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PARLING: e-Literature for Supporting Children Learning

English as a Second Language


Ornella Mich Elena Betta Diego Giuliani
ITC – irst ITC – irst ITC – irst
via Sommarive, 18 via Sommarive, 18 via Sommarive, 18
POVO, TN 38050 ITALY POVO, TN 38050 ITALY POVO, TN 38050 ITALY
+39 0461 314582 +39 0461 314526 +39 0461 314556
mich@itc.it betta@itc.it giuliani@itc.it

ABSTRACT creating learning environments that extend the possibilities of


traditional technologies such as books, blackboards, and linear
In this paper, we describe Parling, a multimedia system for
one-way communication media (radio and television shows). In
supporting learning of English as a second language (L2). It is
new environments students can learn by doing, receive feedback,
devoted to 8-11 year-old primary school children. The idea behind
refine their understanding and build new knowledge [2, 7]. They
the system is that famous children’s literature offers the right
can also interact with the teacher and their peers by means of
motivating and low-anxiety context where users can improve their
email and wireless technology, creating the collaborative context
vocabulary and learn new language structures. The technological
necessary to adequately learn a language.
core of the system is a speech recognizer that allows
implementing automatic pronunciation assessment. Parling is an Thematically-based bilingual programs are quite successful in
adaptive system; it features a set of instructional games that language acquisition [4]. The children's own environment (family,
change their vocabulary content dynamically based on the user’s school ...) are good sources of theme units, but in addition to
learning needs. A preliminary usability test of the prototype these, children's literature offers an interesting medium for
system gave positive results. learning a new language. Thematic literature contains repetitive
patterns that reinforce the user’s vocabulary and structures.
Categories and Subject Descriptors Carefully chosen children’s literature allows children to develop
H.5.2 [Information Interfaces and Presentation]: User their receptive language in an entertaining, meaningful context
interfaces - Graphical user interfaces (GUI), Voice I/O. and naturally invites them to repeat many of the predictable words
and sentences. Moreover, literature can provide a motivating and
General Terms low-anxiety context for language learning. Literature provides
Human Factors. background knowledge and cultural information [3]. Literature-
based, thematic, and content-based approaches in foreign
language programs help teachers to build emotional, social, and
Keywords intellectual responses to the natural language of engaging stories
Computer aided language learning, automatic children speech [8].
recognition, adaptive interfaces, learning by playing.
As research has demonstrated, reading aloud to children produces
positive effects at any age. Jim Trelease, author of The Read-
1. INTRODUCTION Aloud Handbook [9], tells us that reading aloud to children
The aim of this paper is to present Parling (Parla inglese - Speak “stimulates their interest, their emotional development, their
English), a multimodal system designed to support learning of imagination, and their language”. Language skills are fostered
English as L2. Devoted to Italian children aged 8 to 11, Parling is when children listen to the same stories over and over again until
based on famous children’s English literature. The user can they develop an almost unconscious familiarity with literary
choose from a list of well-know children’s stories, appropriate for elements and story structure. Their vocabulary grows larger by the
her age and English level. She can listen to the story and read it, story [1]. But reading aloud at school is a highly time-consuming
play entertaining games with individualized content, try word activity; teachers cannot dedicate too much time to it. Systems
pronunciations and explore a pictorial dictionary. like Parling can solve this problem. With Parling installed on their
Learning a second language requires the student to learn to listen own computer at home, children can listen to the story as many
to, speak, read and write that language, often without exposure to times as they like.
it outside school. The new technologies provide opportunities for Language learning is hard work. Effort is required at every
moment and must be maintained over a long period of time.
Games help and encourage many learners to sustain their interest
Copyright is held by the author/owner(s).
and work. Through playing games, students can learn English the
IUI’04, Jan. 13–16, 2004, Madeira, Funchal, Portugal.
way children learn their mother tongue without being aware they
ACM 1-58113-815-6/04/0001. are studying. Vocabulary acquisition is increasingly viewed as

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crucial to language acquisition. The use of games is considered loaded, its corresponding audio is played back. There is also
highly important for presenting and revising vocabulary [5, 10]. background music playing all the time.
For these reasons a lot of games have been inserted into Parling,
When the user clicks on one of the anchor words, an explanation
which use only words coming from the story.
window appears that explains the meaning of the words (see
A brief description of the Parling structure will be given in the Figure 2). Then, by clicking the appropriate buttons the user can
next section, followed by a presentation of the results of a hear the pronunciation of the word and she can also try to utter the
preliminary test of the system, taken by a small group of primary word herself. The system will respond with a message telling
school children. At the end, our future work will be presented. whether the word was pronounced correctly or not. For the
moment, a simple binary response, i.e. an accepted/rejected
2. SYSTEM DESCRIPTION response, is provided.
The basic idea of Parling is learning a foreign language by reading
classic works of that language’s literature. At the same time,
Parling is based on the learning-by-playing paradigm. So there is
a story as a leading thread, and several games aimed at helping
students memorize the vocabulary of the story.
A listen-and-repeat tool is always available to help the child to
improve her comprehension and pronunciation. Automatic
pronunciation assessment is implemented with a speech
recognition engine developed in house. As acoustic characteristics
of speech such as formant frequencies and duration depend on the
age of the speaker, acoustic models of the speech recognizer were
trained on a corpus of speech collected from 8 to 12 year old
children.
The vocabulary content of the games is targeted to the user
expertise: it is dynamically built up with the words that the child
didn’t know before finding them in the story. When the user,
while reading the story, selects one of the active words to learn its
meaning or to try its pronunciation, that word is immediately Figure 2. Parling: a story page example and the explanation
memorized by each system game and proposed the next time the window
user recalls that game.
A play! button allows the user to start a game, based on the words
the child has activated during the story flowing.
Currently there is one story available. The well-known Peter Pan
has been chosen, because it is widely popular among Italian
children, and so we think it is easy to understand even for a
beginner English learner. Of course, this is a simplified and
condensed version, about three hundred words long.

3. PRELIMINARY USABILITY TEST


We organized a pilot usability study with a first Parling prototype.
In this study we wanted to test three aspects: first, if children were
interested in using the proposed system; second, the system
usability; and finally, the software bugs. Three children 11 years
old, two boys and a girl, selected from amongst the pupils of a
fourth grade in a local primary school, participated in the
experiment. Without any preliminary explanation, they tried
Parling.

Figure 1. Parling: the starting page and the visual dictionary As a first result, we noted that children did not consider the
system boring: indeed they were concentrated during the entire
At the beginning, Parling presents the user with a menu of stories test session and they were not distracted by the three observers;
to read, a list of games, and a box displaying the alphabet letters. moreover, they would have liked to continue to use it even after
The latter is the entry to a visual dictionary that the user can scroll the established time, 30 minutes. Two of the children listened
through and look for the meaning of words (see Figure 1). sequentially to the entire story, activating the majority of anchor
words, listening to the single word pronunciation and trying to
2.1 Back and forth through the story utter it. After finishing the story, they went back and forth through
After choosing a story, the child can freely go back and forth
it, listening again to some words and uttering them. We noticed
through its pages by using a navigation bar. Each time a page is
that children were able to navigate through the story using the
appropriate self-explanatory buttons.

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Observing children using the speech recognizer, we noted that 5. ACKNOWLEDGMENTS
more sophisticated and comprehensible feedback is necessary: We are indebted to the English teacher Sergio Amadori for his
when the child received a positive answer on his pronunciation effective collaboration and to the Villalagarina primary school for
after some negative answers, he did not understand what had allowing the use of their structures for our experiment. Particular
changed in his pronunciation. thanks to James Askham who is the English voice of Parling.
The efficacy and usability of the visual dictionary could not be This work was partially financed by the European Commission
tested as the dictionary was not yet implemented. under the project PF-STAR.

4. FUTURE WORK 6. REFERENCES


Speech recognition technology has a great potential for
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[8] Smallwood, B. Thematic literature and curriculum for
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be compared.

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