Music to My Ears: Developing Kanji Stroke Knowledge through an Educational Music Game †
<p>A visual mnemonic for the meaning of kanji “body” from “Kanji Pict-o-Graphix,” a popular book for learning kanji with mnemonics [<a href="#B9-mti-05-00083" class="html-bibr">9</a>].</p> "> Figure 2
<p>Two examples from WaniKani, a popular kanji learning website. On the left is a pronunciation mnemonic for the kanji 二, when it is part of the word 二つ, meaning “two things.” On the right is a good example of WaniKani’s shock-value-driven mnemonic. The humorously named “poop” radical is apt to stick out in a student’s mind.</p> "> Figure 3
<p>The anatomy of kanji. Each kanji consists of one or more radicals. In turn, each radical consists of one or more strokes.</p> "> Figure 4
<p>Melodies for the radicals “tree” (above) and “water” (below). We tried to make the pitch of the melody follow the direction of the strokes. A horizontal stroke is represented by a steady note. A long downward stroke is accompanied by a significant drop in pitch, while a shorter upward stroke is matched by a moderate rise in pitch.</p> "> Figure 5
<p>The list of radicals and kanji used in our first study. From left to right: person, mouth, tree, rest, episode, annoyed.</p> "> Figure 6
<p>Radical Tunes screenshots: (<b>a</b>) meaning pre- and post-test; (<b>b</b>) stroke order pre- and post-test; (<b>c</b>) stroke learning screen; and (<b>d</b>) timed and scored game portion.</p> "> Figure 7
<p>Screenshots of our app. Left: the meaning test screen. Middle: the learning screen. The dotted line indicates where the next stroke should be drawn, with the biggest dot indicating the beginning of the stroke. Right: the writing test screen. The second line of text displays how many strokes the target kanji has and how many the participants already drew. The “listen” button in the treatment condition would play the kanji’s melody. The button is absent in the control version of the app.</p> "> Figure 8
<p>The scores for meaning retention (calculated by subtraction of post-test meaning scores from the longitudinal test scores) plotted against the time that passed between the two tests. The linear fit function shows no negative correlation between the length of time and the changes in scores.</p> "> Figure 9
<p>The 15 characters selected for our study. All of the kanji consist of some combination of the six common radicals (highlighted).</p> "> Figure 10
<p>Two of the post-test images for the kanji “foreign.” For scoring purposes, the color indicates the order in which the strokes were drawn, while the large initial dot indicates the direction of the stroke. The participant on the left drew the strokes in the correct order, but the first stroke of the moon radical (purple) was drawn in the wrong direction. The participant on the right drew all the strokes in the correct direction (with the exception of the missing last stroke), but switched the order of the first two strokes in the “ten” radical. The participant on the left received 9/9 on order and 8/9 on direction. The participant on the right received 6/9 for order and 8/9 for direction.</p> ">
Abstract
:1. Introduction
- A novel mnemonic design for acquiring stroke knowledge;
- A scalable technique for creating a responsive musical experience that can enhance logographic writing practice;
- Implications for design of audio in logographic learning environments to improve their efficacy.
2. Related Work
2.1. Challenges and Methods of Learning Logographic Characters
2.2. Music’s Effect on Memory and Immersion
2.3. Second-Language Acquisition Games
3. Radical Tunes
4. Study 1
4.1. Methods
4.1.1. Procedure
4.1.2. Participants
4.1.3. Measures
- Immersive Experience Questionnaire (IEQ)To measure the immersion levels experienced by our participants, we used the IEQ [43]. The developers of this questionnaire conducted an in-depth validation study and a subsequent evaluation by Denisova et al. reported the Cronbach’s for the IEQ at 0.91 [44]. IEQ measures five aspects of immersion: cognitive involvement, emotional involvement, real-world dissociation, control and challenge. The cognitive involvement accounts for how much effort and attention the player devoted to the game. Emotional involvement measures the extent to which the player found the game enjoyable and whether they wanted to see more of it. The real-world dissociation measures how much the player lost track of time and the sense of their surroundings. The control dimension accounts for whether the player perceived the controls of the game as responsive and easy to use. The challenge dimension measures the player’s perception of the game’s difficulty. In the paper introducing the IEQ, Jennett et al. claimed that immersive qualities are a key factor contributing to whether a game is perceived as good. If Radical Tunes is to succeed in its educational goals, it must be capable of holding the players’ attention and giving them a pleasant experience that encourages them to return. We chose IEQ to help us assess how well Radical Tunes performed in that regard.
- Radical Tunes scoresTo measure the learning outcomes in our experiment, we used the relative improvement between the scores our participants received during the pre- and post-tests on the meaning and stroke order of the six characters (Figure 6a,b).
4.2. Results
4.2.1. Prior Knowledge and Experience
4.2.2. Immersion Experience
4.2.3. Learning Outcomes
4.2.4. Perception of Usefulness
5. Study 2
5.1. Rationale
5.2. Methods
5.2.1. Participants
5.2.2. Procedure
5.2.3. Kanji
5.2.4. Measures and Scoring
5.3. Results
6. Discussion
6.1. Music and Immersion
6.2. The Meaning Mystery
6.3. Scalability
6.4. Implications for Design
7. Limitations and Future Work
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
LWS | Logographic Writing System |
SLA | Second Language Acquisition |
IEQ | Immersive Experience Questionnaire |
Appendix A
Post-Test | Control | Treatment | Significance | ||
---|---|---|---|---|---|
Stroke Knowledge Scores | p (t) | ||||
十 Order | 0.640 | 0.492 | 0.550 | 0.510 | 0.581 (0.557) |
十 Direction | 0.932 | 0.234 | 10.00 | 0.000 | 0.186 (−1.368) |
口 Order | 0.803 | 0.394 | 0.933 | 0.205 | 0.183 (−1.362) |
口 Direction | 0.788 | 0.394 | 0.933 | 0.205 | 0.137 (−1.525) |
氵 Order | 0.860 | 0.351 | 0.900 | 0.308 | 0.723 (−0.358) |
氵 Direction | 0.758 | 0.392 | 0.867 | 0.332 | 0.332 (−0.983) |
日 Order | 0.886 | 0.296 | 0.825 | 0.364 | 0.555 (0.596) |
日 Direction | 0.886 | 0.296 | 0.825 | 0.364 | 0.555 (0.596) |
月 Order | 0.950 | 0.213 | 0.950 | 0.224 | 0.947 (0.067) |
月 Direction | 0.921 | 0.236 | 0.900 | 0.235 | 0.780 (0.281) |
木 Order | 0.773 | 0.369 | 0.925 | 0.245 | 0.121 (−1.588) |
木 Direction | 0.864 | 0.316 | 0.963 | 0.122 | 0.184 (−1.361) |
古 Order | 0.709 | 0.384 | 0.820 | 0.330 | 0.321 (−1.006) |
古 Direction | 0.818 | 0.332 | 0.860 | 0.325 | 0.682 (−0.412) |
回 Order | 0.583 | 0.445 | 0.608 | 0.398 | 0.849 (−0.192) |
回 Direction | 0.598 | 0.444 | 0.642 | 0.406 | 0.744 (−0.329) |
困 Order | 0.528 | 0.433 | 0.557 | 0.376 | 0.819 (−0.230) |
困 Direction | 0.591 | 0.424 | 0.621 | 0.391 | 0.809 (−0.243) |
汨 Order | 0.461 | 0.427 | 0.700 | 0.379 | 0.062 (−1.920) |
汨 Direction | 0.435 | 0.408 | 0.693 | 0.374 | 0.039 (−2.136) |
沐 Order | 0.597 | 0.349 | 0.771 | 0.291 | 0.086 (−1.761) |
沐 Direction | 0.558 | 0.352 | 0.814 | 0.301 | 0.015 (−2.537) |
明 Order | 0.750 | 0.366 | 0.794 | 0.357 | 0.697 (−0.392) |
明 Direction | 0.756 | 0.315 | 0.794 | 0.323 | 0.701 (−0.387) |
沽 Order | 0.295 | 0.383 | 0.581 | 0.443 | 0.032 (−2.227) |
沽 Direction | 0.386 | 0.404 | 0.625 | 0.441 | 0.076 (−1.823) |
枯 Order | 0.591 | 0.385 | 0.783 | 0.313 | 0.082 (−1.782) |
枯 Direction | 0.646 | 0.328 | 0.822 | 0.289 | 0.073 (−1.844) |
胡 Order | 0.348 | 0.340 | 0.636 | 0.400 | 0.017 (−2.497) |
胡 Direction | 0.394 | 0.358 | 0.669 | 0.348 | 0.016 (−2.524) |
Longitudinal Test | Control | Treatment | Significance | ||
---|---|---|---|---|---|
Stroke Knowledge Scores | p (t) | ||||
十 Order | 0.770 | 0.429 | 0.650 | 0.489 | 0.395 (0.861) |
十 Direction | 0.950 | 0.213 | 10.00 | 0.000 | 0.329 (−1.000) |
口 Order | 0.864 | 0.351 | 0.950 | 0.163 | 0.308 (−10.037) |
口 Direction | 0.848 | 0.352 | 0.900 | 0.219 | 0.569 (−0.575) |
氵 Order | 0.820 | 0.395 | 0.950 | 0.224 | 0.187 (−1.346) |
氵 Direction | 0.742 | 0.411 | 0.950 | 0.224 | 0.047 (−2.059) |
日 Order | 0.807 | 0.377 | 0.950 | 0.224 | 0.140 (−1.511) |
日 Direction | 0.796 | 0.375 | 0.938 | 0.228 | 0.143 (−1.498) |
月 Order | 0.864 | 0.316 | 10.00 | 0.000 | 0.056 (−2.027) |
月 Direction | 0.818 | 0.329 | 0.938 | 0.111 | 0.121 (−1.604) |
木 Order | 0.818 | 00.329 | 0.950 | 0.154 | 0.102 (−1.687) |
木 Direction | 0.898 | 0.252 | 0.988 | 0.056 | 0.117 (−1.628) |
古 Order | 0.745 | 0.376 | 0.890 | 0.200 | 0.125 (−1.574) |
古 Direction | 0.791 | 0.373 | 0.950 | 0.157 | 0.078 (−1.831) |
回 Order | 0.621 | 0.386 | 0.717 | 0.394 | 0.433 (−0.792) |
回 Direction | 0.629 | 0.363 | 0.742 | 0.388 | 0.338 (−0.970) |
困 Order | 0.583 | 0.451 | 0.585 | 0.428 | 0.988 (−00.015) |
困 Direction | 0.634 | 0.435 | 0.692 | 0.373 | 0.644 (−0.465) |
汨 Order | 0.617 | 0.414 | 0.721 | 0.386 | 0.403 (−0.846) |
汨 Direction | 0.656 | 0.365 | 0.714 | 0.382 | 0.616 (−0.505) |
沐 Order | 0.747 | 0.344 | 0.829 | 0.215 | 0.357 (−0.932) |
沐 Direction | 0.747 | 0.330 | 0.921 | 0.182 | 0.039 (−2.150) |
明 Order | 0.767 | 0.367 | 0.888 | 0.222 | 0.202 (−10.301) |
明 Direction | 0.744 | 0.357 | 0.856 | 0.230 | 0.231 (−1.219) |
沽 Order | 0.614 | 0.393 | 0.681 | 0.402 | 0.586 (−0.550) |
沽 Direction | 0.635 | 0.381 | 0.800 | 0.343 | 0.147 (−1.479) |
枯 Order | 0.626 | 0.390 | 0.617 | 0.370 | 0.935 (0.082) |
枯 Direction | 0.757 | 0.321 | 0.728 | 0.354 | 0.777 (0.285) |
胡 Order | 0.396 | 0.399 | 0.583 | 0.419 | 0.147 (−1.478) |
胡 Direction | 0.416 | 0.431 | 0.672 | 0.370 | 0.045 (−2.071) |
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Control | Music | Significance | |||
---|---|---|---|---|---|
Measure | p (t) | ||||
Video Game Experience | 1.33 | 0.651 | 1.50 | 0.905 | 0.610 (0.235) |
Rhythm Game Experience | 2.00 | 0.853 | 2.08 | 0.793 | 0.807 (0.248) |
Control | Music | Significance | Effect Size | |||
---|---|---|---|---|---|---|
IEQ Measures | p (t) | r | ||||
IEQ Overall | 100.33 | 18.042 | 115.25 | 15.316 | 0.040 (2.183) | 0.41 |
Other Cognitive Involvement | 30.08 | 7.012 | 36.08 | 5.125 | 0.026 (2.393) | 0.44 |
Real World Dissociation | 25.58 | 6.487 | 28.50 | 5.808 | 0.258 (1.160) | - |
Emotional Involvement | 12.33 | 3.551 | 15.58 | 3.476 | 0.034 (2.266) | 0.42 |
Challenge | 16.33 | 1.497 | 17.67 | 1.826 | 0.063 (1.956) | - |
Control | 16.00 | 3.542 | 17.42 | 3.147 | 0.312 (1.036) | - |
Control | Music | Significance | |||
---|---|---|---|---|---|
Learning Outcome Measures | p (t) | ||||
Meaning Pre-Test | 1.08 | 0.900 | 1.17 | 0.835 | 0.816 (0.235) |
Meaning Post-Test | 5.50 | 1.000 | 5.58 | 0.669 | 0.813 (0.240) |
Meaning Improvement | +4.42 | 1.730 | +4.42 | 1.165 | 1.00 (0.000) |
Stroke Order Pre-Test | 0.33 | 0.651 | 0.58 | 0.515 | 0.308 (1.043) |
Stroke Order Post-Test | 5.42 | 0.900 | 5.67 | 1.155 | 0.560 (0.591) |
Stroke Order Improvement | +5.08 | 0.900 | +5.08 | 1.379 | 1.00 (0.000) |
In-Game Score | 102.17 | 8.932 | 106.58 | 2.193 | 0.121 (1.663) |
Control | Treatment | Significance | Effect Size | |||
---|---|---|---|---|---|---|
Results for the Meaning Tests | p (t) | |||||
Pre-Test | 2.86 | 2.232 | 3.50 | 2.965 | 0.441 (−0.780) | - |
Post-Test | 10.23 | 4.309 | 12.60 | 2.741 | 0.038 (−2.148) | 0.65 |
Longitudinal Test | 10.86 | 4.223 | 13.00 | 2.128 | 0.044 (−2.098) | 0.63 |
Control | Treatment | Significance | Effect Size | |||
---|---|---|---|---|---|---|
Results for the Stroke Knowledge Tests | p (t) | |||||
<7 Strokes Kanji Post-Test Order | 0.776 | 0.240 | 0.814 | 0.191 | 0.573 (−0.568) | - |
7+ Strokes Kanji Post-Test Order | 0.510 | 0.243 | 0.689 | 0.248 | 0.023 (−2.357) | 0.73 |
<7 Strokes Kanji Post-Test Direction | 0.821 | 0.204 | 0.874 | 0.161 | 0.353 (−0.940) | - |
7+ Strokes Kanji Post-Test Direction | 0.538 | 0.237 | 0.720 | 0.241 | 0.018 (-20.459) | 0.75 |
<7 Strokes Kanji Longitudinal Order | 0.789 | 0.242 | 0.882 | 0.141 | 0.132 (−1.543) | - |
7+ Strokes Kanji Longitudinal Order | 0.621 | 0.239 | 0.701 | 0.215 | 0.266 (−1.128) | - |
<7 Strokes Kanji Longitudinal Direction | 0.810 | 0.206 | 0.926 | 0.132 | 0.035 (−2.191) | 0.69 |
7+ Strokes Kanji Longitudinal Direction | 0.656 | 0.227 | 0.769 | 0.191 | 0.086 (−1.759) | - |
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Keehl, O.G.; Melcer, E.F. Music to My Ears: Developing Kanji Stroke Knowledge through an Educational Music Game. Multimodal Technol. Interact. 2021, 5, 83. https://doi.org/10.3390/mti5120083
Keehl OG, Melcer EF. Music to My Ears: Developing Kanji Stroke Knowledge through an Educational Music Game. Multimodal Technologies and Interaction. 2021; 5(12):83. https://doi.org/10.3390/mti5120083
Chicago/Turabian StyleKeehl, Oleksandra G., and Edward F. Melcer. 2021. "Music to My Ears: Developing Kanji Stroke Knowledge through an Educational Music Game" Multimodal Technologies and Interaction 5, no. 12: 83. https://doi.org/10.3390/mti5120083
APA StyleKeehl, O. G., & Melcer, E. F. (2021). Music to My Ears: Developing Kanji Stroke Knowledge through an Educational Music Game. Multimodal Technologies and Interaction, 5(12), 83. https://doi.org/10.3390/mti5120083