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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Revitalizing Viena Karelian dialect and culture with gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>University of Oulu</string-name>
          <email>Parsa.Sharmila@student.oulu.fi</email>
          <email>Paula.Alavesa@oulu.fi</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>INTERACT Research Unit</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Oulu, Center for Ubiquitous Computing</institution>
          ,
          <addr-line>90014, Oulu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Revitalizing Viena Karelian dialect by finding new ways of learning and teaching Karelian culture and language is important. Karelian is a Finnic language and it is the closest linguistic relative to Finnish. It is spoken in Finland and Russia and its dialects must not be mixed up with Karelian (south-eastern) dialects of Finnish. It is estimated that there are approximately 5,000 speakers of Karelian language in Finland and about 20,000 persons can understand it to some extent. According to the 2002 census, there are approximately 53,000 Karelian speakers in Russia. In both countries, speakers are mainly elderly. Therefore, the gamification approach was used to design and develop an educational game from non-gaming contexts for aiming to prevent language or its dialects extinction. In this study, a ”Let's Learn Karelian” game prototype was designed for learning Viena Karelian dialect where English and Finnish users can use it and learn in a fun and effective way. A non-functional prototype was developed with the Microsoft PowerPoint in a mobile context to get preliminary feedback from users. A relatively small user experience study with five participants was conducted in the early phase of development at the University of Oulu. Based on the feedback, the game prototype was perceived as visually pleasant, creative, easy to use, playful and entertaining. This paper also briefly introduces our new functional ”Learn Viena Karelian” prototype. According to our findings there is a need to develop various games for revitalizing Viena Karelian dialect and culture.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Educational game</kwd>
        <kwd>Viena Karelian dialect</kwd>
        <kwd>Language and culture</kwd>
        <kwd>User experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Language and culture are non-gaming contexts, where it is usually learned from books,
formal studies, and social interactions in social life. Those contexts can be applied with
game design elements to develop educational games, where it increases motivation and
engagement of users to learn [
        <xref ref-type="bibr" rid="ref10 ref9">9,10</xref>
        ]. The gamification approach is an implementation
of non-gaming contexts to increase fun experiences and improve the effectiveness of
learning. An evaluation of empirical study in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] shows that educational games are
very effective for educational purposes compare to traditional teaching methods. This
evidence motivated us to create an educational game for learning Viena Karelian dialect
and culture.
      </p>
      <p>
        Based on the Russian Population Census in 2010, there were 643,548 people who
lived in the Republic of Karelia [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. According to the 2002 census, there are around
53,000 Karelian speakers in Russia. This amount includes 35,000 speakers in the
Republic of Karelia and 12,000 in the Tver oblast [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. Relatively many Finnish have
ancestry and relatives in Karelian, but approximately only 5,000 Finnish speak
Karelian language and around 20,000 can understand it [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. The small number of Karelian
speakers in both countries can be a threat to Karelian language and culture, so there is a
need to revitalize language and its dialects with an innovative approach for users from
different age groups and language backgrounds.
      </p>
      <p>
        During the last few years, there have been different projects, such as [
        <xref ref-type="bibr" rid="ref13 ref25">13,25</xref>
        ] which
aim has been to revitalize Karelian language. In addition, different language courses
have been organized, for instance by Karjalan Sivistysseura in Finland and the
Republic of Karelia, also new books have been published in Karelian and its dialects.
However, language teaching is still quite traditional, because courses are organized in
certain locations with available teaching resources. Our long-term aim is to enable
interesting language and culture learning context-independently for different user groups
e.g. children and teens, adults, and senior citizens.
      </p>
      <p>
        In educational games, knowledge acquisition is an important aspect where users can
gain new experiences for educational purposes [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Language and cultural aspects can
be included in educational games to motivate beginner users. Therefore, the
gamification approach was used in this game development project to design and build an
educational game from non-gaming contexts. In this study, our aim was to help English and
Finnish speakers to learn Viena Karelian dialect, thus facilitate and increase the
communication between new learners and citizens in the Republic of Karelia, especially in
the North-Viena.
      </p>
      <p>
        Karelian is a Finnic language and it is the closest linguistic relative to Finnish.
Karelian language is divided to Karelian Proper and Olonets Karelian (Livvi-Karelian).
Karelian Proper is divided to North Karelian (Viena, White Sea) and South Karelian.
Nowadays, Lude has been seen as own language, not as a dialect of Karelian [
        <xref ref-type="bibr" rid="ref27 ref36 ref37">27,36,37</xref>
        ].
Our VIENA-PELI game development project focuses on Viena Karelian dialect, which
is very close and similar to Finnish language. According to our prior interviews with
Karelian teachers and learners, there is a need to develop mobile and web games for
learning Viena Karelian dialect and culture. Therefore, Duolingo and Gardens of Times
were used as basic references in the concept and design elements. Those games are
quite popular games to learn languages and cultures, and free to use as computer games
and mobile games.
      </p>
      <p>Our first mobile touch phone game concept was implemented as a non-functional
prototype by using the Microsoft PowerPoint. In the early design phase, we utilized
a low-cost and time-effective game prototype for gathering preliminary feedback from
users. The prototype was designed available for English and Finnish speakers, and users
were able to explore the learning and playing modes. There were only limited number
of features available and users were able to use certain specific procedural tasks.</p>
      <p>
        This paper presents the ”Let’s Learn Karelian” game prototype and preliminary user
experience results. In the user experience (UX) [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] study, the five participants were
given approximately 10 minutes to play the game with procedural tasks which were
guided and observed by the researchers. After that, each participant selected four out
of 24 adjectives to express their feelings and opinion about the game. In this paper, we
also introduce our new functional prototype, which will be tested with authentic users.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <sec id="sec-2-1">
        <title>Gamification and Educational Games</title>
        <p>
          Gamification is the use of game design elements to make non-gaming contexts more
motivating, engaging, and enjoyable [
          <xref ref-type="bibr" rid="ref10 ref22 ref38 ref9">9,10,22,38</xref>
          ]. Non-gaming contexts of language
and culture are books, face-to-face learning, and social interactions. Moreover,
gamification of language learning was the most common implementation with positive results
and can increase the motivation of users [
          <xref ref-type="bibr" rid="ref1 ref18">1,18</xref>
          ]. Therefore, gamification is a suitable
approach to make a learning environment within games that focus on educational
elements. Design elements are more simple than games for pure entertainment and the
elements consist of badges, levels, points, and leaderboards [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Those elements can be
applied in non-gaming contexts to create an educational game with simple features and
less focus on entertainment.
        </p>
        <p>
          Gamification has been widely used to enhance language learning. Language
learning has been at the forefront of digitalizing learning environments, perhaps because of
the ease of implementing learning vocabulary and grammar in text-based digital
applications [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. Current language learning environments provide also possibilities for
training speech and connecting with other language users [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. Gamification solutions,
in addition, emphasize motivation, which is known to be a key component in the
learning process [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. For this reason, although as pedagogical strategy gamification is new,
it has been used in teaching in a similar way and was in use already before being called
gamification [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. Gamification can contribute positively to learning experiences [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
It can bring teachers and students learning goals closer [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. It enhances learning
outcomes of both children [
          <xref ref-type="bibr" rid="ref24 ref35">24,35</xref>
          ] and adults [
          <xref ref-type="bibr" rid="ref5 ref7">5,7</xref>
          ]. All of these benefits have been studied
and observed specifically in language learning.
        </p>
        <p>
          Furthermore, educational games are serious games in educational contexts that
focus on learning environment [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Educational games are a better learning
environment than traditional games and usually implemented as computer games and mobile
games [
          <xref ref-type="bibr" rid="ref15 ref17 ref3">3,15,17</xref>
          ]. The main goal of educational games is knowledge acquisition, where
users can learn new topics for different educational purposes [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Educational games
focus on user’s engagement, simple features, context of play, and learning activities
[
          <xref ref-type="bibr" rid="ref22 ref3 ref38 ref6 ref8">3,6,8,22,38</xref>
          ]. Those aspects increase the willingness of users to learn and increase the
effectiveness of learning. Additionally, educational games should easy to install, easy
to learn, and less social interaction than pure entertainment games [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
        <p>
          There was previous research of language learning with an educational game, where
students who studied English with educational games achieved the better result in
listening, writing, and reading skills rather than students who studied with traditional
faceto-face learning [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ]. Moreover, the use of audio and video are more effective than only
using written texts to improve listening and speaking skills [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Additionally, there are
four basic contents that can be applied in educational games for language learning,
which are observing, vocabulary, listening, and questioning [
          <xref ref-type="bibr" rid="ref39 ref42">39,42</xref>
          ]. Those contents are
distributed to four different skills for language learning, which are listening, reading,
writing, and speaking. Cultural learning is included in every skill to make users learn
cultural aspects easier rather than learning language and culture separately.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Similar Games to Learn Languages and Cultures</title>
        <p>
          Education, including language learning, are familiar targets for gamification and
serious games [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. In fact of serious games, 63% [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] are for education and nine out of 24
papers in an extensive review by Hamari et al. [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] presented gamification for
educational context. However, there is no current game to learn Viena Karelian language and
culture, therefore benchmarking was conducted from similar mobile games. There were
two games for prototyping references, which were Duolingo and Gardens of Times, and
both of them can be played online for free. The games were analyzed to gather relevant
features that can be applied in the non-functional prototype. Both games have a different
focus, where Duolingo is used to learn languages and Gardens of Times is used to learn
cultures. The relevant features are combined to develop a game with simple features
and learning activities that increase the engagement of users. These gamified language
learning applications show that gamification does not just work for this purpose, but it
can also help to create solutions that are accessible and commercially viable.
        </p>
        <p>
          The first game reference is Duolingo, which is the most used language games in
Android and iOS, and it offers free learning activities with in-game advertisements.
There are several popular languages that can be learned such as Spanish with 21.3
million active learners, French with 12.5 million active learners, and German with 7.02
million active learners [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. This game can increase reading, listening, writing, and
speaking skills which are distributed in every topic such as greetings, clothing, and
numbers. Each task in every topic has several multiple choices challenge, translation of
a specific word, translation of a basic sentence, and voice recognition. This application
uses streak counts, score points, and badges to keep track of learning progress. The idea
of several multiple choices challenge and translation were adapted in the prototype to
increase reading and listening skills. Moreover, score points were also adapted to keep
track of learning progress and users can have a sense of achievement from collected
points.
        </p>
        <p>
          Another game reference is Gardens of Times, which is a popular Facebook game
with more than 2 million followers [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. This game introduces different eras of
historical evolution and culture by finding hidden objects in different scenes. The idea of
finding hidden objects from scenes was used in the prototype to helps users learn new
words by matching hidden objects with pictures. This feature is an interactive and
effective way to learn new words in the playing mode, and users can get scores that later
can be used to buy virtual items. Score points are included together with the learning
mode and different cultural scenes are used to keep the learning progress.
In this study, we utilized an interaction design process, which consists of
establishing requirements, designing alternatives, prototyping, and evaluating [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. This chapter
presents our first non-functional prototype, the evaluation methods and findings. The
second functional prototype is briefly introduced as well.
3.1
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Establishing Requirements</title>
        <p>We wanted to develop a mobile game prototype where beginner users can learn Viena
Karelian dialect and culture in an interesting and effective way. In this study beginner
users are people in general who do not know much the Viena Karelian dialect or culture.
However, in this case, we focused on adult users with age from 20 - 35 years old.
Our users were university students who were interested in learning new languages and
prospective tourists who want to travel to the Republic of Karelia.</p>
        <p>On the landing page, users can choose the game language in English and Finnish
(see Fig. 1) and users are given an option to register. There are two modes, where the
learning mode is available to learn alphabets 3, and in the playing mode users can find
hidden objects in different scenes of Karelian culture. There are two skills that can be
improved in this game, which are listening and reading skills. For the prototype design,
the images of church and the character were taken from 4 5.
Learning Mode Users can start to learn all alphabets by reading the alphabets then
listen to the correct pronunciation. Users can select an alphabet to repeat the
pronunciation, after that users can hear an alphabet and choose a correct option. Users are given
with score points if they can answer the alphabets by listening to the pronunciation. If
users want to continue the game more than just learning the basic alphabets, they can
continue to the playing mode.</p>
        <p>Playing Mode In this mode, users can play to find hidden objects from scenes inspired
by Karelian culture and enrich vocabulary knowledge. When users click a hidden object,
then an object name is displayed in Viena Karelian dialect. Users can match words with
hidden objects, so they can memorize figures and words that refer to objects. After
completing each level in the learning and playing mode, users are given with score
points. Those score points show a progress achievement of users and later on can be
used to buy virtual items that represent the Karelian culture.
3.2</p>
      </sec>
      <sec id="sec-2-4">
        <title>Designing Alternatives</title>
        <p>
          The design was evolved from a paper prototype to a non-functional prototype, which
was built with Microsoft PowerPoint. During the brainstorming session, alternative
ideas were drawn by using the given Self-Expression Templates [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], which were in
this case printouts of tablet and mobile phone frames. The drawings were evaluated by
several users apart from the researchers. The ideas were analyzed and improved before
the prototype implementation.
        </p>
        <p>
          Brainstorming was conducted to achieve an ideal design to learn Viena Karelian
dialect and culture. In this phase, we utilized the Kizhi Island virtual 3D model [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] and its
newer version developed by Matti Pouke. Moreover, we utilized several Viena Karelian
study books for gathering ideas and designing learning tasks for the game. Especially
we utilized books by Olga Karlova [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ] and Pekka Zaikov [
          <xref ref-type="bibr" rid="ref43">43</xref>
          ], and The Dictionary of
Karelian [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Karlova’s online version of the book enables remote learning 6. Also, in
the brainstorming phase, each researcher worked independently to provide suitable
designs based on two language games as references. Finally, all different design sketches
were combined for internal evaluation, then the relevant ideas were selected and finally
the non-functional prototype was implemented for mobile touch screen device.
Moreover, a conceptual model was built to define flows of the game and every user action
was defined in the flow diagram.
3.3
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>The First Non-functional Prototype: Let’s Learn Karelian</title>
        <p>
          At first, a paper prototype was created based on the ideas gathered from the
brainstorming phase. Then, a non-functional prototype was developed. The visual non-functional
prototype is a good approach for the evaluation phase as participants can get a real
experience of how the game would look like [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. The non-functional prototype for touch
phone context was implemented by using the Microsoft PowerPoint. Features such as
6 http://avtor.karelia.ru/elbibl/karlova/vienankarjalan/index.html
animations, actions, icons, and shapes were used to give to the users a real impression
what kind the final application could be. The prototype screenshots can be seen in the
Fig. 1.
3.4
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>User Experience Evaluation</title>
        <p>
          UX evaluations were conducted in the public Tellus Innovation Arena at the University
of Oulu. In this experiment, the evaluation was conducted with five randomly selected
participants from different educational background and nationality. Users played the
game with a touch screen laptop with the simulation of mobile devices (see Fig. 2).
Participants were asked to familiarize with the game and conduct two tasks. After the use
participants were asked to select four out of 24 adjectives (see Table 1) and then
comment their selections. The way of using this adjective selection method was adapted
from the methods presented in [
          <xref ref-type="bibr" rid="ref20 ref4 ref41">4,20,41</xref>
          ]. Participants were also observed and
interviewed, and test situations were video recorded. Duration of the tests varied from 10-20
minutes including interview.
        </p>
        <p>In general, users liked the game prototype and they found it visually pleasant, easy
to use and creative. However, two of the users experienced that the prototype was
“Inconsistent” for them, as one participant stated “I am clicking without knowing the goal”.
The other user was not sure how to continue the game further on certain screens. For
example, one user was not sure, when the game ends, which was quite fatal design lack
and needs to be taken into account in the future.</p>
        <p>Some texts were not distinguishable enough from the dark and wooden-type
background. Also, some interactive objects should be highlighted more visually. The most
important findings for us was that the participants were interested in this type of game
even without Viena Karelian background or deeper knowledge of the dialect or culture.
As one of the participants commented “I would like to continue playing this game”.</p>
      </sec>
      <sec id="sec-2-7">
        <title>The Second Functional Prototype: Learn Viena Karelian</title>
        <p>In the VIENA-PELI project, our aim is to develop different types of game concepts.
Therefore we are designing new functional prototype (see Fig. 3), which will be built
with Laravel PHP framework and Bootstrap front-end framework. The design elements
will be simpler than in the previous prototype and the game platform will be available as
a mobile web application in tablet devices. This advantage can increase the accessibility
as users do not need to install the game and the game will be available for any kind of
tablet devices.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Discussion</title>
      <p>According to our knowledge, there is no mobile or web-based games for learning Viena
Karelian dialect and culture, thus there is no exact similar game as basic references.
However, the first prototype was built based on the similar games to learn languages
(Duolingo) and to learn cultures (Gardens of Time). Participants were able to use our
non-functional prototype to play the basic features of the ”Let’s Learn Karelian” game
in the Learning and Playing Modes.</p>
      <p>
        The first task of the game was to listen the alphabets pronunciation and select the
correct option after the audio is played. This task was selected because in this
experiment, our approach was to provide the game for English speaking users as well. For
Finnish users alphabets are quite familiar, except consonants sˇ, cˇ, sˇsˇ and cˇcˇ and soft
consonants l', n', t' and s' which differs from Finnish (e.g. n'apa or min'n'a) [
        <xref ref-type="bibr" rid="ref23 ref43">23,43</xref>
        ]. In
the new prototype, it is important to provide voice examples with words and sentences
in order to teach, for instance, when to use s and when sˇ.
      </p>
      <p>
        In the second task, users can choose an object and choose the correct word that
belong to that object. In our design, example objects distinguished from the 3D
background very much because they where 2D images from a different context than the
background, which consist of altar and iconostasis of Orthodox Church [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. When
teaching, for instance, culture issues it is important that context of game background and
objects are consistent, for example, they relate to the same topic area such as church,
school, office or home, because visual background gives a context for the application.
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ].
      </p>
      <p>
        In the future concepts, we need to utilize more Karelian culture-specific objects
such as items, clothing, architecture, religion and habits. However, for new learners of
Karelian language (including its dialects) and culture, objects from everyday life are
important to learn as well, as one of the participants commented that basic vocabulary
is needed for instance when traveling to the Republic of Karelia. This person did not
paid attention to the church background at all, instead she concentrated on vocabulary,
because Viena Karelian dialect was new for her even though as a Finn she was able to
understand words. On the one hand, it is important to developed different mini games
for learning vocabulary and grammar. On the other hand, when revitalizing and
informing Karelian culture it is significant to develop various narrative type games, which
utilize a history of Karelia, and for instance, Kalevala, which is the Finnish national
epic compiled and edited by Elias Lo¨nnrot. As many types of research is needed for
improving linguistic and sociocultural situation of the Karelian minority in Finland [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ],
gamifigation could be seen as a potential approach for Karelian language (including its
dialects) and culture revitalization in Finland, but also in the Republic of Karelia.
5
      </p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>Our research goal was to develop an interactive game prototype that helps beginner
English and Finnish speakers to learn Viena Karelian dialect and culture in a fun and
effective way. In this experiment, our users were university students whose age varied
from 20 to 35 years old. In the future, we will conduct more tests with authentic users
from all age groups. User experiences of the game prototype were gathered from the
participants with adjective selection method and interviews. Our ”Let’s Learn Karelian”
game prototype was perceived visually pleasant, creative, easy to use, playful and
entertaining. The participants were motivated to use the game and learn the dialect and
culture. Our study indicated that there is a need to develop different games for
revitalizing Viena Karelian dialect and culture. Based on the findings, our aim is to develop a
mobile web-based game and provide it freely available for all.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgement</title>
      <p>We would like to thank the Karjalan Sivistysseura ry for the student grant for the
VIENA-PELI project. We warmly thank our design team at the University of Oulu
and our test users for their valuable contribution. Warm thanks to Dr. Matti Pouke for
the possibility to utilise the new Kizhi Island virtual 3D model.</p>
    </sec>
  </body>
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