Immersive Secondary Language Learning
Team:
My Role:
Type:
Duration:
Tools:
Kritika Sharma (Code), Semal Khalil (Visuals) and myself
Research, Gameplay Design, Physical Prototyping
Final Project for course CGT 532: UXD Cross Channel
3 weeks
AutoCAD, Adobe Illustrator, Adobe AfterEffects, Figma, Arduino, p5.js
Problem Space
Existing digital secondary language learning tools are not optimally designed for children of the age group of 5-11 years old .
- Children aged 5-11 have varying attention spans and may find it challenging to remain engaged with screen-based learning for extended periods.
- Young children learn best through hands-on, interactive experiences. The VARK model categorizes learning styles into visual, auditory, reading/writing, and kinesthetic. Kinesthetic learning take precedence until a child learns to read and write.
- A child's learning style preference develops from ages 3 to 11, emphasizing the importance of exposure to all styles during these formative years.
- Tactile learning involves multiple senses and enhances learning by stimulating different parts of the brain, improving retention and comprehension through new neural pathways.
- Physically manipulating objects fosters a sense of ownership in the child.
How might we create a language learning tool that effectively engages children leveraging tactile and kinesthetic experiences to enhance language acquisition and cognitive development?
Solution
Develop a simple tactile language learning game that uses RFID tagging and scanning that works in tandem with a language learning app.
- Language learning application
- P5.js to simulate levels and screens in the game
- Letter/Word blocks
- NFC tags embedded within each block that can be read by a RFID reader.
- Letter/Word detecting mechanism
- Arduino UNO facilitating interaction between RFID reader, NFC tags & game interface.
Technology
- Near Field Communication tags
- Radio Frequency Identification Reader
- Arduino UNO with Breadboard (Elegoo UNO R3 Super Starter Kit)
Designing the Experience
Mechanism
Gameplay
After studying existing language learning applications like Dinolingo and Droplets, I found that apps follow a similar structure in level progression. They start with vocabulary introduction, moving to phrases, and then to fundamental grammar and sentence construction. This progression is within categories like 'Food & Drinks', 'Fruits & Vegetables', or 'Friends & Family'.
For the content in the application component for our prototype, I made the following decisions:
- Secondary Language: Spanish
- Average length of words in Spanish is 5 letters
- Average length of a language learning sentence is 6-8 words
- Category: Animals
- Level Progression:
- Level 1: Introduce animal names.
- Level 2: Introduce sentences with adjectives and verbs describing animals.
- Level 3: Fine-tune sentence construction with previously taught vocabulary and grammar.
- Level 4 (Prototype): Introduce a story to bring together learned concepts.
- Story Selection: ‘The Tortoise and The Hare' or 'La Tortuga Y La Liebre' in Spanish.
- Type of Input: Letters and Words
- Limits set for prototype:
- Sentence length to 6 words
User Flow
After studying existing language learning applications like Dinolingo and Droplets, I found that apps follow a similar structure in level progression. They start with vocabulary introduction, moving to phrases, and then to fundamental grammar and sentence construction. This progression is within categories like 'Food & Drinks', 'Fruits & Vegetables', or 'Friends & Family'.
For the content in the application component for our prototype, I made the following decisions:
- The user flow for each level is consistent: a question or sentence appears on the screen, and the child slides in letter blocks for fill-in-the-blank questions or word blocks for jumbled word sentence questions.
- Correct answers prompt feedback and an animation of the sentence playing, while incorrect answers allow the child three attempts to try again.
- The ‘Submit’ button sends the answer to the p5.js. The 'Clear' button clears if incorrect blocks are inserted and the child wants to correct before submitting, and the 'Play' button replays the sentence.
- Buttons are not on the screen but part of the physical setup to minimize screen interaction.
- Animations play only for correct answers, serving as a reward. This setup encourages intrinsic motivation by immersing the child in physical interaction and allowing the story to progress with correct answers.
Visual Design System
- User engagement has four components: reward, aesthetics, focused attention, and perceived usability which are significantly supported and increased by visual aesthetics.
- It was therefore imperative to the vision of this project to aim for high visual aesthetics by incorporating high-quality visual and typographic language and memorable character illustrations and animations.
A bright and vibrant color palette that children would associate with positive emotions and the idea of ‘fun’.
Paytone one has “infant type” characteristics, i.e. a short x-height, low contrast, and rounded counters and playful curvy terminals, making it a font with not only a fun personality but high readability as well.
The head of the character was kept bigger than the body to give the character a “cute” look. The illustrative style was kept painterly and whimsical. Secondary illustrative elements like butterflies, bees, plants and shrubs were added for visual interest.
Prototyping
Arduino & p5.js
- NFC tags were written using NFC Tools application to store words and characters and then attached to word and character blocks.
- Arduino Uno was used to interface with the RFID reader and process data from NFC tags and push buttons acting as intermediary between physical components and visual display.
- p5.js setup was utilized for interaction with the Arduino board, performing validations and error tolerance for correct and incorrect answers and displaying game screens.
Physical Housing
- Established size of letter blocks (5x5x1cm) to create tactile user experience.
- Word blocks were made double the size of letter blocks (10x5x1cm) for clear distinction.
- Designed main box with Arduino setup inside, ensuring slider slot and buttons were visible.
- Provided buttons on top of slide slot and equal space below to maintain structural sturdiness.
- Left clear height of 5.6cm from below the slider slot for Arduino setup.
- Surface developments of each component done on AutoCAD and prepared file for laser cutting.
- Material chosen: 1.8mm thick brown chipboard for pliability and sturdiness.
- Assembled letter and word blocks, labeling NFC tags and using stickers for identification.
- Fixed Arduino and breadboard on base sheet, projected button positions onto top sheet, and cut out holes.
- Used wooden dowel rods for button stability and feel, with clear sticky tacks to prevent buttons from jumping out.
- Placed stacked chipboards around dowel rods to mimic button feel.
- Positioned RFID scanner at entrance of slider slot to scan blocks as they're slid in.
Demonstration Video
View the demonstration of the interaction here.