Developing and evaluating a novel gamified virtual learning environment for ASL
Developing and evaluating a novel gamified virtual learning environment for ASL
The use of sign language is a highly effective way of communicating with individuals who experience hearing loss. Despite extensive research, many learners find traditional methods of learning sign language, such as web-based question-answer methods, to be unengaging. This has led to the development of new techniques, such as the use of virtual reality (VR) and gamification, which have shown promising results. In this paper, we describe a gamified immersive American Sign Language (ASL) learning environment that uses the latest VR technology to gradually guide learners from numeric to alphabetic ASL. Our hypothesis is that such an environment would be more engaging than traditional web-based methods. An initial user study showed that our system scored highly in some aspects, especially the hedonic factor of novelty. However, there is room for improvement, particularly in the pragmatic factor of dependability. Overall, our findings suggest that the use of VR and gamification can significantly improve engagement in ASL learning.
459-468
Wang, Jindi
64350549-9e22-4474-a609-bb88cb328e04
Ivrissimtzis, Ioannis
af7d236c-09e2-4b93-baa5-35fdece8a758
Li, Zhaoxing
65935c45-a640-496c-98b8-43bed39e1850
Zhou, Yunzhan
cb03860e-5494-4839-8857-6f622d4e8aed
Shi, Lei
f1a82e79-8ed6-43d9-8d49-2b05437cc502
Lárusdóttir, Marta Kristín
25 August 2023
Wang, Jindi
64350549-9e22-4474-a609-bb88cb328e04
Ivrissimtzis, Ioannis
af7d236c-09e2-4b93-baa5-35fdece8a758
Li, Zhaoxing
65935c45-a640-496c-98b8-43bed39e1850
Zhou, Yunzhan
cb03860e-5494-4839-8857-6f622d4e8aed
Shi, Lei
f1a82e79-8ed6-43d9-8d49-2b05437cc502
Lárusdóttir, Marta Kristín
Wang, Jindi, Ivrissimtzis, Ioannis, Li, Zhaoxing, Zhou, Yunzhan and Shi, Lei
(2023)
Developing and evaluating a novel gamified virtual learning environment for ASL.
Nocera, José Abdelnour, Lárusdóttir, Marta Kristín, Petrie, Helen, Piccinno, Antonio and Winckler, Marco
(eds.)
In Human-Computer Interaction – INTERACT 2023: 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part I.
vol. 14142,
Springer Cham.
.
(doi:10.1007/978-3-031-42280-5_29).
Record type:
Conference or Workshop Item
(Paper)
Abstract
The use of sign language is a highly effective way of communicating with individuals who experience hearing loss. Despite extensive research, many learners find traditional methods of learning sign language, such as web-based question-answer methods, to be unengaging. This has led to the development of new techniques, such as the use of virtual reality (VR) and gamification, which have shown promising results. In this paper, we describe a gamified immersive American Sign Language (ASL) learning environment that uses the latest VR technology to gradually guide learners from numeric to alphabetic ASL. Our hypothesis is that such an environment would be more engaging than traditional web-based methods. An initial user study showed that our system scored highly in some aspects, especially the hedonic factor of novelty. However, there is room for improvement, particularly in the pragmatic factor of dependability. Overall, our findings suggest that the use of VR and gamification can significantly improve engagement in ASL learning.
This record has no associated files available for download.
More information
e-pub ahead of print date: 24 August 2023
Published date: 25 August 2023
Identifiers
Local EPrints ID: 487320
URI: http://eprints.soton.ac.uk/id/eprint/487320
ISSN: 0302-9743
PURE UUID: b122be0d-3e12-49d7-a7ad-5e72b6ed1f8f
Catalogue record
Date deposited: 16 Feb 2024 17:27
Last modified: 18 Mar 2024 04:17
Export record
Altmetrics
Contributors
Author:
Jindi Wang
Author:
Ioannis Ivrissimtzis
Author:
Zhaoxing Li
Author:
Yunzhan Zhou
Author:
Lei Shi
Editor:
José Abdelnour Nocera
Editor:
Marta Kristín Lárusdóttir
Editor:
Helen Petrie
Editor:
Antonio Piccinno
Editor:
Marco Winckler
Download statistics
Downloads from ePrints over the past year. Other digital versions may also be available to download e.g. from the publisher's website.
View more statistics