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    <article-meta>
      <title-group>
        <article-title>Transfer of Educational Skills from Games to Classroom tasks - A Case Study using iRead to Improve Reading and Writing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kay Berkling</string-name>
          <email>kay.berkling@dhbw-karlsruhe.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Birgit Franken</string-name>
          <email>Birgit.Franken@dhbw-karlsruhe.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cooperative State University</institution>
          ,
          <addr-line>Karlsruhe</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes a short-term study of employing learning games in a German school setting. Games focusing on long and short vowel identification are chosen from the suite of iRead Project games and presented to groups of first and second graders. The children are presented with a game of identifying long vowels seeing around 25 words in 1-2 minutes once a week for four weeks. Their writing skills are recorded before and after the intervention. Recordings made during game play are used to analyze their performance during game play with respect to correctness and speed. Reading skills practiced in the game are not always transferred to the children's writing skills. In general, the impact was greater for first grade children. Our findings will support future study designs for how games can be most supportive in classrooms.</p>
      </abstract>
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  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
The origins for this paper lie in the question that poses
itself naturally when taking the first steps of digitalizing the
classroom. Digitalization has many meanings. In our
context, we wanted to look at how learning games can be used
in the classroom. In this publication we would like to share
the learning path that we took but more importantly share
our findings that will help in understanding where the gain
of games in schools can be and how they can be employed
in the classroom. The data and their evaluation or analysis
can be considered a preliminary study with strong indications
of which research directions should be pursued to see if the
findings can be supported. As a result, we can strengthen the
effectiveness of the games in the classroom and gain a fuller
iRead is part of a project that has received funding from the European
Union’s Horizon 2020 research and innovation program under grant
agreement No 731724. The results presented reflect only the authors’ view and
the Agency is not responsible for any use that may be made of the
information it contains.</p>
      <p>
        Copyright © 2019 for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
In: J. Arnedo-Moreno, C.S. González, A. Mora (eds.): Proceedings of
the 3rd International Symposium on Gamification and Games for Learning
(GamiLearn’19), Barcelona, Spain, 22-10-2019, published at
http://ceurws.org
understanding of why and where they should best be employed.
At the moment the German government is pushing into the
direction that schools should start using computers and mobile
devices in schools. For German language games applicable
for school use in elementary school, not too much is known on
how to choose educational games and how teachers effectively
“orchestrate” their use within the classroom, a persisting issue
in the field of serious games [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Furthermore, with respect
to German language games in elementary school in
particular, there are few known studies that look at the academic
impact that serious language games have on the students [
        <xref ref-type="bibr" rid="ref18 ref3">18,
3</xref>
        ]. In order to prepare further work on recommendations for
integrating games into the German elementary classroom, this
paper focuses first on the academic impact of a particular game
that trains a specific but central skill to reading and writing
success [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Namely, practicing (with immediate feedback on
correctness) the identification of short and long vowels and
recording the impact on orthographic and reading skills.
We would like to formulate the following hypothesis: A game
seeks to improve a particular skill in a player. We would like
to show that repeated play will have an academic impact on
that skill. Even though four trials over four weeks resulting
in only a few minutes of game-play are very little, we expect
to see some effect on reading and writing skills for a subset
of the children as a result of the intervention. Understanding
these effects more closely, will support future work on
assigning games to grades and children as well as recommending
teachers how to integrate the game within their lesson plan
(for example: Whether the game should be played only after
introducing the related concept, how many times a game is
expected to be played by a particular child until skill mastery
and whether and how the impact can be measured).
In order to share the process we have gone through for
understanding the impact of the game on classroom skills, the
paper is structured as follows. After a brief introduction into
the EU-Project iRead, under which umbrella the described
study was conducted, the design of the current pilot study and
measurement of knowledge transfer to reading and writing
skills are described. The results of the game play itself are
reported, followed by findings on reading and writing skills. In
conclusion, we will discuss to what extend these findings can
be related to the game play. Finally, there is an outlook on the
kind of work that remains to be done before these findings can
be substantiated with enough data and applied to classroom
integration.
      </p>
      <p>IREAD PROJECT DESCRIPTION
The iRead games are developed for L1 and L2 learners of
English. In addition the games are ported to German, Spanish
and Greek.</p>
      <p>Game Content
There are a variety of different game mechanics provided by
the iRead game collection, such as sorting (combining letters
to words) or decomposing (cutting of prefixes), choosing the
correct answer among 3-5 options (see for example Figure 1)
or true/false (see for example Figure 2). Some of the games
have time-limits. Each game mechanic has several
graphical realisations. For example, multiple choice is visualized as
choosing a path across water, picking the correct rail-road track
or moving the correct article to construct a path. The content
is automatically supplied to the game using a rule-based word
selection mechanism. The difficulty level is informed through
a domain model that sequences a range of language
prerequisites according to the school curricula. Words are presented
in a sequenced manner of difficulty at the learner’s level of
phonology (the study of grapheme-phoneme correspondence),
morphology (the study of prefix and suffix recognition and
usage), and syntax (the study of endings within sentences,
such as conjugation, and grammatical knowledge that requires
syntax analysis).</p>
      <p>Users
The game is built to support reading acquisition in L1 and L2
setting for young school children within the classroom setting.
For the L1 setting, the applicability of the games to dyslexic
children is also studied. The games are developed for Greek,
Spanish, English and German. The iRead applications are
deployed in the classroom setting to support teachers with
their work. The teacher makes the final decision on how to
incorporate the games and eReader. For example, the teacher
can give learners the option of playing this software program
or read on the eReader as two of several “learning stations”
during a free study period.</p>
      <p>Points and Feedback
Within a mini-game, points and penalties are given for correct
and incorrect input. Feedback is therefore immediate when
performing each particular task. If the player makes mistakes,
specific hints can be given to help rethink the problem in a
second attempt. The hints are task specific. For example, the
learner sees the words ‘Schule’, ‘sehen’, ‘spaten’, ‘stehen’,
and ‘sagen’and the learner has to click on the words that
contain the sound /sch/. When the user selects an incorrect
word, the system gives the hint “the letter &lt;s&gt; can make the
sound /sch/ when it comes before &lt;t&gt;”. Then the user is given
an additional time to select the correct words.</p>
      <p>Subset of Games chosen
For the purpose of this study, two representative game
mechanics were chosen because they provided the maximum content
within the shortest amount of time. Their mechanics are (a)
20
23</p>
    </sec>
    <sec id="sec-2">
      <title>Games 17 23</title>
      <p>pick the correct answer out of an average of 5 choices without
time-limit and (b) true/false with time limitation. Each game
provides about 25 words in one playing session of about 1-2
minutes. The automatically generated content for the games
was chosen according to the explanation in the next section.
DESCRIPTION OF STUDY
The set up of the study included four visits to a classroom. 10
classrooms participated in the study but for the purpose of this
paper, only two were transcribed and evaluated. The numbers
are listed in Table 1.</p>
      <p>
        A Tiny Introduction to German Orthography
A “Trochee" is a metrical foot consisting of a stressed syllable
followed by an unstressed one. This word pattern forms the
basis of the core German word and its orthography [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Within
this 2-syllable word, several patterns can occur, some of which
create more difficulty for children than others. Some forms
are easier to transform from graphemes to phonemes and
viceversa than others. For example, a relatively easy word to
read and write would be “Hase" (rabbit) since the phoneme
to grapheme transcriptions is fairly straight forward if the
child knows the basic letters. “hasse" (hate) is more difficult
because it requires understanding of the &lt;ss&gt; grapheme that
shortens the preceding vowel. Similar to the English “cut"
and “cute" lessons from Phonics, the “silent-e" is studied
explicitly by learners. In German however, this pattern is not
studied explicitly for beginning readers. The pattern holds
true for all vowels: &lt;a,e,o,u&gt;, which are written the same
way for long and short vowels. Their length depends on the
following consonants. The long and short vowels &lt;i,ie&gt; are
the exception, as their spelling directly reflects their length in
regular words. A child that has not learned the orthographic
principles will pronounce both “hasse" and “Hase" with a long
vowel and will semantically map the word “Rosse" (horses) to
“Rose" (rose). As a consequence, reading is painful for them
and their spelling, which simply omits double consonants,
hard to read. The games are configured to present a set of
2-syllable short vowels words and only one long-vowel word
for them to find. The selection is automated and based on
a 15.000 word dictionary. Since the dictionary still contains
some mistakes, the kids are told that the computer can be
wrong and sometimes there is no correct answer to choose
from.1
Pre-Visit
Before the initial visit, the classroom is asked to take a written
“exam" containing 10 words (1st Grade) or 20 words (2nd
1For example, “Koffer” is marked with a long vowel in the dictionary.
Grade). The following criteria are applied for choosing the
words:
      </p>
      <p>
        The words are chosen from the childlex [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], taking half
from high frequency words and half from the low frequency
word list in order to avoid measuring memorization of words
over skills of applying orthographic patterns.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>All words have the form of “Trochee".</title>
      <p>The words are represented by a picture and a sentence with
the missing word to support correct word choice.</p>
      <p>The spellings are analyzed for the two features that were
trained with the game (see above).</p>
      <p>Meta-data for each child is included in the data elicitation.
However, this information is not relevant for the purpose of
this paper.</p>
      <p>Visit 1
The first visit starts with a small 1-1 introduction of an
orthographic concept for each participant for the game play. The
graphemes &lt;ie&gt; vs. &lt;i&gt; and their function within a word is
explained. Examples of minimal pairs are given, which the
children are asked to read: “Riese" (giant) vs. “Risse" (crack).
In the beginning, with few exceptions, all children will read
both of those words as giant. They mostly agree though that
these have two different meanings and that it would be
useful to be able to distinguish these while writing. “Wiese"
(meadow) vs. “Wissen" (knowledge) is used as a second
example. The second of the double consonants is named the
magic letter (as it also cannot be heard - in analogy to the
silent-e in English). No mention of the other vowels is made
during this introduction. We do ask the kids to sound out what
a short /I/ would sound like. This is a new task to them, as
they are only taught the long sound of the vowel. This
introduction takes only five minutes, after which the children are
asked to play their first game where they are asked to identify
the long “ie” in one of the presented words. The game takes
an average of only two minutes. The interface is shown in
Figure 1 and is the same for Visit 2 and 3. Distractors are
short vowels with double consonants or &lt;tz&gt;. As the kids
play, they receive feedback from the game: Correct words
are turned green on the chosen stone. Incorrect words turn
red and the avatar jumps back to the previous stone. After a
second wrong answer, the avatar automatically moves to the
correct stone. An oral feedback is given by the system, saying
that the short vowels can be recognized because of the double
consonants.</p>
      <p>Visit 2 and 3
The next two visits, the children are playing the game with
different content. Whereas previously, they had to only find
the long “ie", these games now include all the long vowels.
Because the oral feedback after a mistake is barely audible
with the music, the system feedback, that a double consonant
denotes short vowels, is repeated by the researcher sitting with
the child. We also remind them, that spotting an &lt;ie&gt; is the
2Analyzing the performance differences between these two groups is
another study and out of scope for this publication
easiest way to recognize a long vowel. The child is reminded
that the computer could be making a mistake also. Often kids
will be excited to recognize these mistakes. A screen recorder
records all sessions again.</p>
      <p>Visit 4
During the final visit the children will repeat the game from
sessions 2 and 3. During this game they are asked to tell
the researcher how they know whether they did something
correct or wrong during the play. Next, they are allowed to
play a fast game if they wish, which they all did. In this speed
game, limited time is available for the player to choose words
with long vowels. A screenshot of this game is provided in
Figure 2.3
Post-Visit
A post-test is distributed to the classroom. Different words
following the same patterns of word selection are presented
to the children.The spelling errors with respect to the features
practiced in the game are then analyzed: Correct spelling for
short and long vowels using the “magic” consonant and the
correct usage of &lt;ie&gt;.
3Analyzing results from the fast game is beyond the scope of this
paper.
100%
88%
100%
100%
100%
100%
100%
100%
100%
100%
100%
100%
100%
63%
100%
100%
100%
100%
97%
9%
100
100
0
100% 63%
100% 86%
88% 100%
100% 78%
100% 86%
100% 100%
60% 73%
100% 100%
78% 100%
100% 86%
100% 100%
100% 100%
100% 100%
71% 100%
100% 100%
43% 57%
86% 100%
100% 100%
90% 90%
17% 14%</p>
      <p>Grade 2
78 55
74 62
23 19
86%
88%
100%
100%
100%
100%
70%
100%
70%
89%
83%
93%
100%
33%
100%
83%
91%
87%
17%
90%
100%
100%
100%
100%
89%
100%
80%
93%
40%
100%
100%
100%
100%
100%
100%
93%
15%</p>
      <p>RESULTS - GAMEPLAY
Each of the play sessions is recorded with a screen recorder.4
The recording is then transcribed according to the example
given in Table 3.</p>
      <p>For each trial/visit and each step in the game, the list of words
the child has to choose from is transcribed. Additionally, we
record which word was chosen and whether this was correct.
In addition each step time is recorded. As a result, we are able
to compute the % correct, the number of words a child sees in
the game, and how long each decision takes. Since interviews
interrupted the timing in the fourth session, these times are
excluded.</p>
      <p>Results for each of the children are recorded in Table regarding
their performance in terms of %correct choices taken, no clear
trend is visible as can be seen in the example listing for Grade
1 in Table 2. What is remarkable however, is that while they
often answer correctly, the main difference between the players
seems to be their increase in speed. Figure 4 shows example
timelines for a child from first and second grade each across
all four sessions.</p>
      <p>While the time between moves does not vary significantly
across the two grades in the study, there were other
differences. Separating children in each grade according to their
performance on the written test, some significant differences in
4AZ Screen Recorder for Android
speed could be found. N Children are selected who fit best into
one of each of these three groups: children with large changes
in pre- and post-test (N = 3), those who remain weak (N = 2),
and those who were strong from the start (N = 2). Since the
first game ensures that the game mechanics are known for the
second trial and the fourth trial was interrupted with interview
questions, we compare time until next move for second and
third trials only. The resulting distributions of speed for each
group are shown in Figure 5.</p>
      <p>By conventional criteria, the difference in time-play for the
group with largest performance change in their written tests
is considered to be very statistically significant, where N=21
moves (2nd trial), and 17 moves (3rd trial) with a p-value of
0.0015. There is no change in distribution of response time for
the low performing children with no improvement in the final
test. Even for those children who were already good in their
orthographic abilities, the change in speed is significant. The
two-tailed P value equals 0.0451, considered to be statistically
significant, where N=12 moves (2nd trial), and 13 moves
(3rd trial). For Grade 2, only the change in speed of the top
performers is statistically significant (p=0.0231). Speed relates
to automaticity, which in turn should facilitate actively using
the skill in other tasks. This relationship might be visible in
the data.</p>
      <p>
        KNOWLEDGE TRANSFER
Theory On Writing
The analysis of lexical patterns in language acquisition are
considered to be a complex procedure [
        <xref ref-type="bibr" rid="ref12 ref2 ref22">2, 22, 12</xref>
        ]. Orthography
acquisition can be considered a form of language acquisition
from oral to written representation [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In general, learning of
patterns in complex processes goes through various phases of
acquisition. These are studied in a large number of
publications, especially in relation to dyslexia or aphasia patients.
The declarative/procedural model argues that lexicon and
language depend on two neural systems that are intensively
studied in the context of memory: declarative and procedural
memory [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. We believe that the change in speed is a form of
moving from the application of a pattern from the procedural
model into automatizing the cognitive procedure, similarly
to how a driver commits the steps of changing gears from
procedure to automation. Since the words presented to the
children do not repeat very often, declarative learning
(memorization that can be very fast) should not be taking place.
Instead, the child should be forming a mental pattern that
requires repetition with improved performance and speed rather
than memorizing a set of words for a mental lexicon [
        <xref ref-type="bibr" rid="ref13 ref14">14, 13</xref>
        ].
The learning phase is highly individual as well as age related
and depends on their previous knowledge. Compared to a
first-grader, a third grader that learns a pattern will respond
differently and might need more time to un-learn certain wrong
ideas that have formed about orthography in the absence of
teaching the pattern formally [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Not all children learned in
the same way or with the same speed, but at the end of the
four meetings, each child will have seen between 100-150
words and played an average of 6 minutes over the course of
the month.
Theory On Reading
Understanding orthography should have an effect on
eyemovement that can be measured with an eye-tracker [
        <xref ref-type="bibr" rid="ref16 ref2">2, 16</xref>
        ].
In addition, highly frequent words are no longer decoded but
can be observed at the word level [
        <xref ref-type="bibr" rid="ref17 ref25">25, 17</xref>
        ]. This effects the
amount of total fixation for particular words with different
properties, including orthographic difficulty, length as well as
frequency [
        <xref ref-type="bibr" rid="ref11 ref24">11, 24</xref>
        ]. This effect is most likely no longer
observable on adults. Some experiments on adults for the same data
confirm that the difference in reading for various orthographies
and frequencies give us no distinguishable readings. Children,
especially in the phase of reading acquisition, read differently
and their decoding speed and probably confusions can still be
measured [
        <xref ref-type="bibr" rid="ref10 ref15 ref7 ref8">7, 8, 15, 10</xref>
        ].
      </p>
      <p>
        Correct reading ability is the precursor to reading practice,
which in turn creates better readers (through self-teaching)
and probably better writers (to be studied). Therefore,
measuring progress in reading ability and training misconceptions
is absolutely essential in the early phases of reading
acquisition [
        <xref ref-type="bibr" rid="ref12 ref20">20, 12</xref>
        ]. We used a mobile eye-tracker that was mounted
on a high-performance laptop to record children’s readings
of a text that was chosen based on a trial study with Grade
2. During this study, it became clear that measuring reading
ability was more complicated than originally expected. We
had to adjust the text and measurement features several times
until we were able to narrow down what to look for and make
sure this information was available in the text. As a result we
are reporting the post-test for the eye-tracker in Grade 1 and
only partially for Grade 2 as certain words were missing from
the original text as we were still learning about that task of
measuring reading ability.
      </p>
      <p>It remains to be seen how skills acquired during game play
might transfer to reading and writing abilities. This is the
goal of the next sections.The present study makes no claims
on cause and effect but reports the data that was collected.
Given the findings however, it seems that there is a clear need
to study this in more detail as there are indeed very strong
indications that practicing with the games has an impact on
reading ability of long and short vowels.</p>
    </sec>
    <sec id="sec-4">
      <title>Grade 1 Grade 2 pre DC</title>
      <p>MEASURING WRITING ABILITY
The pre- and post-test were transcribed from the tests
according to what the child wanted to write vs. what they actually
wrote. Most of the time, the word corresponded to the target
that we had aimed for with the sentence or the picture. When
this was not the case, the target consonant duplication and the
&lt;ie&gt; target number of occurrences were changed accordingly.
Next, the errors were counted and normalized by the amount
of potential occurrences in their resulting list of words. Based
on each child’s own performance gain, three groups can be
distinguished. Those that have improved, those that remain
low performing and those that were already high performing
in the pre-test. (These are the groups that we used to look at
the speed change while playing.)
Table 3 reports the overall improvement in the results for both
error categories. It can be seen that the largest impact was
on &lt;ie&gt;, which was explicitly targeted on our first visit.5
There was also a barely significant improvement in the double
consonants for second graders.The teacher of this classroom
started to introduce the concept to the children after our
posttest was finished.</p>
      <p>Rather than looking at the overall average of the classroom,
Table 4 counts how many of the kids had significant changes
of larger than 20% in each of the areas. In second grade almost
no-one can improve on &lt;ie&gt; since the topic was mastered by
the time of the pre-test. Regarding the double consonant, it
can be said that about half the classroom has improved their
score by at least 20%.</p>
      <p>MEASURING READING ABILITY
When first starting to use the eye-tracker to find out whether
there were differences between children in reading ability, we
went through several rounds before focusing on a couple of
features that seem to pin-point their ability very simply. The
5To put these results into perspective: In our study another first grade
went from 8% to 75% while the control-group in the same classroom
went up to %50, another classroom went from %12 to %26.
key to our break-through in measuring reading ability was
firstly, to ask the children to read out loud so we could observe
whether they were reading the words or skimming. At the
same time, this slowed them down, which was good for the
eye-tracker.</p>
      <p>Our hypothesis was experience driven. Children learn that
German orthography is shallow, which means they are only
taught the long pronunciation of a vowel and they will sound
out the letters as they are written: /mUtEK/
(Mutter=Muterno meaning) and /ROsE/ (Rosse=Rose-different semantic) and
/wIsEn/ (Wissen=Wiesen-different semantic). Semantically
mapping the word “Rosse" (horses) to “Rose" (rose) or
“Wissen” to “Wiese” will cause problems for the reader and cause
the reader to backtrack multiple times and finally guess which
word would make sense and look similar. A sentence like “Wir
Wiesen nicht wo die Rose lang laufen” (“We don’t meadows
where the rose are running” will take some time to decode.
Since long and short vowels are quite frequent, struggling on
every sentence for meaning, will not create readers.
We expect readers with no training on double consonants to
be faster with L1 words than with L2 words since they have
not understood the concept of the magic consonant.6
However, if they understand double consonant concept (or have
memorized the words), then L2, since it has a short vowel
should be read faster. (This only works for child readers who
are still decoding as they read. There would be no difference
for experienced readers here.) In the first data collections, we
found that it was hard to find any trends separating strong from
weaker students. The breakthrough came, when we separated
high-frequency (HF) words from low-frequency (LF) words.
Low frequency words are unlikely to have been memorized by
students. Therefore, they lend themselves well for separating
the frequent readers (memorization) from those that
understood the concept (generalize to new words). This concept
resulted in four categories of words, namely L1-HF, L2-HF,
L1-LF, and L2-LF. We found that the reading speed is
comparable within these four word-groups for a given reader. In
other words, picking out a specific word in a text could
represent the skill for that group. Readers that were fast with the HF
words, are expected to be frequent readers. If they were slow
with L2-LF then they have not understood the pattern but did
well with memorization on the L2-HF. The best readers would
therefore show shorter reading time even for L2-LF because
it shows they are able to generalize to unseen words, which
improves reading (comprehension).</p>
      <p>
        Figure 6 shows a prototypical distribution of the speed for
all four categories for an example child from first grade in
each of the three categories, top performer, low performer
and most improved (according to the orthographic exams).
It can be seen that those children from the “most improved”
group are in the process of learning. The HF words are not
6According to the Phontasia method, the easiest words to to read and
write as they have bidirectionally the highest correspondence between
phonemes and graphemes are 2-syllable words with long vowel [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
These are called Level 1 (L1) words. Level 2 (L2) words add the
smallest next-highest complexity to the orthography. They are
2syllable words with double consonants (using the magic consonant),
thereby making the preceding vowel short.
automated yet, because the children have not had experience
with frequent reading in first grade. So L2 and L1 words
take about the same amount of time. This is the first step in
the right direction. The top performers have an advantage
with the HF words, perhaps because they have read more and
started to memorize the words. They are able to read L2 faster
than L1, for LF words this will be due to understanding the
concept. This is what we aim for with the game practice.
When we see this pattern, then it seems that the concept was
internalized and can be applied to reading skill. A child that
has not understood the concept of the magic consonant and
has little reading experience to compensate with memorization
can be recognized for the large amount of time spent puzzling
over the meaning of an L2 word, whether it is HF or LF. In
the graph only one example from each group is depicted for
clarity reasons but the pattern repeats across children in each
group.
      </p>
      <p>Unfortunately, we do not have a pre-test for either group before
the game play. We were only able to extract words from three
of the four categories from Grade 2.7
Figure 7 plots the distribution over all children for each of the
four words chosen to represent the four categories. L1-HF:
“leben” (to live), L1-LF: “jagen” (to hunt), L2-HF: “können”
(to be able to), L2-LF: “Welle” (wave), and L1-LF: “Feder”
(feather) was used instead of “jagen” from the other text read
by Grade 2.8
Both eye-tracker visits took place after the fourth visit of the
study. In the diagram, we can see some overall tendencies
looking at the total fixation duration. The first graders are
comparable to the second graders. We are missing the L2-LF
unfortunately, but in general, HF is faster than LF. The first
graders performance for L1 on HF and LF are almost the same
but in L2, they still have more difficulties parsing the LF words
fast.</p>
      <p>In future, it will be necessary to test the reading skill
beforehand. However, seeing that the first graders are as strong as the
7We had to change the text to ensure that words from each of the
four categories appeared. The original text was meant to be easy so it
specifically did not contain rare words.
8Multiple trials with word choices for these categories have shown
that they are pretty much easily exchangeable within category and
exhibit the same reading behavior.
second graders seems unusual and may or may not be the
effect of the game training and should be verified across schools
and classrooms. This data was compared to a collection from
another event (EFFEKTE) where we tracked 5 children from
first grade. For the Effekte group L1-HF (leben) was faster
than L2-LF (Welle), indicating the struggle with the double
consonant on unknown words. In contrast the Grade 1 from
our study was slightly faster on L2-LF (Welle) than on L1-HF
(leben), which is what we want to see. These are tendencies
and not statistically significant and can be coincidental.
Further studies are needed with more data. While these were
explorative studies, the results give us a clear direction on how
to set up a good study next year.</p>
      <p>CONCLUSION AND FUTURE WORK
This paper reports on some results for a study that was
performed when going into schools with games that are designed
to practice and not teach concepts regarding the German vowel
duration. We were able to look at aspects of game play such as
accuracy and speed. The transfer of children’s performance on
orthographic and reading skills was studied. The learnings and
the results are very useful for re-designing parts of the study
for next year. Our impression from working across 10 further
classrooms with a similar approach including Grades 1-3, the
combination of teaching and practice with these games can
be very powerful and the choice of grade when to apply this
particular content seems to have a huge impact on the speed
of learning. Due to the immediate feedback of misconceptions
in the games as well as the large amount of automatically
selected unique words shown to the children, the games
reenforce pattern building over memorization. This seems to
help some children to generalize to low frequency words both
in spelling and reading. While we only spent 6 minutes across
four weeks with the children, we could already show
tendencies of positive impact and we can only imagine what might
happen when regular use of the game enters daily classroom
routine. This will be our task to show over the final year of the
iRead project.</p>
    </sec>
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