학술논문

TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
Document Type
Periodical
Source
IEEE Access Access, IEEE. 12:61163-61184 2024
Subject
Aerospace
Bioengineering
Communication, Networking and Broadcast Technologies
Components, Circuits, Devices and Systems
Computing and Processing
Engineered Materials, Dielectrics and Plasmas
Engineering Profession
Fields, Waves and Electromagnetics
General Topics for Engineers
Geoscience
Nuclear Engineering
Photonics and Electrooptics
Power, Energy and Industry Applications
Robotics and Control Systems
Signal Processing and Analysis
Transportation
Augmented reality
Personal digital devices
Games
Cognitive load
User interfaces
Vocabulary
Writing
Natural language processing
cognitive load
screenless language acquisition system
tangible interactions
Language
ISSN
2169-3536
Abstract
Over an extended period, spelling lessons have consistently played a crucial role in language acquisition, commonly integrated into educational settings to enhance learners’ spelling proficiency. Traditional classroom environments often require learners to spell and write words, leading those facing persistent difficulties to experience anxiety and social disconnection. This challenge is particularly notable in preschool settings where a more interactive approach to spelling sessions could benefit children with difficulties. This research develops a screenless language learning system for spelling acquisition, specifically focusing on minimizing digital screen exposure for preschoolers. The proposed virtual, augmented interface connects with tangible elements and game features. The tangible interface becomes the primary tool for learning, and the system achieves complete accuracy without necessitating learners to hold additional digital devices. The proposed system integrates augmented reality, tangible user interfaces, and serious game-based learning. Utilizing 3D Unity and Vuforia technology, augmented reality and serious game components are employed to create spelling content. The study highlights the importance of tangible letters and objects in conjunction with real-world items to facilitate cooperative and collaborative learning, encouraging social interaction among learners. The proposed learning content levels are adjusted to the age of learners (4-6 years) for alleviating cognitive overload. For gamification, the system incorporates three difficulty levels tailored to three, four, and five-letter words. This structured approach systematically enhances spelling skills while simultaneously addressing the challenge of excessive screen device exposure.