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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Games for Learning Old and Special Alphabets - The Case Study of Gamifying Mrežnik</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Josip Mihaljević</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Croatian Language and Linguistics</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents many different custom made web games which are created for learning the Glagolitic script, the sign language, and the Braille alphabet. These games were created within The Croatian Web Dictionary Project - Mrežnik where the author works on gamifying dictionary content. The games for learning the Glagolitic script, sign language, and Braille alphabet will be connected to the entries glagoljica (the Glagolitic script), brajica (Braille alphabet), and the subentry znakovni jezik (sign language) of the entry jezik (language) in Mrežnik. In the paper, each of these games will be presented by stating the game type, mechanics, and gamification elements such as scoring, leaderboards, levels, and badges, etc. The position of these games in the structure of Mrežnik will be shown and the reception of the published games through Facebook likes and shares will be presented. For Glagolitic games, a statistical analysis will also be given to show how many players have completed the game, submitted their results, and replayed the game. At the end of the paper technology used for creating, testing, and publishing these games will also be analyzed.1</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Games have evolved as a new media and are being
more and more used in everyday life. What makes
a game more engaging than other media is its
interactivity with the player. In a game, content is
constantly changing based on players reactions in
the physical world. With dynamic content and
unlimited ability to do different things in the vir-tual
world, games can be used as a powerful tool for
educational purposes (Gros, 2007). Some
contents in which educational games occur are
mili1 Copyright © 2019 for this paper by its authors. Use
permitted under Creative Commons License Attribution 4.0
International (CC BY 4.0).
tary schools, driving schools, and hospitals which
are using virtual simulation to simulate real-life
situations. There are also a lot of websites and
aplications for learning foreign languages such as
Duolingo and Memrise. Online dictionaries such
as Merriam-Webster and The Free Dictionary
have some games for learning definitions,
grammar, spelling, etc. The popularity of games for
educational purposes in all fields can be attributed to
new trends such as e-learning, gamification and
game-based learning (Strmečki et al., 2015). The
purpose of e-learning methods and techniques is
to improve the quality of the class,
communication between teachers, instructors, students, and
other participants in the learning process, and to
allow easier exchange and access to learning
material
        <xref ref-type="bibr" rid="ref19">(SRCE, 2016)</xref>
        . There is no unique definition
of gamification. One of the most quoted papers on
gamification
        <xref ref-type="bibr" rid="ref17">(Deterding et al., 2011)</xref>
        From Game
Design Elements to Gamefulness: Defining
Gamification defines gamification as a process which
uses the existing game elements in situations
which are not considered as a game. Gamification
elements, which include scoring, ranking, levels,
rewards, ect., are abstracted from many different
games. Research has been conducted on the use of
gamification mostly in the field of computer
science
        <xref ref-type="bibr" rid="ref11">(Ortiz et al., 2016)</xref>
        . A study conducted by
professor of management
        <xref ref-type="bibr" rid="ref21">Traci Sitzmann (2011</xref>
        )
at Colorado Denver Business School
demonstrates that staff which completed their training
with the help of video games learned more facts
and accomplished more skills and long-term
knowledge than staff that was trained in a less
interactive environment. However, there were many
critical points about using gamification elements
such as leaderboards because some students don’t
do well when they are compared against others
they know and scoring can sometimes be misused,
misinterpreted or not implemented correctly.
Sometimes assignments are not scored correctly
or the games or systems automatically give scores
to meaningless actions such as clicking the
answers without reading the text
        <xref ref-type="bibr" rid="ref1">(Armando et al.,
2018)</xref>
        . Gamification can also be used in
combination with crowdsourcing where the community
can play a certain game in which they solve or
offer a solution for certain tasks. This type of
gamification used through virtual games is called
GWAP (Game with a Purpose) where the player
is rewarded with entertainment rather than money
        <xref ref-type="bibr" rid="ref15 ref23">(Venhuizen et al., 2013)</xref>
        . GWAPs challenge
players to score high on specifically designed tasks,
thereby contributing their knowledge. GWAPs
were successfully pioneered in NLP by initiatives
such as ‘Phrase Detectives’ for anaphora
resolution
        <xref ref-type="bibr" rid="ref8">(Chamberlain et al., 2008)</xref>
        and ‘JeuxDeMots’
for term relation
        <xref ref-type="bibr" rid="ref6">(Artignan et al., 2009)</xref>
        .
Venhuizen et al. (2013) have created a gaming
platform Wardrobe (wordrobe.org) in which players
answer multiple choice questions in which they
guess if a certain word in a sentence is a noun or
a verb or in another game, they must identify
correct senses of a word. Players are through their
virtual profile awarded with points and virtual
achievements to keep them motivated. Player's
answers are used for annotating the text. The
amount of points the player gets depends on the
agreement with fellow players. The working
assumption is that the right sense of a word can be
determined by the answers given by the players.
The answer which has more selection or is
selected by a more experienced player in a game is
usually considered to be the correct one.
However, that doesn't mean that this system of
annotion is good because people tend to have wrong
assumptions and make mistakes so in the end the
overall data is checked by expert annotators.
However, if most of the words are annotated
correctly by non-expert annotators it makes the job of
checking annotation much quicker for expert
annotator
        <xref ref-type="bibr" rid="ref15 ref23">(Venhuizen et al., 2013)</xref>
        . This is one of the
examples of using gamification in NLP.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>The Croatian</title>
      <p>Mrežnik
Web</p>
    </sec>
    <sec id="sec-3">
      <title>Dictionary –</title>
      <p>In the Institute of Croatian Language and
Linguistics in Zagreb, the Croatian web dictionary called
Mrežnik is compiled. Mrežnik will be the first
web-born dictionary of Croatian. It is
corpusbased (based on web corpora: hrWaC, Riznica
Croatian language corpus), written in TLex2 and
compiled using Sketch grammar and Word
Sketches especially compiled within the Mrežnik
project. Corpus and word sketches are searchable
through Sketch Engine program for corpora
managing. Mrežnik pays special attention to
collocations and examples of word usage extracted from
the corpus. It also has external links to different
databases and web sites compiled at the Institute.
So it contains much more content than digitized
versions of paper dictionaries (such dictionaries
exist for Croatian on web pages Hrvatski jezični
portal and rjecnik.hr). Mrežnik consists of three
separate modules (the module for adult native
speakers of Croatian, the module for elementary
school children, and the module for foreigners
learning Croatian). The three modules are
connected by the fact that the data is coordinated and
synchronized. However, each module functions as
a separate dictionary compiled for a different
target group. The module for adult native speakers
of Croatian consists of 10,000 entries. The module
for elementary school children consists of 3000
entries, and the module for foreigners consists of
1000 entries. Each dictionary module has a
different dictionary grammar which is based on the
specific needs of the dictionary user (Hudeček and
Mihaljević, 2017). An additional content that is
being developed for Mrežnik are games which are
being placed as external links in certain entries of
all three modules. Games compiled for children
are e.g. games with fruit, animals, vegetables,
professions, etc., games for non-native speakers of
Croatian, i.e. foreigners learning Croatian, are e.g.
games which help the foreigner produce correct
verbal forms or use correct verbal aspect in
Croatian, and games for adult native speakers are e.g.
games for finding appropriate Croatian words for
English loan words often used in Croatian as well
as the presented games for learning old and
special alphabets. Some of these games have already
been published on the portal Croatian in School
(hrvatski.hr/). This paper will focus on games
compiled for learning the old script called
Glagolitic and games for learning the sign language and
Braille alphabet. These three scripts have been
included in the Croatian Orthographic Manual,
which will also be connected with Mrežnik. The
structure of the entry glagoljica (Glagolitic script)
in the module for adult native speakers of Croatian
(this module includes children older than 14) is
shown below:
2 TLex (aka TshwaneLex) is a professional, feature-rich,
fully internationalised, off-the-shelf software application
suite for compiling dictionaries or terminology lists. URL:
https://tshwanedje.com/tshwanelex/ (23.9.2019.)</p>
    </sec>
    <sec id="sec-4">
      <title>Games for learning the Glagolitic script</title>
      <p>The Glagolitic script (Croatian glagoljica) is the
oldest known Slavic alphabet. It was created in the
9th century by Saint Cyril. The alphabet was
created for Slavs in Moravia but was also used in
Pannonia, Macedonia, Bulgaria, Bohemia, and
Croatia (Damjanović, 2003). After the 12th
century, it only survived in Croatia where it was
actively used until the middle of the 19th century
(Gadžijeva et al., 2014). Today the Glagolitic
script is a symbol of national identity and is often
used in Croatian art, design, subculture (e.g.
Glagolitic tattoos are very popular), and marketing.
Although the Glagolitic script is recognized in
Croatia and mentioned in schools during history
and Croatian language classes, most Croats
cannot read or write in the Glagolitic script. Games
developed for learning the Glagolitic script focus
on recognizing each letter with its Latin
equivalent. The two games that will be presented in this
paper were created for the Institute of Croatian
Language and Linguistics and are published
online on 21st February of 2019 on the web site
Croatian in School (hrvatski.hr/) and advertised
on the Institute Facebook page, the day before the
official proclamation of the Day of Croatian
Glagolitic Script and Glagoliticism by the
Croatian Parliament. The first game Glagoljica
pamtilica (engl. Glagolitic memory) is a memory game
in which the players have to match cards with
Glagolitic and Latin letters
(hrvatski.hr/games/pamtilica-glagoljica/). At the
beginning of the game, the player can choose if he
wants to turn on or off the colors for letters. If the
player chooses to play with colors they will help
him find pairs because the Glagolitic and Latin
pairs have the same color. This was done to help
the beginners to learn the Glagolitic script.
Players who know the Glagolitic script can play
without the assistance of colors for matching the pairs.
The game also allows players to choose the level
of difficulty of the game based on the number of
pairs they want to have (4, 8, 12). Player’s results
for each game are scored based on the number of
tries and the time needed to finish the game. The
player can submit his score to online leaderboards
by using his written username with a certain
emoticon. Emoticons will be displayed next to the
username on leaderboards. If the player wins any
of the first three places he gets a medal (bronze,
silver or gold) and joyful music plays in the
background. Leaderboards are different for different
levels of difficulty.
The next game Znam glagoljicu (engl. I know the
Glagolitic script) is a quiz in which the player has
10 seconds to recognize the Glagolitic letter and
choose one of the four given answers
(hrvatski.hr/games/kviz-glagoljica/). The
question is put for all the letters of the Glagolitic
script but the order of the letters differs so the
correct answer is never the same. The player can
choose if he wants to play a game with the angular
Glagolitic script, the script that was mostly used
in Croatian history or the round Glagolitic script
that was more used in Bulgaria than in Croatia.
The player always gets feedback after each
question. If the answer is correct the feedback will
be given on how many points the player has
gained on this question. If the player gives the
wrong answer, he loses points and get feedback in
the form of the correct answer. The quiz also
allows players to submit their scores to online
leaderboards similar to the previous game.
Player’s results for each game are scored based on
the number of tries and the time needed to finish
the game. If a player answers question quicker
(e.g. 5 seconds for 20-second question) he gets
additional points from remaining time left for
answering a question (e.g. gets 15 points for
answering a question in 5 seconds).With this type
of a scoring system where there are more points,
the results from players differ more.
The third Glagolitic content present on the site
Croatian in School is not a game but a web
application used to facilitate the learning of
writing the Glagolitic letters
(hrvatski.hr/games/crtanje-glagoljica/). The user
can choose a certain Latin letter for which he will
receive a virtual canvas for drawing which
displays same Glagolitic letters with reduced
opacity. On the canvas, there are some arrows that
show directions in which he must drag the mouse
or finger on a touchscreen to write the letter
correctly. The mentioned game types for learning
the Glagolitic alphabet could also be used for
learning other alphabets like the Greek alphabet
or Chinese or Japanese symbols.
3.1</p>
    </sec>
    <sec id="sec-5">
      <title>Analyzing game reception</title>
      <p>All three mentioned interactive Glagolitic
contents published on the site Croatian in School
were well received on the Facebook page of the
Institute of Croatian Language and Linguistics.
They currently have 559 likes (187 on the original
post, 372 on the shared post) and 106 shares of the
post3. The post about these games is among the
most popular posts on the Facebook page reaching
more than 16,546 people, only outnumbered by
posts on the mobile language advice application
that has reached more than 39,623 people, the post
about official proclamation of the Day of the
Croatian Glagolitic Script and Glagoliticism by the
Croatian Parliament which has reached 17,701
people and the post about a Croatian language
quiz for preparing high school seniors for the state
exam in the Croatian language which has reached
26,810 people. The analysis of the database
containing the results of the players that have finished
the games and submitted their results shows that
currently there is a total of 758 submitted results
for the memory game and 378 submitted results
3 Games for learning Glagolitic script. URL:
https://www.facebook.com/ihjj.hr/phofor the quizzes. This means that these games have
been played many times and by many users. Some
of the recorded results were submitted by the same
player since the player used the same username
for each new round of the game thus showing that
he liked the game and enjoyed playing it more
than once. In Glagolitic quizzes, there are 195
unique usernames and 107 of those users have
submitted their quiz results more than once. Out
of those 107 users, 71 of them even submitted
results more than twice. The maximum number of
times a certain user submitted his score in quizzes
is currently 22. In memory games, there are 279
unique usernames. 148 have submitted their
results more than once, and 79 of them have
submitted results more than twice. The maximum
number of times a certain user submitted his score in
the memory game is currently 22 times. These
games have also been presented on the television
show School hours on Croatian Radiotelevision
Two (skolski.hrt.hr/emisije/1070/jezicne-igrice).
4</p>
    </sec>
    <sec id="sec-6">
      <title>Games for learning Braille alphabet and sign language</title>
      <p>
        In addition to different ancient alphabets, the other
special letters and symbols that are an important
part of human culture and knowledge are the ones
made for people with certain disabilities. Braille
is a writing system used by people who are
visually impaired. It is traditionally written with
embossed paper. Braille symbols are formed within
units of space known as braille cells. A full braille
cell consists of six raised dots arranged in two
parallel vertical columns of three dots. 63
combinations are possible using one or more of these six
dots. Cells can be used to represent a letter of the
alphabet, number, punctuation, part of a word or
even the whole word. The braille system was
created by Louis Braille, a Frenchman who lost his
sight in 1824 as a result of a childhood accident.
It is still the most popular writing system for
visually impaired people today although its usage has
decreased because of the development of screen
readers
        <xref ref-type="bibr" rid="ref7">(Wiazowski, 2014)</xref>
        . However, it is still
largely present in the paper format. There is no
substitute for the ability to read, and therefore no
digital alternative can replace the braille alphabet
completely. Visually impaired people learn braille
letters by touch so creating a computer game for
them is pointless since it is a visual media.
However, teachers, parents, and others who are not
visually impaired tend to read braille by sight rather
tos/a.687321037952455/2715935941757611/?type=3&amp;theater (21. 6. 2019.)
than by touch. Since some people who are not
blind will want to learn braille it is good for them
to know how to read the system and explain it to
a person who is learning it. That is the reason why
braille alphabet was included in the Croatian
Orthography Manual
        <xref ref-type="bibr" rid="ref15 ref23">(Jozić et. al, 2013: 125)</xref>
        .
The game for learning braille is not yet publicaly
available. It is currently stored on GitLab
repository, but it can be accessed through this link:
bit.ly/2XYHHOl. In the game, each player gets a
certain symbol and six empty braille cells. The
player has 15 seconds to click on certain braille
cells to get the symbol. He can use a hint to know
how many cells need to be click on, he can also
unselect a cell if he thinks it is not a part of the
symbol. The player always gets feedback for his
answers. If he answers incorrectly or runs out of
time the right answer will be displayed. The
symbols are displayed in random order and they
include Croatian alphabet, punctuation, and
symbols for mathematical operations. The plan is to
officially publish this game on 15th October, i.e.
on the White Cane Safety Day. Because the game
has not been published at the time of writing of
this paper, there is no way to evaluate its success
yet. The game for learning the sign language
alphabet is similar to the quiz game for learning the
Glagolitic script. Sign language is a language in
which communication is done by using hands and
sometimes the movement of other body parts. It is
unclear how many sign languages currently exist
in the world. Each country generally has its own,
native sign language, and some have more than
one
        <xref ref-type="bibr" rid="ref10 ref15 ref23">(Lewis et al., 2013)</xref>
        . The game for lear-ning
the sign language alphabet only covers the
Croatian language. The game is available through this
link: ihjj.hr/znakovni. It was officially publi-shed
on 23rd September 2019, the International Day of
Sign Languages. The initial reaction to the game
was positive with 337 likes, comments and shares
and 321 results submited to leaderboards. The
players can choose if they want to learn one or two
hand alphabet. For each question, the player has
10 seconds to answer and he always gets a
feedback for his answers.
      </p>
    </sec>
    <sec id="sec-7">
      <title>Technology used for creating the games</title>
      <p>All of the mentioned games were created for web
browsers. They have a responsive design so they
can be played even on mobile devices. Game logic
and animations were programmed by using
jQuery language. Questions, answers, and additional
question data were stored in JSON format.
Development of these games started on GitLab
repositories which allow distributed but private storing
of digital files which can be accessed and
modified through various computers. GitLab also has a
version control system the author could
experiment easily while developing games without the
fear of spoiling the final product. GitLab also
allows users to generate a preview for the websites
so they can send private links to testers or
publishers. Since there was no database present on the
server, the scores and players usernames for
games are stored on Google Sheets. The website in
the background reads, sorts, and displays data
from the sheets so players don’t notice that the
data is stored elsewhere. One thing these games
have to implement in the future is social play in
which you can challenge individual opponents
through social networks such as Facebook.
6</p>
    </sec>
    <sec id="sec-8">
      <title>Conclusion</title>
      <p>Game design is constantly evolving so we can
expect more educational games in the area of
language learning and lexicography. In the paper,
some examples of games for learning special
alphabets are presented and it is shown how they
are incorporated within a dictionary project and
received by users. These types of games could be
applied for other special alphabets of other
languages. The compilation of games for Mrežnik is
still in progres and many different games for
learning grammar, defi-nitions, spelling, etc. are
being developed. By ga-mifying the Croatian
dictionary and grammar we can interest children
and teenagers but also help foreigners learn
Croatian language and culture and popularise
language contents. Research on the influence of
gamified content on non-native spea-kers learning
Croatian is still in progress within the Mrežnik
project.</p>
    </sec>
    <sec id="sec-9">
      <title>Acknowledgments</title>
      <p>This paper is written within the research project
Croatian Web Dictionary – MREŽNIK
(IP-201606-2141), financed by the Croatian Science
Foundation.</p>
    </sec>
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