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APPROACH OVERVIEW. Stereotypes: Language learning is hard Language learning is long Our goals: Easy , play way development of the basic communication skills on foreign language Fast , about 2 – 4 weeks to be able to speak and understand foreign language in typical situations.
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Stereotypes: • Language learning is hard • Language learning is long • Our goals: • Easy, play way development of the basic communication skills on foreign language • Fast, about 2 – 4 weeks to be able to speak and understand foreign language in typical situations
Express training of the communication skills • Individual dynamically forming learning trajectory • Focus on speaking skills due to speech recognition technology
Interactive game-like tests: • Word’s sliding puzzle • for grammar test • Speaking test with • speech response
Play way learning process assembled to the one plot line • Extended motivation due to plot development interest • Cartoon design in primitivism style • Subconscious association – it looks simple, so it seems to be easy to learn
We teach to speak and understand in typical situations • All materials and dialogs are sounded by native speakers • Each lesson is an example of the typical situation (hotel, shopping, transport, etc.)
Why Kipu? • [’kipu] (quechua “khipu” -> spanish“quipu”) – • ancient Incan knot-writing
Cartoonish style: • a learner goes back to childhood when learning languages is the most easy-going
Methodological basis: • simplicity through language analogies and universals • entertaining plot
Increasing the number of: • grammar topics • conversational topics • trained skills
Grammatical • 3 tenses • word classes • modes • … • Lexical (conversational) • Conversational topics • everyday words • expressions in usual situations
30 lessons in each course • grammar and conversational topics in each lesson • The topics of 30 lessons are connected by the plot • Dictionary (~11 000 words for each language) • Media (videos in a foreign language with speech bubbles and translation)
Expert system is an inner component of an e-learning software. • It forms learning strategy in terms of the obtained result. • It serves to “replace” a real individual teacher – the person that normally edits the learning path of a certain student.
information about the result of a test • grammar and vocabulary tests • 5 steps in each test • the highest score is 10 • recommendation related to further learning process • pass the test again • read the theory again • proceed to the next test • proceed to the next grammar section:…
Result: 8/10 points and less • Principle: associated grammar topics (the connections are registered in a program file) • Adjustment: delicate adjustment for proper dispatch (rules has been developed)
Original methodology based on simplicity and entertainment (language universals, frame plot, cartoonish style) • The structure of the service (courses and lessons) is full and complete for learning • Suitable result information with recommendations • Expert system operation principle has been developed at the present stage of the project
Main participants: • What we don’t like in them: • A low variability of supported native languages • It is expected quite deep and continuous learning process. So it’s long • Orientation on grammar, speaking skills are on the second place
Range of potential audience depends from range of supported languages • We support: • Russian • English • German • French • Spanish • Italian • Portuguese • Hindi • Japanese Moretocome… The number of the supported languages is one of the main competitive advantages
Matrix structure of learning content • A new row means a new language supported in both roles: • Native • Learning
Shorter is the lag between moments ofpaying and getting results – Higher is the interest of consumers • The main commercialization ways: • Web site subscribe • Mobile application (iOS, Android) • API for social networking sites (Facebook, Vkontakte, etc.) and other network based projects