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Stanford University, Summer 2002

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Children of Chinese immigrants are not motivated enough to learn their parents' ... Lesson Chinese characters are introduced by breaking into parts and comparison ... – PowerPoint PPT presentation

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Title: Stanford University, Summer 2002


1
A Young Childs Chinese-English Bilingual Friend
  • A review of a learning design project
  • Chika Ando
  • Brian Tobin

2
Little Panda
  • Brief Summary
  • Little Panda is a portable learning device for
    young children ages 4 to 6 who will be raised in
    a predominantly English-speaking environment. It
    is designed to teach second-generation children
    Chinese language proficiency and Chinese culture
    appreciation.

3
Learning problem
  • Children of Chinese immigrants are not motivated
    enough to learn their parents language and
    culture.
  • Learning Goals
  • Encourage bilingualism fluency
  • Encourage development of Chinese identity

4
User Description
  • Second-generation Chinese children ages 4 to 6
    who are growing up in a predominantly
    English-speaking environment

5
Little PandaUser Experience
Storytelling - Chinese horoscope story read aloud
as pages automatically turn. Tells ancient
Chinese calculate their years with twelve
animals.
6
Conceptual Framework
  • Designers tried to create a learning environment
    that maximizes the advantages of the behaviorist,
    cognitive and situative approaches.
  • Behaviorist Principles
  • drill-and-practice in the learning modules
  • Character buttons
  • Symbols in the piano system
  • Level-based curriculum
  • Linear cartridges require prerequisite knowledge
  • Cognitive Principles
  • Distinct characters are shown separately and then
    related to each other
  • Lessons build on one another
  • Once learner understands Chinese characters,
    he/she is shown sentences with matching picture
    representations, and later stories.
  • Situative Principles
  • Self-regulated progress
  • Learner picks which activities to take part in
  • These skills allow the child to become an
    individual who can practice Chinese language in
    social contexts.

7
Conceptual Framework (2)
  • Motivational principles (Lepper and Malone)
  • (1) Challenge
  • different user levels, e.g. in the games as shown
    in our prototype, and in the learning modules
    (not shown in the prototype)
  • (2) Curiosity
  • provoking questions in the lesson modules and
    exposing them to a new culture by including
    interesting elements in the games
  • (3) Control
  • a highly interactive product where children can
    touch and play at their own pace flexible
    navigation
  • (4) Fantasy.
  • in the stories and in the games learner never
    knows what to expect and are not bored
  • more apt to exercise their imaginations a
    surprising rich environment where they can
    practice safely and play away without
    embarrassment

8
Design Process
  • Extensive literature review
  • Assessed existing alternatives
  • Interviewed parents and experts
  • Observed children
  • Computer- based prototyping
  • User testing
  • PowerPoint
  • Software
  • Reiterative design

9
Features/Functionality English mode
  • Learning module
  • Introduce characters and their pronunciations by
    relating to common knowledge (the character for
    horse looks like a horse)
  • Story-telling culture, vocabulary, listening
    comprehension
  • Chinese horoscope story with animal sounds
  • Songs repeat and memorize
  • Exercise
  • Karaoke (more practice)
  • Games tone and symbol recognition analysis
  • Visit the Zoo
  • Simple Quiz
  • Advanced Quiz

10
Design Studies
  • Informant design involves various participants in
    the design process. At the beginning, they help
    identify the learning problems. During the
    prototyping phase, informants provide useful
    input, working with the design team. Toward the
    end, they evaluate the prototypes in real-world
    contexts. (Scaife et al, 1997)
  • Informant design teachers, parents, and children
    gave information during design process
  • Learner-centered designs focus on developing a
    learner's understanding, rather than on improving
    usability issues. (Soloway et al, 1994)
  • How well are children learning on Little Panda?
  • Short learner testing to assess acquisition of
    tones and motivation
  • Other user testing
  • More repetition is necessary
  • Cognitive overload
  • What parts of Little Panda encourage learning?
  • Enjoyed interacting with Chinese character
    components
  • Increased task understanding pictures, replay
    questions
  • Designers believed more interaction increased
    ownership and motivation

11
Strengths of Educational Design
  • It does provide a safe place where children can
    explore Chinese
  • Many interactive aspects
  • Piano keyboard and Games keep learner engaged
  • Intrinsic motivation
  • Make Chinese culture less foreign to learners
  • Cute character design kids like to see
  • Self-guided so learner takes ownership
  • Active learning promotes higher motivation
  • Games are fun and give self-assessment
    opportunities
  • Panda character represents China to children
    too young to understand idea of culture

12
Shortcomings of Educational Design
  • Far transfer to apply this knowledge to
    conversation
  • Many games, activities but no communication
  • No modeling of proper interactions and
    conversation
  • Failed to promote children to find new knowledge
    outside Little Panda
  • No opportunity for learner to just practice or
    encouragement to practice outside of software
  • Little Panda alone is not likely to help children
    relate to China
  • No scoring or rewards for kids
  • No activity logs to track progress or assessment
    to report to parents

13
Next Steps in the Design Process
  • Activity log
  • Expand target audience
  • Build on Panda as communication tool
  • Inter-connectivity with other Panda users
  • Voice recognition for auditory assesment
  • Build more motivation
  • Increase empathy with more Chinese info
  • More interactive Panda character
  • Panda reflects learners progress
  • Communicate with and teach Panda
  • Customizeable Panda
  • More curriculum
  • Externally valid reading, listening, and speaking
    practice with Panda character
  • Content like story books which learners can go
    back and forth on their own pace, including more
    Chinese characters

14
Little Panda
  • Goals
  • bilingualism
  • Cultural identity
  • Approach
  • Self-guided learning games and activities
  • Effectiveness
  • Interactive but lacks modeling and practice of
    real conversation
  • Not much insight into Chinese culture

15
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