Posts Tagged ‘Memrise’

A personalized language learning programme that is worth its name needs to offer a wide variety of paths to accommodate the varying interests, priorities, levels and preferred approaches to learning of the users of the programme. For this to be possible, a huge quantity of learning material is needed (Iwata et al., 2011: 1): the preparation and curation of this material is extremely time-consuming and expensive (despite the pittance that is paid to writers and editors). It’s not surprising, then, that a growing amount of research is being devoted to the exploration of ways of automatically generating language learning material. One area that has attracted a lot of attention is the learning of vocabulary.

Memrise screenshot 2Many simple vocabulary learning tasks are relatively simple to generate automatically. These include matching tasks of various kinds, such as the matching of words or phrases to meanings (either in English or the L1), pictures or collocations, as in many flashcard apps. Doing it well is rather harder: the definitions or translations have to be good and appropriate for learners of the level, the pictures need to be appropriate. If, as is often the case, the lexical items have come from a text or form part of a group of some kind, sense disambiguation software will be needed to ensure that the right meaning is being practised. Anyone who has used flashcard apps knows that the major problem is usually the quality of the content (whether it has been automatically generated or written by someone).

A further challenge is the generation of distractors. In the example here (from Memrise), the distractors have been so badly generated as to render the task more or less a complete waste of time. Distractors must, in some way, be viable alternatives (Smith et al., 2010) but still clearly wrong. That means they should normally be the same part of speech and true cognates should be avoided. Research into the automatic generation of distractors is well-advanced (see, for instance, Kumar at al., 2015) with Smith et al (2010), for example, using a very large corpus and various functions of Sketch Engine (the most well-known corpus query tool) to find collocates and other distractors. Their TEDDCLOG (Testing English with Data-Driven CLOze Generation) system produced distractors that were deemed acceptable 91% of the time. Whilst impressive, there is still a long way to go before human editing / rewriting is no longer needed.

One area that has attracted attention is, of course, tests, and some tasks, such as those in TOEFL (see image). Susanti et al (2015, 2017) were able, given a target word, to automatically generate a reading passage from web sources along with questions of the TOEFL kind. However, only about half of them were considered good enough to be used in actual tests. Again, that is some way off avoiding human intervention altogether, but the automatically generated texts and questions can greatly facilitate the work of human item writers.

toefl task

 

Other tools that might be useful include the University of Nottingham AWL (Academic Word List) Gapmaker . This allows users to type or paste in a text, from which items from the AWL are extracted and replaced as a gap. See the example below. It would, presumably, not be too difficult, to combine this approach with automatic distractor generation and to create multiple choice tasks.

Nottingham_AWL_Gapmaster

WordGapThere are a number of applications that offer the possibility of generating cloze tasks from texts selected by the user (learner or teacher). These have not always been designed with the language learner in mind but one that was is the Android app, WordGap (Knoop & Wilske, 2013). Described by its developers as a tool that ‘provides highly individualized exercises to support contextualized mobile vocabulary learning …. It matches the interests of the learner and increases the motivation to learn’. It may well do all that, but then again, perhaps not. As Knoop & Wilske acknowledge, it is only appropriate for adult, advanced learners and its value as a learning task is questionable. The target item that has been automatically selected is ‘novel’, a word that features in the list Oxford 2000 Keywords (as do all three distractors), and therefore ought to be well below the level of the users. Some people might find this fun, but, in terms of learning, they would probably be better off using an app that made instant look-up of words in the text possible.

More interesting, in my view, is TEDDCLOG (Smith et al., 2010), a system that, given a target learning item (here the focus is on collocations), trawls a large corpus to find the best sentence that illustrates it. ‘Good sentences’ were defined as those which were short (but not too short, or there is not enough useful context, begins with a capital letter and ends with a full stop, has a maximum of two commas; and otherwise contains only the 26 lowercase letters. It must be at a lexical and grammatical level that an intermediate level learner of English could be expected to understand. It must be well-formed and without too much superfluous material. All others were rejected. TEDDCLOG uses Sketch Engine’s GDEX function (Good Dictionary Example Extractor, Kilgarriff et al 2008) to do this.

My own interest in this area came about as a result of my work in the development of the Oxford Vocabulary Trainer . The app offers the possibility of studying both pre-determined lexical items (e.g. the vocabulary list of a coursebook that the learner is using) and free choice (any item could be activated and sent to a learning queue). In both cases, practice takes the form of sentences with the target item gapped. There are a range of hints and help options available to the learner, and feedback is both automatic and formative (i.e. if the supplied answer is not correct, hints are given to push the learner to do better on a second attempt). Leveraging some fairly heavy technology, we were able to achieve a fair amount of success in the automation of intelligent feedback, but what had, at first sight, seemed a lesser challenge – the generation of suitable ‘carrier sentences’, proved more difficult.

The sentences which ‘carry’ the gap should, ideally, be authentic: invented examples often ‘do not replicate the phraseology and collocational preferences of naturally-occurring text’ (Smith et al., 2010). The technology of corpus search tools should allow us to do a better job than human item writers. For that to be the case, we need not only good search tools but a good corpus … and some are better than others for the purposes of language learning. As Fenogenova & Kuzmenko (2016) discovered when using different corpora to automatically generate multiple choice vocabulary exercises, the British Academic Written English corpus (BAWE) was almost 50% more useful than the British National Corpus (BNC). In the development of the Oxford Vocabulary Trainer, we thought we had the best corpus we could get our hands on – the tagged corpus used for the production of the Oxford suite of dictionaries. We could, in addition and when necessary, turn to other corpora, including the BAWE and the BNC. Our requirements for acceptable carrier sentences were similar to those of Smith et al (2010), but were considerably more stringent.

To cut quite a long story short, we learnt fairly quickly that we simply couldn’t automate the generation of carrier sentences with sufficient consistency or reliability. As with some of the other examples discussed in this post, we were able to use the technology to help the writers in their work. We also learnt (rather belatedly, it has to be admitted) that we were trying to find technological solutions to problems that we hadn’t adequately analysed at the start. We hadn’t, for example, given sufficient thought to learner differences, especially the role of L1 (and other languages) in learning English. We hadn’t thought enough about the ‘messiness’ of either language or language learning. It’s possible, given enough resources, that we could have found ways of improving the algorithms, of leveraging other tools, or of deploying additional databases (especially learner corpora) in our quest for a personalised vocabulary learning system. But, in the end, it became clear to me that we were only nibbling at the problem of vocabulary learning. Deliberate learning of vocabulary may be an important part of acquiring a language, but it remains only a relatively small part. Technology may be able to help us in a variety of ways (and much more so in testing than learning), but the dreams of the data scientists (who wrote much of the research cited here) are likely to be short-lived. Experienced writers and editors of learning materials will be needed for the foreseeable future. And truly personalized vocabulary learning, fully supported by technology, will not be happening any time soon.

 

References

Fenogenova, A. & Kuzmenko, E. 2016. Automatic Generation of Lexical Exercises Available online at http://www.dialog-21.ru/media/3477/fenogenova.pdf

Iwata, T., Goto, T., Kojiri, T., Watanabe, T. & T. Yamada. 2011. ‘Automatic Generation of English Cloze Questions Based on Machine Learning’. NTT Technical Review Vol. 9 No. 10 Oct. 2011

Kilgarriff, A. et al. 2008. ‘GDEX: Automatically Finding Good Dictionary Examples in a Corpus.’ In E. Bernal and J. DeCesaris (eds.), Proceedings of the XIII EURALEX International Congress: Barcelona, 15-19 July 2008. Barcelona: l’Institut Universitari de Lingüística Aplicada (IULA) dela Universitat Pompeu Fabra, 425–432.

Knoop, S. & Wilske, S. 2013. ‘WordGap – Automatic generation of gap-filling vocabulary exercises for mobile learning’. Proceedings of the second workshop on NLP for computer-assisted language learning at NODALIDA 2013. NEALT Proceedings Series 17 / Linköping Electronic Conference Proceedings 86: 39–47. Available online at http://www.ep.liu.se/ecp/086/004/ecp13086004.pdf

Kumar, G., Banchs, R.E. & D’Haro, L.F. 2015. ‘RevUP: Automatic Gap-Fill Question Generation from Educational Texts’. Proceedings of the Tenth Workshop on Innovative Use of NLP for Building Educational Applications, 2015, pp. 154–161, Denver, Colorado, June 4, Association for Computational Linguistics

Smith, S., Avinesh, P.V.S. & Kilgariff, A. 2010. ‘Gap-fill tests for Language Learners: Corpus-Driven Item Generation’. Proceedings of ICON-2010: 8th International Conference on Natural Language Processing, Macmillan Publishers, India. Available online at https://curve.coventry.ac.uk/open/file/2b755b39-a0fa-4171-b5ae-5d39568874e5/1/smithcomb2.pdf

Susanti, Y., Iida, R. & Tokunaga, T. 2015. ‘Automatic Generation of English Vocabulary Tests’. Proceedings of 7th International Conference on Computer Supported Education. Available online https://pdfs.semanticscholar.org/aead/415c1e07803756902b859e8b6e47ce312d96.pdf

Susanti, Y., Tokunaga, T., Nishikawa, H. & H. Obari 2017. ‘Evaluation of automatically generated English vocabulary questions’ Research and Practice in Technology Enhanced Learning 12 / 11

 

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I have been putting in a lot of time studying German vocabulary with Memrise lately, but this is not a review of the Memrise app. For that, I recommend you read Marek Kiczkowiak’s second post on this app. Like me, he’s largely positive, although I am less enthusiastic about Memrise’s USP, the use of mnemonics. It’s not that mnemonics don’t work – there’s a lot of evidence that they do: it’s just that there is little or no evidence that they’re worth the investment of time.

Time … as I say, I have been putting in the hours. Every day, for over a month, averaging a couple of hours a day, it’s enough to get me very near the top of the leader board (which I keep a very close eye on) and it means that I am doing more work than 99% of other users. And, yes, my German is improving.

Putting in the time is the sine qua non of any language learning and a well-designed app must motivate users to do this. Relevant content will be crucial, as will satisfactory design, both visual and interactive. But here I’d like to focus on the two other key elements: task design / variety and gamification.

Memrise offers a limited range of task types: presentation cards (with word, phrase or sentence with translation and audio recording), multiple choice (target item with four choices), unscrambling letters or words, and dictation (see below).

Screenshot_2016-05-24-08-10-42Screenshot_2016-05-24-08-10-57Screenshot_2016-05-24-08-11-24Screenshot_2016-05-24-08-11-45Screenshot_2016-05-24-08-12-51Screenshot_2016-05-24-08-13-44

As Marek writes, it does get a bit repetitive after a while (although less so than thumbing through a pack of cardboard flashcards). The real problem, though, is that there are only so many things an app designer can do with standard flashcards, if they are to contribute to learning. True, there could be a few more game-like tasks (as with Quizlet), races against the clock as you pop word balloons or something of the sort, but, while these might, just might, help with motivation, these games rarely, if ever, contribute much to learning.

What’s more, you’ll get fed up with the games sooner or later if you’re putting in serious study hours. Even if Memrise were to double the number of activity types, I’d have got bored with them by now, in the same way I got bored with the Quizlet games. Bear in mind, too, that I’ve only done a month: I have at least another two months to go before I finish the level I’m working on. There’s another issue with ‘fun’ activities / games which I’ll come on to later.

The options for task variety in vocabulary / memory apps are therefore limited. Let’s look at gamification. Memrise has leader boards (weekly, monthly, ‘all time’), streak badges, daily goals, email reminders and (in the laptop and premium versions) a variety of graphs that allow you to analyse your study patterns. Your degree of mastery of learning items is represented by a growing flower that grows leaves, flowers and withers. None of this is especially original or different from similar apps.

Screenshot_2016-05-24-19-17-14The trouble with all of this is that it can only work for a certain time and, for some people, never. There’s always going to be someone like me who can put in a couple of hours a day more than you can. Or someone, in my case, like ‘Nguyenduyha’, who must be doing about four hours a day, and who, I know, is out of my league. I can’t compete and the realisation slowly dawns that my life would be immeasurably sadder if I tried to.

Having said that, I have tried to compete and the way to do so is by putting in the time on the ‘speed review’. This is the closest that Memrise comes to a game. One hundred items are flashed up with four multiple choices and these are against the clock. The quicker you are, the more points you get, and if you’re too slow, or you make a mistake, you lose a life. That’s how you gain lots of points with Memrise. The problem is that, at best, this task only promotes receptive knowledge of the items, which is not what I need by this stage. At worst, it serves no useful learning function at all because I have learnt ways of doing this well which do not really involve me processing meaning at all. As Marek says in his post (in reference to Quizlet), ‘I had the feeling that sometimes I was paying more attention to ‘winning’ the game and scoring points, rather than to the words on the screen.’ In my case, it is not just a feeling: it’s an absolute certainty.

desktop_dashboard

Sadly, the gamification is working against me. The more time I spend on the U-Bahn doing Memrise, the less time I spend reading the free German-language newspapers, the less time I spend eavesdropping on conversations. Two hours a day is all I have time for for my German study, and Memrise is eating it all up. I know that there are other, and better, ways of learning. In order to do what I know I should be doing, I need to ignore the gamification. For those, more reasonable, students, who can regularly do their fifteen minutes a day, day in – day out, the points and leader boards serve no real function at all.

Cheating at gamification, or gaming the system, is common in app-land. A few years ago, Memrise had to take down their leader board when they realised that cheating was taking place. There’s an inexorable logic to this: gamification is an attempt to motivate by rewarding through points, rather than the reward coming from the learning experience. The logic of the game overtakes itself. Is ‘Nguyenduyha’ cheating, or do they simply have nothing else to do all day? Am I cheating by finding time to do pointless ‘speed reviews’ that earn me lots of points?

For users like myself, then, gamification design needs to be a delicate balancing act. For others, it may be largely an irrelevance. I’ve been working recently on a general model of vocabulary app design that looks at two very different kinds of user. On the one hand, there are the self-motivated learners like myself or the millions of other who have chosen to use self-study apps. On the other, there are the millions of students in schools and colleges, studying English among other subjects, some of whom are now being told to use the vocabulary apps that are beginning to appear packaged with their coursebooks (or other learning material). We’ve never found entirely satisfactory ways of making these students do their homework, and the fact that this homework is now digital will change nothing (except, perhaps, in the very, very short term). The incorporation of games and gamification is unlikely to change much either: there will always be something more interesting and motivating (and unconnected with language learning) elsewhere.

Teachers and college principals may like the idea of gamification (without having really experienced it themselves) for their students. But more important for most of them is likely to be the teacher dashboard: the means by which they can check that their students are putting the time in. Likewise, they will see the utility of automated email reminders that a student is not working hard enough to meet their learning objectives, more and more regular tests that contribute to overall course evaluation, comparisons with college, regional or national benchmarks. Technology won’t solve the motivation issue, but it does offer efficient means of control.