skip to main content
10.1145/1178823.1178884acmconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
Article

To use PYA tool or not for learning Japanese hand alphabets

Published:14 June 2006Publication History

ABSTRACT

We are developing an easy-to-use edutainment system: Practice! YUBIMOJI AIUEO (PYA). The objective is to promote basic expressions of Kana characters (AIUEO) of Japanese hand alphabets (YUBIMOJI) to ordinary children at elementary school age. PYA seems to work well from users' behaviors and responses, however, the effectiveness has not been fully confirmed, so far. In this paper, we have carried out series of intensive experiments at classrooms of Sumiyoshi Elementary School (7 or 8 years old; 83 subjects). The results are summarized as follows: 1) Devices the children use to learn do not affect the performance just after the study; 2) the PC use is effective when the target characters are complex and similar; and 3) The PC users keep remembering difficult shapes of characters after one month. These results have suggested that the use of PCs is superior to the ordinary oral lectures, however, it depends on the features of characters.

References

  1. Bruckman, A., and Bandlow, A. Human-Computer Interaction for Kids. In {3}, (2002) 428--440. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Elliott, R., Glauert, J. R. W., Kennaway, J. R., and Marshall, I. The Development of Language Processing Support for the ViSiCAST Project. Fourth Annual ACM Conference on Assistive Technologies (2000) 101--108. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Harada, Y.: PYA Web-Page. (2004) http://ss4.idd.tamabi.ac.jp/~haraday/yubimoji/Google ScholarGoogle Scholar
  4. Jacko J. A., and Sears, A. (eds) The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Lawrence Erlbaum Assoc Inc. (2002). Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Magnussen, M.: Videotelephony in Intervention with People with Speech and Language Disabilities. 12th Annual Conference, Technology and Persons with Disabilities, MAGNU2_T.TXT (1997).Google ScholarGoogle Scholar
  6. Michaud, L. N., McCoy, K. F., and Christopher, A. An Intelligent Tutoring System for Deaf Learners of Written English. Fourth Annual ACM Conference on Assistive Technologies (2000) 92--100. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Miki Namatame, Yasuhi Harada, Fusako Kusunoki, Takao Terano, Letting Every Pupil Learn Japanese Hand Alphabets with Visual Interfaces. Proc. CHI 2004, (2004) 1363--1366. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Miki Namatame, Yasuhi Harada, Fusako Kusunoki, Takao Terano, Shigenori Inagaki, What you Look Like When Learning Hand Alphabets. Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE 2005), (2005) 377--378. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Sherman, L., et al. StoryKit: Tools for Children to Build Room-sized Interactive Experiences. Proc. CHI 2001, (2001) 197--198. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Su, S. A., and Furuta, R. K. VRML-Based Representations of ASL Fingerspelling on the World-Wide Web. Third Annual ACM Conference on Assistive Technologies (1998) 43--45. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Hiroshi Nakagawa, Tatsunori Mori. "A Simple but Powerful Automatic Term Extraction Method", Computerm2: 2nd International Workshop on Computational Terminology, COLING-2002 WORKSHOP, (2002) 29--35. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Hiroshi Nakagawa, Tatsunori Mori: "Automaic Term Recognition based on Statistics of Compound Nouns and their Components", Terminology, Vol.9 No.2, (2003) 201--209.Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. To use PYA tool or not for learning Japanese hand alphabets

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
      June 2006
      572 pages
      ISBN:1595933808
      DOI:10.1145/1178823

      Copyright © 2006 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 14 June 2006

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • Article

      Acceptance Rates

      Overall Acceptance Rate36of90submissions,40%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader