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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design Issues in Language Learning Based on Crowdsourcing: The Critical Role of Gameful Corrective Feedback</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Frederik Cornillie KU Leuven - ITEC</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>also at imec KU Leuven campus Kulak Kortrijk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Etienne Sabbelaan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kortrijk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Belgium frederik.cornillie@kuleuven.be</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Figure 1: explicit crowdsourcing in Duolingo</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>24</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>Crowdsourcing has revolutionized the software market, affecting the quality, adoption and business models of consumer software applications in many domains of human behaviour. In language learning, however, its impact is still to be seen. Through the lens of the commercial application Duolingo as well as the research prototype DialogDungeon, this paper discusses corrective feedback, a design feature of (technology-enhanced) language learning environments that can be a key driver for both learning success and platform adoption, and which will equally need to be considered in the design of language learning based on crowdsourcing. We address this topic from the literature at the intersection of second language (L2) acquisition, computer-asssisted language learning (CALL), human motivation, and gamification. We conclude with a call for collaboration between educators, L2 acquisition researchers and developers of crowdsourcing-based applications.</p>
      </abstract>
      <kwd-group>
        <kwd>digital game-based language instruction</kwd>
        <kwd>corrective feedback</kwd>
        <kwd>crowdsourcing From a cognitive perspective on L2 learning</kwd>
        <kwd>this is a 1</kwd>
        <kwd>Crowdsourcing and corrective feedback valuable evolution</kwd>
        <kwd>when we consider that the effectiveness in Duolingo of corrective feedback depends to a great extent on individual differences (Sheen</kwd>
        <kwd>2011)</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        As a result of the Web 2.0 revolution, crowdsourcing has
had a tremendous impact on the quality and adoption of
many consumer software applications. Much more slowly,
crowdsourcing is finding its way into research on language
learning
        <xref ref-type="bibr" rid="ref12">(e.g. Keuleers, Stevens, Mandera, &amp; Brysbaert,
2015)</xref>
        and – arguably less effectively – into online language
learning applications. The currently most popular
commercial example is the gamified language learning
application Duolingo, with 25 million active users on a
monthly basis
        <xref ref-type="bibr" rid="ref13">(Lardinois, 2018)</xref>
        . Originally designed as a
project to translate the web into every major language
        <xref ref-type="bibr" rid="ref23">(von
Ahn, 2013)</xref>
        , DuoLingo is not undisputed on a pedagogical
level because of its behaviourist approach to second
language (L2) learning
        <xref ref-type="bibr" rid="ref18 ref22 ref4">(Reinhardt, 2017; Teske, 2017; for
related discussion see Cornillie &amp; Desmet, 2016)</xref>
        .
However, its use of crowdsourcing may be useful in the L2
learning process.
      </p>
      <p>
        On the one hand, implicit crowdsourcing of learner
responses in Duolingo exercises can serve to improve the
language models and learner modelling modules that
among other things provide automated corrective feedback,
a feature of (online) language learning environments that
can be very effective when considered carefully in the
instructional design process
        <xref ref-type="bibr" rid="ref15">(see e.g. the meta-analysis of
Li, 2010)</xref>
        . In 2018, Duolingo organized a shared task on
second language acquisition modelling, in conjunction with
the 13th workshop on the innovative use of natural language
processing for building educational applications (BEA)
        <xref ref-type="bibr" rid="ref20">(Settles, Brust, Gustafson, Hagiwara, &amp; Madnani, 2018)</xref>
        .
For this shared task, the company released a dataset
comprising log files from millions of exercises completed
by thousands of students during their first 30 days of
learning on Duolingo. The goal for participants of the BEA
workshop was to predict what mistakes each learner would
make in the future, with a view to improving personalized
instruction in the application. This shared task shows that
Duolingo are actively working on leveraging
state-of-theart machine learning and psychometric techniques to
improve their learner modelling and feedback generation.
On the other hand, the language learning platform also
involves its users in explicit crowdsourcing. For instance,
learners can request that the system accepts their alternative
responses, they can indicate that the language in the
exercises sounds unnatural or contains mistakes, or they
can discuss solutions with their peers on an online forum
(see Figure 1). These activities can recruit language
awareness both individually and in interaction with other
L2 users, equally relevant in the L2 learning process,
particularly from a (socio-)constructivist point of view
        <xref ref-type="bibr" rid="ref1">(for
an illustration of this approach, see Ai, 2017)</xref>
        .
      </p>
      <p>
        In addition to optimizing their platform through
crowdsourcing, Duolingo have disclosed their interest in
putting crowdsourcing to use in order to investigate L2
learning processes. Luis von Ahn, creator of Duolingo,
stated that their data-driven approach and online
experiments at scale can figure out “which students pick up
the new concept and when”, and that they can do this a lot
faster than “the offline education system”
        <xref ref-type="bibr" rid="ref11">(Gannes, 2014)</xref>
        .
With “the offline education system”, von Ahn seems to hint
at the research field of L2 acquisition. Many L2 researchers
and other educational scientists will agree that this bold
claim is rather simplistic – in a highly controlled
environment inspired by behaviourist models of L2
learning, manipulating parameters and measuring learning
outcomes is a lot easier than in more authentic language
learning tasks and conditions, but the question is whether
such experiments speak to ecological. Additionally, the
claim seems completely ignorant of an important empirical
research strand in the history of CALL, which will be
discussed next.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Crowdsourcing and corrective feedback</title>
      <p>in the CALL research prototype</p>
    </sec>
    <sec id="sec-3">
      <title>DialogDungeon</title>
      <p>
        Long before the heydays of Duolingo, CALL researchers
were already exploring ideas inherent in crowdsourcing. In
his keynote at the 12th International CALL Research
Conference that addressed the theme “How are we doing?
CALL and Monitoring the Learner”, CALL pioneer Robert
Fischer reviewed studies since the early 1990s that made
use of “computer-based tracking”, and argued vehemently
for the analysis of tracking data with a view to “putting
CALL on solid empirical footing”
        <xref ref-type="bibr" rid="ref10">(Fischer, 2007)</xref>
        .
Although the scale at which these data were collected was
inferior to the massive scale of data collection in
contemporary applications such as Duolingo, the goals –
understanding learning processes and improving CALL
applications – were not fundamentally different.
More recently, Cornillie, et al.(2013) developed and
evaluated a gamified dialogue-based CALL research
prototype that uses crowdsourcing in language learning
tasks intended to engage learners in meaningful language
processing rather than in forms-focused practice (of which
Duolingo is primarily an example). The goal of the project,
coined DialogDungeon, was to design a web-based
proofof-concept application for language learning inspired by
gaming, with a primary emphasis on storytelling, dialogue
and learner creativity. The prototype adopted principles
from the framework of Purushotma, Thorne, &amp; Wheatley
(2008) for designing video games for foreign language
learning in an evidence-based way, drawing on theory and
practice in L2 learning and teaching, in particular
taskbased language teaching (TBLT).
      </p>
      <p>In the proof-of-concept, the task for the user was to solve
essentially non-language-focused problems – for instance,
solving a murder mystery – by using language
meaningfully – for instance, asking questions as a
detective. These questions and other learner responses were
embedded in semi-open written activities in which the
learner was required to provide a response that matched a
given context. This context consisted of both the preceding
and subsequent turn in the dialogue, uttered by a non-player
character (see grey speech bubbles in Figure 2), as well as
other specific knowledge and language related to a given
dialogue or story (e.g. a bloody knife encountered in a
previous scene). In addition to its task-based nature, the
environment was gamified: completing dialogue turns
successfully resulted in ideas, represented as light bulbs,
allowing the learner to level up from constable to
superintendent detective. Successful completion of
dialogues yielded the learner-detective with evidence
(photographs with written clues) to solve the case.
The language technology that generated feedback for the
learner at a given turn in the dialogue was remarkably
simple, but sufficient for the task at hand, when combined
with crowdsourcing. It consisted of an approximate string
matching technique (based on Levinshtein edit distance,
part-of-speech tagging and lemmatization) that computed
the distance between the learner’s response and a set of
‘canned’ (expected) responses, which were developed by
the author of the materials for each learner turn in the
dialogue.</p>
      <p>As for the ideas related to crowdsourcing, the vision of the
DialogDungeon team was that the application had to be
interesting both for language learners and native speakers.
In this way, the application could collect examples of
authentic language use and leverage both native speaker
and learner data to enrich the dialogue models with
alternative responses (both ‘correct’ responses and
‘incorrect’ ones) that were not anticipated by the dialogue
author (i.e. implicit crowdsourcing from language users).
In a second stage the original author of the dialogue or a
teacher would annotate the collected responses for
parameters like context-fit, appropriateness, and linguistic
accuracy (i.e. explicit crowdsourcing from authors or
teachers). A possible extension (not implemented in the
prototype) was that machine learning algorithms would
suggest possible scores for new responses based on their
similarity to previous responses. As the application was
intended to be suitable for use in instructed L2
environments, it also provided corrective feedback (based
on the string matching algorithm and a set of simple rules)
that consisted of highlighted (underlined) tokens and
metalinguistic hints that could help learners to revise their
response (see Figure 3). Finally, learners could request the
responses given by their peers, ranked by frequency. This
was intended as a support tool for when users got stuck in
the dialogue, but the team also tinkered with the idea of
using this as an entry point for having more advanced
learners (or native speakers) rate their peers’ responses
(explicit crowdsourcing).</p>
      <p>
        An evaluation with a questionnaire showed that the
majority of learners found the corrective feedback mostly
useful, with a median score of 4.75 on a seven-point Likert
scale, and that learners with higher prior knowledge of
grammar used the feedback more often
        <xref ref-type="bibr" rid="ref5">(Cornillie et al.,
2013)</xref>
        .
3.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Gameful corrective feedback: potential for crowdsourcing-based CALL</title>
      <p>
        One of the challenges for designers of
crowdsourcingbased applications is to capture the user’s attention for as
long as possible, so that more (informative) user data can
be collected to improve the service. Many have therefore
turned to gamification, which we define as “the use of game
design elements in non-game contexts”
        <xref ref-type="bibr" rid="ref8">(Deterding, Dixon,
Khaled, &amp; Nacke, 2011)</xref>
        . However, from a L2 learning and
teaching perspective, it is crucial that such gamified
applications are equally based on proven models of L2
learning as well as sound and widely accepted principles
for L2 teaching. In other words, designers will also want
user engagement with their applications to be effective, and
transfer to real-life situations of communicative L2 use.
Grounding the design of a crowdsourcing-based language
learning application on largely discredited models of L2
learning (e.g. behaviourism) is therefore not a good starting
point.
      </p>
      <p>
        Instead, it is imperative that designers of game-based
language learning applications start from the rich research
literature in CALL that explores the intersections of
gaming and task-based learning. Case studies in digital
game-based language learning ‘in the wild’ (i.e. in
noninstructed, informal online environments) show that such
environments are particularly fecund environments for the
acquisition of communicative L2 skills. In an attempt to
explain this phenomenon, a number of applied linguists
        <xref ref-type="bibr" rid="ref17 ref6">(e.g. Cornillie, Thorne, &amp; Desmet, 2012; Purushotma et al.,
2008)</xref>
        have observed that (digital) games align
exceptionally well with principles of task-based language
learning. First, games are all about achieving
(nonlinguistic) goals, such as saving the princess – pardon the
masculine example. Second, in order to attain these goals,
players use language (lexicogrammatical
form-functionmeaning mappings) meaningfully and communicatively.
Language is therefore not learned intentionally, but as the
by-product of engaging in tasks that are relevant to the
needs of learners, which has been shown highly effective
for L2 learning. Third, gaming is not play in a sandbox; it
is structured play: games are structured around scenarios
and mechanics. This echoes
        <xref ref-type="bibr" rid="ref9">Ellis’ (2003</xref>
        ) criterial feature
of a task as being a workplan. And fourth, games are
intensively interactive: they react instantly to players’
actions, and because players make tons of choices, this
results in an endless stream of feedback.
      </p>
      <p>
        However, if designers want to translate insights from ‘in
the wild’ case studies to formal, instructed L2 learning
contexts, we need to be wary of what
        <xref ref-type="bibr" rid="ref14">Larsen-Freeman
(2003)</xref>
        called the reflex fallacy:
the assumption that it is our job to re-create in our
classrooms the natural conditions of acquisition present
in the external environment. Instead, what we want to
do as language teachers, it seems to me, is to improve
upon natural acquisition, not emulate it … we want to
accelerate the actual rate of acquisition beyond what the
students could achieve on their own … accelerating
natural learning is, after all, the purpose of formal
education (p. 20)
One of the ways in which natural learning can be
accelerated is by providing the learner in such task-based,
meaning-focused environments with form-focused
corrective feedback. Such feedback can recruit learner
noticing and language awareness, focusing the learner’s
attention on linguistic form, which is essential for L2
development in instructed contexts. Building on empirical
(including experimental) studies in the CALL literature on
gaming as well as a motivational model of video game
engagement grounded in Self-Determination Theory
        <xref ref-type="bibr" rid="ref16">(Przybylski, Rigby, &amp; Ryan, 2010)</xref>
        ,
        <xref ref-type="bibr" rid="ref2">Cornillie (2014</xref>
        , 2017)
elaborated a model of gameful corrective feedback that can
support ‘learner engagement in game-based CALL’. He
defined this as learner behaviour that is driven by intrinsic
motivation, that is focused primarily on language meaning
and communicative use, and that involves attention to
linguistic form through corrective feedback (2017).
Notably, he found that gameful corrective feedback can
accelerate natural L2 learning, while simultaneously
stimulating intrinsic motivation, which will be associated
with continued use of the environment. Designers of
crowdsourcing-based CALL environments can build on
this model to both enable data collection at scale and
deliver effective learning experiences.
      </p>
      <p>4.</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion: call for collaboration</title>
      <p>
        Crowdsourcing offers exciting opportunities for L2
educators, L2 learning researchers, and developers of
CALL applications. Educators will want to use
crowdsourcing for at least three reasons. First,
crowdsourcing allows them to personalize the learning
environment for each individual learner. Second, in
semiopen L2 learning tasks, it can power the generation of
automated corrective feedback, necessary for accelerating
natural L2 learning. Third, educators may believe in the
pedagogical value of crowdsourcing because authentic
language learning tasks such as storytelling are so much
more interesting when the audience is actively involved, as
is evident in the growing interest in fan fiction for language
learning
        <xref ref-type="bibr" rid="ref19">(e.g. Sauro, 2017)</xref>
        .
      </p>
      <p>
        Next, L2 learning researchers also have reasons to embrace
crowdsourcing. It provides them with a much more
finegrained lens, combined with logistically much less
demanding data collection processes, to unravel learning
processes. It also allows them a methodological toolkit to
study the interactions between language and its users (both
‘native speakers’ and ‘language learners’) over time, in a
complex and dynamic system
        <xref ref-type="bibr" rid="ref7">(De Bot, Lowie, &amp; Verspoor,
2007)</xref>
        .
Finally, crowdsourcing enables developers of CALL
applications to launch prototypes much sooner and evaluate
basic interactions at scale in order to optimize
functionalities such as automated corrective feedback at a
later stage. Thus, much is to be gained from an intensive
collaboration between educators, researchers and
developers on the topic of crowdsourcing-based CALL.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgements</title>
      <p>The design, development and evaluation of
DialogDungeon was realized through the ICON project
LLINGO (Language Learning in INteractive Gaming
envirOnment; 2009-2011). LLINGO was funded by iMinds
(now: imec) and IWT (now: Flanders Innovation &amp;
Entrepreneurship), and was carried out in collaboration
with game developer Larian Studios, the Flemish radio and
television broadcasting organisation VRT, Business
Language and Communication Centre, and Televic
Education.</p>
    </sec>
  </body>
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