L. Learning Prosody in a Video Game-Based Learning Approach. Multimodal Technol. Interact. 2019, 3, 51. https://doi.org/10.3390/mti3030051
Aguilar L. Learning Prosody in a Video Game-Based Learning Approach. Multimodal Technologies and Interaction. 2019; 3(3):51. https://doi.org/10.3390/mti3030051
Chicago/Turabian StyleAguilar, Lourdes. 2019. "Learning Prosody in a Video Game-Based Learning Approach" Multimodal Technologies and Interaction 3, no. 3: 51. https://doi.org/10.3390/mti3030051
APA StyleAguilar, L. (2019). Learning Prosody in a Video Game-Based Learning Approach. Multimodal Technologies and Interaction, 3(3), 51. https://doi.org/10.3390/mti3030051