Developing English Vocabulary Software
A Case Study
Taeko Tomioka Stephen Trussel
Sanno Junior College
Abstract
One approach to the problem of fostering English vocabulary
expansion in non-native students is the development of
"user-friendly," game-like computer software. This paper traces the
three-year development process of VOC software through its two major
phases, from the original "fill in the blank" style, where the user
must provide a Japanese equivalent for a given target English word
in a natural example sentence, to an easier to use, multiple choice
format, in which many words in a given sentence are potential
targets. Various functions of the user version of the program are
described, as well as features of the authoring system, which allows
users to expand the basic data set. Problems of development and
aspects of user feedback are presented. The development of such
software provides an example of a technological solution to a
language-learning problem.
Contents
Research and development funding for the VOC software was provided
by a Research Grant from Sanno Junior College for the years
1991-1993. The authors gratefully acknowledge this assistance,
without which the progress of our project would have been severely
restricted.
1. Introduction
The major barrier to developing second-language reading
proficiency is the size of the reader's vocabulary. If the reader
cannot attach meanings to the key words of a sentence or paragraph,
s/he will be hard-pressed to understand the overall meaning. As
vocabulary development among adult students is mainly a self-study
process, it is difficult for all but the most highly motivated to
persevere.
In wrestling with this motivation problem, we began to consider
developing a computerized vocabulary expansion system. Computer
systems offer some potential advantages over traditional self-study
systems. For example, the interactive nature of computer use leads
to more intense student involvement with the material to be learned.
Very large sets of data can be accessed easily and selectively, and
the data can be readily modified and expanded. User progress can be
measured and reported.
The drawbacks to a using a computerized self-study system are
mainly in the areas of difficulty of use or lack of access, or user
dislike/fear of computers in general. As access to personal
computers is not a problem in our school environment, we felt that
undertaking the development of such a program might be not only a
potential benefit to Sanno English students, but to the English
learning community in general.
The difficulties of developing a successful system are many, and
often unforeseen. Assessing the success of the system is
multi-faceted. We hoped to make software which the user would want
to use, that is, which would be relatively easy and enjoyable to
learn and use. At the same time we wanted to have significant
language learning take place: vocabulary expansion. We have worked
under the assumption that regular and systematic exposure to English
vocabulary (of an appropriate level) in context, which is responsive
to user input, is a successful learning device. The testing of this
premise, however, is outside the scope of the current report.
Design criteria for the software were essentially made from the
user/pedagogical viewpoint. We considered foremost how we wanted the
software to operate, without much regard for the technical
difficulties of programming. (The programming was to be done in
Clipper, a powerful database programming language, and so we assumed
that we could realize any of our design criteria without
encountering technical limitations.) As the development process is
circular, the decision to end a phase of development is often
arbitrary, based on external concerns. At present the system has
undergone two full development cycles, which we refer to as VOC I
and VOC II. These two cycles will be described from five points of
reference:
1) The overlying design objective of the system. 2)
Problems in the development of the software. 3) Development of
the data on which the system runs. 4) Interaction with the
student/user. 5) Interaction with the author/user.
2. VOC I
2.1 DesignWe began with the idea of making a vocabulary
game. We reasoned that the more enjoyable the experience, and the
less textbook-like the software, the greater the potential for
vocabulary development. In simplest terms, the core idea of the
program is that the user sees an English sentence and is required to
give the meaning of the selected word in that sentence.
The target vocabulary can be selected according to difficulty
level using various published frequency lists. We present the words
in the context of natural spoken English sentences, gotten by
transcribing television news shows and similar sources.
The sentences are grouped into categories by subject matter. The
user selects a category and the first sentence appears on the
screen. The target word is in a different color from the rest of the
sentence, and there are "hints," in a third color. Hints are words
which the user can see the meaning of by "paying points". The point
value of the target word goes down each time a hint is used.
When the user feels s/he knows the meaning, s/he types it in
Japanese. If the answer is correct, points are earned. After
answering, a Japanese translation of the sentence appears, along
with an expanded meaning of the target word, including grammatical
comments, and the meanings of all the hints.
One "round" consists of 10 words, in 10 different sentences. At
the end of a round, the user gets the score. Other functions let a
user see all the previous words missed, a summary of previous
rounds, etc.
In tandem with the game development, we developed an authoring
system to allow addition of new target words, sentences, and hints,
as well as various additional ways of monitoring user progress,
viewing the data, and analyzing the system as a whole. We refer to
this authoring system as the "Teachers' Version," and the user game
as the "Student Version."
2.2 The development of the SoftwareOnce we had our
design criteria, we began development of the software. The target
machine was the NEC 9800 series DOS computer. The programming
language, Clipper, has the advantage of permitting simultaneous
development for both IBM compatible machines and the NEC 9800 series
machines - the same program can be compiled to run on either
machine. This permitted testing the program on a faster IBM-type
machine during development. It also means that the program can be
compiled to run on IBM compatible machines operating under the DOS/V
operating system, which permits kanji character display and
input.
Clipper is one of the so-called xBASE dialects of programming
languages which developed from the dBASE programming language. The
original dBASE language, however, was an interpreter, while Clipper
was designed from the outset as a compiled language, resulting in
acceptable speed and functionality for application development. An
advantage of using such a language for application development
dependent on large data sets is the capability of retaining
compatibility with the dBASE database structure. As a result, we
were able to use dBASE III to directly modify data outside of
program functions, a feature which speeded and facilitated
development.
In simplest terms, the navigation system we implemented for the
program is via a set of moving light bar menus. This type of menu
allows the user to navigate the menu by means of arrow keys, and
then to select by hitting the <Return> key. Optionally
the first letter of any menu item can be selected. We made all
menus, help messages, and on-screen comments bilingually: the user
can select from a setup menu which mode, Japanese or English, the
menus and comments will be displayed in. The moving light bar menu
system requires almost no learning curve on the part of the user,
but we attached help screens to all parts of the program to remind
the user of the result of any of the choices made.
The major programming problem for the core of the program, the
sentence with its hints and target words, was to make an easy user
interface. We present the user with a sentence at the top of the
screen, with hint words highlighted in one color, target word in
another, and the remainder of the sentence in a neutral color. Using
the left or right arrow keys, the user can then move through the
sentence easily, jumping from hint to hint to target, to the word of
their choice. If a hint word is selected, and the key
pressed, the meaning of that word in Japanese is displayed beneath
the target sentence. If the target word is selected, the user is
presented with an input box for the correct answer. At this point
the user must switch the keyboard to kanji input mode. One
negative result of this feature was that the control of the
kanji display and conversion was outside program control,
sometimes resulting in unaesthetic screens.
The program required the development and storage of large
quantities of various types of data. Each sentence had to be input
with its associated hints and target words marked in such a way that
the program could display and respond to them appropriately. Every
sentence had an associated Japanese translation, and of course each
hint and target word had a mass of associated data: definitions,
parts of speech, difficulty level, source, grammatical notes, etc.
We used a set of relational databases to store this data, including
a user database for storing passwords, user-selectable modification
choices, score-keeping, etc. The quantity of data is essentially
limited only by the capacity of the hard drive on the user machine.
To facilitate the input and development to this data, various
functions were designed, many of which eventually became part of the
authoring system. Often features which we initially considered to be
development tools turned out to be useful authoring functions as
well, and so we included them in the Teacher's Version.
For example, as the number of target sentences increased,
naturally the number of target words increased correspondingly. We
found it necessary to include a function for displaying all the
target words as a scrolling list which could be arranged
alphabetically or according to the semantic groups of the sentences
they belonged to. From this list we could jump directly to the
editing screen for the associated sentence, where all of the input
is done (hints, translations, etc.), by scrolling to the word and
pressing the key.
Similarly, as the number of sentences in the database increased,
it became necessary to have a convenient way of verifying that all
the words were spelled correctly. We developed a function to permit
output of all the data to an ASCII file, on which a standard English
spelling checker could be run. The corrected file could than be
imported back into the program with all the corrections intact. The
development of this function led us to incorporate a modified
version into the Teachers' Version, allowing input of sentences
directly from a user file which had been modified to signal target
words, hints, etc., using fairly simple formatting code symbols.
An additional user function which developed from a development
tool was the capability of inserting a note or memo anywhere in the
program without exiting. These notes could be viewed or edited at
any time, and sorted alphabetically or by date for searching. We
used this function for communication during the development cycles,
but found that it was useful not only as a personal memo system, but
as a potential communication tool between teacher and student. We
used it extensively during the testing cycles with student users.
2.3 The development of the DataWhile the input of large
quantities of data is a tedious process, this turned out to be one
of the most interesting and exciting parts of the development. As
English teachers, selecting target sentences, target words, hint
words, making notes and adding other example sentences is a normal
activity for class preparation, something we are well familiar with.
For VOC, the target sentences were selected from newspaper
articles (The Japan Times, Asahi Evening News), and transcriptions
of TV news (ABC World News Tonight) or FEN news. Selection of the
target words was based on the word frequency analysis lists in
Shirano (1989) and the Genius English-Japanese Dictionary
(1988). Shirano recorded about 11 hours of FEN news, transcribed it,
entered the data into a computer, and found the most frequently
recurring words. He then excluded from his list the "fundamental"
words, which are expected to be learned from Junior High School
textbooks (1628 words), and proper nouns which are considered
familiar to students (1000 words). His resulting list contains some
1800 words and their derivatives, and he claims that these words,
together with the "fundamental" words and familiar proper names,
should cover approximately 94% of the vocabulary used in the news.
The 1800 words in his list range from "Genius" Level B (High School
fundamental words) and Level B' (essential for University entrance
exams), to Level C (University level). The words found in Shirano's
list were selected as "target" words, and arranged according the
"Genius" levels. Other words considered to be difficult or important
for college students were made into hints. Included with the target
words and hints were derivatives, antonyms, synonyms, example
sentences, and grammatical explanations, wherever we felt they were
necessary or useful.
We grouped the sentences into categories based on their subject
matter. When the user elects to "Play a Game" from the opening menu,
a second menu appears containing the categories. The following
categories were used:
1. Politics and Elections 2. World Affairs 3.
Business and Economy 4. Justice and Crime 5. Science and
Medicine 6. Society and Culture 7. Accidents and
Disasters 8. Sports 9. Miscellaneous
Once the user selects a category, the opening game screen with
the target sentence, hints, and target words, appears.
Since VOC I requires the user to keyboard in the meaning of the
English target word, it was necessary to input all the possible
correct responses that a user might make. This was a troublesome and
rather unrewarding phase of the data development, and one whose
total success was questionable. It was necessary to try to imagine
all the possible responses that a user might make, and input them
accurately as a "search base" for each target word. Even a good
answer would be regarded as wrong by the program if the word were
not registered in the search base, or if it were recorded slightly
differently. For example, a correct answer typed in hiragana
would be considered wrong if only the kanji were listed in
the search base. "Close" answers are as wrong as completely off-base
answers. Consider the following target sentence (#71), in which
"expect" is the target word:
"On the other hand, more than half the respondents
said they would expect change in the government."
We initially made a search base consisting of "[various
Japanese words more or less meaning 'expect']" But on deeper
reflection, one must consider as well, "[less common words for
'expect', etc.]" And all the above in hiragana are
possible. The prediction of all possible correct answers proved to
be one of the major drawbacks in developing a system where the user
response was typed in directly at the keyboard. One device we
developed to help with this problem was to record all the answers
that users made. Afterwards, a manual review of user responses could
reveal additional "correct" words which could be added to the search
base.
2.4 Authoring SystemThe opening menu for the Teacher's
Version (Authoring System) differs from that of the normal Student
Version in the inclusion of additional items. It contains the
following selections:
R-un a game A-dd / edit questions L-ist questions
N-[ihongo (in Japanese)] M-aintenance R-eports
E-xit
Add / Edit QuestionsThe primary authoring selection is the
"Add/Edit Question" selection. Selection of this item brings up an
input screen on which the author can input a new question. Items for
hints and target words are marked by the use of special symbols,
(such as "< >" to enclose an intended hint word), and a unique
number is automatically assigned to each question to provide a link
for the related databases, indicate the question type, level of
difficulty, and the question group. The screen allows the input of
all possible correct user answers, as well as the space for
translation.
Items on the screen appear in small data windows, which can be
edited using minimal word-processing functions. Data within each
window can be scrolled, and a word-wrap feature is implemented.
Variations conventions are employed to allow the author to control
certain aspects of the appearance of the question on the game
screen, such as forcing words to a new line.
A set of navigation and function tools are available to the user
from the Add/Edit Screen. Pressing the <Roll-Up> or
<Roll-Down> key moves the user to the next or previous
(numerically ordered) question. The <Esc> key calls a
function menu:
RE-EDIT question EXIT to top menu TEST display
question SUMMARY display WRONG answers entered LIST
question words GROUP count display MAKE a copy of
question CREATE new question DELETE this question
NEXT question PREVIOUS question JUMP to question
#:
As with the other menus, display can be in either English or
Japanese characters, navigated by moving a highlight bar up and down
the menu, or pressing the first letter of the line.
List questionsSelection of this item on the opening menu
(or the List question words item on the authoring menu), presents
the user a screen which provides an overview of all the target
words, the vocabulary used for all the questions. The screen is an
alphabetical list, which can be rearranged numerically at the press
of a key. From this scrolling menu, selected words can be displayed
in their full sentence forms, or the Add/Edit screen appropriate to
the word can be selected to provide editing capability. Question
numbers can be changed from this screen as well.
MaintenanceSelection of "Maintenance" from the opening menu
of the teacher edition brings up a secondary menu with the following
items:
A-dd / Edit MessagesThis is a development function, used to
facilitate the addition of Japanese message translations into the
program. All messages and menus are "data-driven". That is, they are
stored as data in a database, permitting them to be easily added and
edited. After the development phase, this function is no longer
used.
I-nput from FileThis function allows data for new questions
to be imported from an ASCII file, written with a normal word
processor. The user is prompted for a file name, and the process is
automatic. Questions with existing numbers will be updated, those
with new numbers will be appended. A backup file is automatically
created, allowing the reinstallation of the previous data set in the
event of an error.
W-rite VocNotes.DOCThis function creates an ASCII file
containing all the user added notes, arranged in chronological
order.
P-rint to VOC.DATThis function creates an ASCII file
containing all the current questions. The file can be edited,
checked with a spelling checker, etc., and then reimported using the
above Input function.
R-estore pre-input fileThis is the safety feature to
prevent accidental destruction of data from a badly constructed
input data file. It automatically restores the pre-input database of
questions.
S-peedAllows selection of an option for displaying the
target sentence as if it were being typed onto the screen. The speed
at which letters appear can be user-selected, allowing a kind of
"speed-reading" functionality. Also, the speed at which the dropping
hints fall after they are selected can be user-modified..
C-olorsThis allows user customization of the Game Screen
colors. Background, Hints, Selected Hints, Target Words, etc., are
all indicated by different color combinations, which can be tested
when this item is selected.
E-xitReturns to the Opening Menu.
2.5 Note and Help ScreensVarious function keys call up
windows from any screen. The <F2> key calls up a window
in which the user can enter notes with minimal word-processing
capabilities.
<F3> brings up a scrolling note list menu containing the
first part of the text of all the current notes. These can be
displayed fully by pressing <Return>, at which point
they can be read or edited. Notes can be searched alphabetically by
pressing the first few letters, or arranged chronologically. They
can be deleted by pressing the <Delete> key. Exiting the
note menu from a note which begins with a game question number exits
to the corresponding question on the Add/Edit screen or List Screen.
Note questions beginning with that number are automatically changed
as well.
<F4> allows the author to search for any occurrences of a
word in the questions or hints. The result is a list of all question
numbers containing the word. This list of numbers can be
automatically returned to the screen by pressing
<Shift+F4> to facilitate searching.
<F1> provides context sensitive help. Depending on where
the user is when <F1> is pressed, a help screen
appropriate to that function will appear. Additionally, minimal help
for usual functions appears at the bottom of most screens.
2.6 Data ProblemsDuring the process of input and
debugging we encountered many problems. Perhaps the most serious one
was the recurrence of bad data: Data which had been input correctly
was displaying in scrambled form. When we checked the database, we
found that the data had somehow been changed. Our development took
place on two, and sometimes three different types of machines,
IBM-compatible, Epson, and NEC. Data was input under direct program
control, via the Add/Edit screen, as well as by direct manipulation
of the database using dBASE III+. Sometimes the data was manipulated
under a non-kanji operating system, or in non-Japanese mode.
All of these variable features had to be sorted out and examined in
the search for the solution to the data-scrambling problem.
In fact we discovered more than a single source for the dilemma.
However, the underlying consistent feature was the storage of
kanji characters. The fact that kanji characters take
up two spaces on the screen is not aesthetically motivated. Rather,
kanji characters are represented by the codes for two
characters together, and stored as a sequence of code numbers. This
is one of the reasons why most word-processors have difficulty
displaying half-space English characters and double-space
kanji characters together on the same line. It turned out to
be one of the major sources of our problem. We discovered that when
we combined English and Japanese characters in a sentence, as in
notes, or translations, the spacing was a critical factor. That is,
all Japanese input had to be stored in exactly even-numbered
quantities, with the character beginning at the start of the
sequence of two spaces. In addition, we found that the English
version of dBASE was unreliable for saving or copying Japanese data,
although it initially presented it correctly on-screen. This meant
that we had to devise and program "safe" data-input systems which
automatically compensated for the varying lengths of Japanese and
English input, and successfully modified the spacing.
Another difficulty we encountered dealt with "two-word" targets,
such as "according to". There were not only aesthetic considerations
of screen display, but the more difficult problem of how to deal
with such words when they were separated by non-target words, like
"give... a hand". Our solutions required inputting such hints and
targets with additional special coding on the Add/input screen, so
that the program could recognize them and display/handle them
appropriately.
Long sentences with many hints and explanations provided another
problem. There was not enough room on the 24-line screen to display
the sentence and all the additional information. We had to devise a
system to allow the user to scroll through the hints, so that they
could be used as an aid to solving the question.
2.7 User TestingAs development reached its final
stages, we began testing VOC I on Sanno work-study students. Up to
the point when the system operation was stable, we had exclusively
tested it ourselves. The feedback we received was interesting and
useful, but at the same time, some of the results were disturbing.
There were basically three types of user response:
1. "In question #208, I answered [in Japanese], but it
was wrong. Was it really wrong?" "In #001, my answer was [in
Japanese]. Why was it wrong?" "In #062, why was [in
Japanese] wrong?" These kinds of questions/complaints were
frequent and recurring. Actually, most of the answers were
acceptable. Just as we had feared, the number of possible Japanese
"equivalents" for a given English word is forbiddingly large.
Whenever students' "good" answers were rejected by the program,
they felt frustration, and eventually found the software
uninteresting.
2. Some students wrote: "When I don't know the answer, isn't
there a way to see the answer?" "When I don't know what to answer
it takes too long, because I don't know what to do." What they
could have done, what we intended for them to do, was to draw
hints, take a guess, and give any answers at all until their
points were exhausted. But the students didn't want to lose a
game, nor to make any stupid answers. So they felt they were
stuck.
3. Many students mentioned that if they could see the
pronunciation marks for a word, it would be very helpful. We had
been thinking about that even before the students' comments, and
made even greater efforts to find a solution. Unfortunately, this
problem remains unresolved. Because we use the half-width
character set for English letters, and would like to have
similarly attractive phonetic symbols, we are temporarily stymied.
We have not found any way to create half-width characters which we
can display on the screen.
As a result of the user feedback, we reluctantly decided to
redesign the game. The major problem was that users faced with
typing an answer sometimes "just didn't know what to say," and so
the experience became stressful rather than enjoyable. An additional
problem was that they tended not to use the hints. Since use of a
hint incurred a penalty, and took time, the user was not encouraged
to learn the additional words the hints provided. Typing the answers
in kanji required some knowledge of word-processor-like
skills, and sometimes resulted in unattractive screen displays. The
user's often typed answers that were essentially correct, but which
hadn't been included in our database. VOC I was put aside, and we
began development of VOC II.
3. VOC II
3.1 DesignWe decided to implement VOC II as a
multiple-choice version. In this way a user who didn't have any idea
of the right answer could simply guess at one of the four choices.
We solved the hint problem by having the hints become target words
themselves. Now a single sentence could have many target words
highlighted, and the user could arrow through them and view the
various choices before selecting which one to respond to.
Eliminating kanji user-input had the additional advantages of
simplifying the use, eliminating the unpredictable screen displays,
and, to some extent, simplifying our development data input process.
On the other hand, it involved devising a new multiple-choice
system, and selecting and inputting a substantial quantity of new
data.
3.2 The Development of the SoftwareA major problem
resulted from the implementation of the multiple-choice format of
VOC II. The program grew larger, and required greater memory to run.
We tried a variety of technical solutions, basically numerous
overlay schemes during compilation, but machines with small (640K)
memories still experienced run-time errors when certain sequences of
the program were called. This situation has still not been
satisfactorily resolved, but we found that by upgrading the
operating system to DOS 5.0 (or higher), the advanced memory
handling facility of that operating system solved most of the
problems when the user machine had at least 1 megabyte of memory. A
different way of dealing with the problem is the separation of the
user (student) version from the teacher (authoring) version. When we
tried this, we found virtually no problems in running the (smaller)
student version. However, since the authoring version includes a
full-fledged student version within it, the problem remained. A
similar path may be to remove some of the functions, and in fact,
some of the development functions may not be particularly valuable
in the final authoring version, and so we can save some memory in
that area as well.
3.3 The Development of the Data Conversion of the
program from single target words to multiple target resulted in an
increase in the number of target words from our original 315 to
1,230. In other words, words which had been hints in VOC I, became
targets in VOC II. For the most part, translations, parts of speech,
comments and notes, etc., were already included in our VOC I
dataset, and so the conversion was somewhat facilitated. However,
the new nature of the program functions required the development of
numerous new authoring routines.
After deciding to make multiple-choice questions, our main
concern was with how to make multiple-choice distracters easily. For
each target word, we needed three distracters, since we were
offering a four-item multiple choice selection. We developed a new
input routine for the inputting of distracters and the creation of
the multiple-choice questions.
When we make multiple choice questions, it is often difficult to
come up with good second and third choice distracters. By using all
the words in the question database, we generated a long list,
complete with Japanese translations and parts of speech, which could
be browsed (scanned forwards and backwards) and arranged
alphabetically or by part of speech. We can jump back and forth
through the list by typing just the first few letters of a word or
part of speech. Usually, we input the correct choice first, by
merely highlighting the target word and typing the number, from 1 to
4, which we want the correct word to be offered at. Then, scrolling
through the list until we find a suitable distracter, we use the
same process, highlighting the word (usually with the same part of
speech as the target), and typing in the number where the distracter
will appear on the screen.
The Japanese translations are moved in the question base along
with the selected distracter word, and after choices are made, they
can be edited. Also added automatically are the Genius level of the
target word, and the information as to whether the word is in the
FEN frequency list. We made a new system of giving points for
correct answers, based on the Genius level of the word as follows:
| Genius Level |
Genius words |
Program Level |
Description |
Points |
| A |
1100 |
6 |
J.H.S. fundamental |
1 |
| B |
3500 |
5 |
H.S. fundamental |
2 |
| B' |
1300 |
4 |
Entrance Exams |
3 |
| C |
7200 |
3 |
University |
4 |
| D |
17000 |
2 |
General (advanced) |
5 |
| E |
45000 |
1 |
Others (less frequent) |
6 |
| - |
- |
0 |
Special Expressions |
10 |
3.4 User TestingWe again used Sanno work-study students
to help test the program, this time at an earlier stage of
development than for VOC I. In that way they were able to help with
debugging the program (by finding instances when the program failed
or didn't function properly), and to notice typos and other problems
in the data itself. We received many useful comments and
suggestions, most of which we incorporated into the program:
1. Some students wanted to see the English meanings of the
distracters when the correct answers were shown (after the user
had made a choice). Since most of the distracters were selected
from words in our target database, in which the English
equivalents of a given Japanese distracter are stored along with
the words, we were able to implement this feature without a great
deal of data input.
2. One student suggested that when all the questions were
answered correctly, there should be some message like
"Congratulations" and some sound like a fanfare. In that way the
program would be more rewarding and encouraging. We added that
feature, and when the same student heard the fanfare while she was
testing the program, she was very delighted.
3. The default setting for the number of questions (target
words) in a given game session had been set at 10. Some students
requested the ability to choose the number of session questions
themselves, and so that feature was added as one of the functions
of the Customizing Menu. The user's choice is stored in a user
database, so that when the user logs into the program (with a
password), the last session's selection is retrieved, and the same
settings apply.
4. Some students wanted to control the volume or turn off the
sound. There are various beeps and fanfare-like sounds which
accompany messages about correct answers, etc. Actually, this can
be controlled by the volume switch on the computer itself, but we
added an option to the customization menu which allows turning off
the sound. Apparently students were uncomfortable using the
program if others were around -- perhaps the buzzing sound which
accompanies wrong answers was heard too often.
5. Some students felt that when they missed words, they would
like to do the question again for review. We added a function to
allow doing a question again, selected from the browse list of
missed words, one of the summary functions. From there the student
can select any missed word, and repeat the question in which it
appeared. We also included another browse screen for all the words
in the database, from which a user could select a word and test it
in a question. This list also shows Japanese translations of the
word, part of speech, and semantic category of the question
sentence the word appears in. As with the other browse lists in
the program, words can be sought by typing just the first few
letters, or arranged by part of speech. This function can be used
for review, to grasp an overview of the target vocabulary, or to
prepare for a game. This function too, was a result of a student
request.
6. A Customization function to change the colors of the game
screen had been included since VOC I, but a student tester of VOC
II requested a function to restore the screen colors to the
original defaults. We included this function as well. Unlike the
user response to VOC I, we received many positive responses and
many useful ideas from the student testers of VOC II. In general,
they were quite positive about the program, and tended to come
back to use it frequently. Some of them said that it was very
enjoyable to use, and a useful learning process.
3.5 Authoring FunctionsThe authoring functions provide
the teacher (user) with the ability to use the data provided with
the program, as well as to add to or modify the data using the
Add/Edit Question screen. When the teacher wants to add a new
question, the process is as follows:
1. Input the new question, marking all the target words by
enclosing them in angle brackets.
2. Decide on the semantic category of the sentence, so that it
will fit into one of the ten game groups. The semantic category
list can be called up by pressing +. This list can be
moved up or down the screen to facilitate viewing the question
while deciding the category.
3. Add the information for each target word -- meaning, part of
speech, additional explanations and/or example sentences. However,
if the target word already exists in the database, it isn't
necessary to duplicate the information. If the word is the same,
but has a different function or meaning, it can be distinguished
by its part of speech. If the part of speech is the same, the word
can be input as "Word1," with the number after "Word" serving to
differentiate the different meanings. The numbers are ignored on
the display screen for the game.
4. Make the multiple choice questions, choosing the
distracters.
5. Input a Japanese translation of the sentence. As in VOC I,
the teacher's version has strong authoring functions in addition
to all the functions of the student version. Some functions
included in VOC II:
Target Word List. From the authoring sub-menu, highlight a
word and press to jump to the Add/Edit screen for that
question.
Target Sentence List. From the authoring sub-menu, pressing
will show the entire sentence (only part of the sentence
is displayable on the scrolling list), and pressing will
jump to the
Add/Edit screen for the sentence.
Group Count. A screen to display the total count for the
number of sentences in each semantic category, and to indicate
whether all necessary input has been done for that sentence.
This gives the author an idea of whether the semantic categories
are well-balanced or not. (The count display has been added to
the user-choice list of semantic categories as well, at the
request of a student user.)
Combine/Copy Questions. Copy a sentence to create a new
question with different target words, or combine two existing
sentences into one to make a longer question sentence.
The Add/Edit screen display includes a mark (*) to indicate
that all distracters and necessary data for a question have been
included.
4. ConclusionThe Development of VOC I took place over a
period of two years, and the conversion to VOC II took an additional
year. The thousands of man-hours required to develop
professional-quality software resulted in what we consider a
sophisticated and powerful educational tool, which we expect will be
beneficial to large numbers of users. While we can admit to a great
feeling of accomplishment, we recognize many unfulfilled goals which
we hope to incorporate in future editions. As programming languages
and computer hardware become more powerful, so will be the resulting
programs.
We regret that we have been unable to address the issue of
pronunciation in VOC. As multi-media platforms begin to be more
common, we can envision the day when a user can click a mouse button
on a word and hear it pronounced, along with the sentence in which
it appears. Even before such a stage is reached, we hope to be able
to incorporate graphic symbols for phonetic representation, to at
least give a visual indication of pronunciation.
To attempt to describe the operation of software in a paper is as
frustrating an exercise as attempting to describe a movie or sports
event. Appreciation of software is a result of the individual user's
interaction with the machine, and a written description is
necessarily doomed to being inadequate from the outset. For this
reason, as well as space limitations, we have described only the
major functional aspects of our system. Technical details of the
programming itself, structures of the databases and their systems of
interaction, etc., we felt inappropriate for the general reader, and
have thus left them basically unattended to. Should the reader's
interest be whetted by this report, we invite you to view the system
in action, to have a hands-on experience with VOC. Only by such an
interaction can the results of our efforts be realistically
understood.
[References]
Konishi, Tomoshichi, General Editor. 1988. Taishukan's Genius
English-Japanese Dictionary. Taishukan Publishing Co., Ltd., Tokyo.
Shirano, Itsuo. 1989. FEN NEWS 1800. Goken, Tokyo.
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