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      <title-group>
        <article-title>Elaborative Feedback in L2 Reading Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Matthew Pattemore</string-name>
          <email>matthew.pattemore@ub.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roger Gilabert</string-name>
          <email>rogergilabert@ub.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Judit Serra</string-name>
          <email>juditserra@ub.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Barcelona</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In combination with instruction, feedback can assist students in comprehension, engagement, and strategy development in second language acquisition. Outcome feedback allows learners to understand whether they are correct or incorrect. Elaborative feedback can be used to remind learners of the underlying processes behind the activities or encourage them to use learning strategies. This study is part of a European project called iRead which aims to create and test personalised learning technologies to assist primary school children in reading development. We investigate to what extent elaborative feedback, rather than solely outcome feedback, is taken up by EFL learners. Data analytics from the games will be collected, including response correctness, feedback type received, and the impact of the feedback on subsequent responses. Results will be discussed in light of both serious games and SLA theories interested in the effects of feedback on second language reading development.</p>
      </abstract>
    </article-meta>
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    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Feedback is information given to learners to allow them to
evaluate their output. Corrective feedback (CF) is
information given to help learners fix errors in their output
and/or understanding. Based on cognitive interactionist
theories of language acquisition
        <xref ref-type="bibr" rid="ref1">(e.g. Long, 1996)</xref>
        , there is a
belief that CF assists learners to notice and attend to
language errors in a manner that is beneficial for their
longterm language development. Many studies have found that,
in combination with instruction, feedback can assist
students in comprehension, engagement, and strategy
development. In terms of Second Language Acquisition
(SLA) feedback has frequently been investigated in terms
of written CF or oral CF
        <xref ref-type="bibr" rid="ref10 ref10 ref11 ref2 ref2 ref3 ref4">(see Li, 2010 for a general
metaanalysis; see Lyster &amp; Saito, 2010 for a meta-analysis of
oral CF; Kang &amp; Han, 2015 for a meta-analysis of written
CF)</xref>
        . This study focuses instead on the relatively newer
subject of digital or audiovisual CF.
      </p>
      <p>This research is being conducted within the iRead project,
which aims to develop a suite of educational software for
android tablet computers, aimed at helping children to
develop their reading skills. It is currently localised into
four languages – English, Spanish, German, and Greek. The
software covers over 250 aspects of phonology,
morphology, morphosyntax, and syntax, and consists of
learning games, a graded e-reader, and an analytics
application. The software is presently only available for
researchers, but aims to have a public release after trials
have been conducted. This study will be focusing on the use
of the learning games application by 10- and 11-year-old
English as a foreign language (EFL) learners in Spain, and
how the feedback in those games is designed and what
impact it may have on their game behavior and reading
development.</p>
      <p>
        These types of games are known as serious games as they
are designed with a prevalent gaming element, but include
the intent to improve learning
        <xref ref-type="bibr" rid="ref5">(Ratan &amp; Ritterfield, 2009)</xref>
        ,
as opposed to games simply for entertainment purposes.
Ritterfield, Cody, and Vorderer (2009) define serious
games as intrinsically motivating because they are fun to
play, but containing content that is complex enough to
provide learning opportunities. This differs from
‘gamification’ as, in serious games, learning is expected to
happen within the game, while in gamification the gamified
elements are intended to encourage learning external to the
game through greater engagement and motivation (Landers
2015). The iRead project, then, can be said to be gamifying
the reading development process by introducing (among
other things) a serious literacy game. Serious games are a
multimodal environment where users are engaged in
multiple cognitive tasks concurrently
        <xref ref-type="bibr" rid="ref8">(Johnson et. al. 2017)</xref>
        .
CORRECTIVE FEEDBACK
Rod Ellis (2010) laid out a framework for investigating CF,
which can be easily adapted to include digital feedback. He
listed six areas of study: type of feedback; individual
difference factors; contextual factors; engagement with
feedback, and learning outcomes.
      </p>
      <p>
        Form of feedback
Regarding form of feedback, researchers have proposed
many categories of feedback
        <xref ref-type="bibr" rid="ref9">(see e.g. Hattie &amp; Timperley,
2007)</xref>
        . A central distinction is between outcome feedback
and elaborative feedback
        <xref ref-type="bibr" rid="ref8">(Johnson et. al., 2017)</xref>
        . Outcome
feedback is simply when the learner is informed if their
answer is correct or incorrect. In addition to mere
knowledge of result, outcome feedback can provide direct
or indirect forms of feedback (also called input-providing or
output-pushing feedback). Direct/Input-providing feedback
identifies what the right answer should have been (e.g.
recasts), while indirect/output-pushing feedback highlight
exactly where the error was made, and encourages the
learner to self-correct. There is evidence
        <xref ref-type="bibr" rid="ref11 ref3">(Yang &amp; Lyster
2010, Lyster &amp; Saito 2010)</xref>
        that indirect/output-pushing
feedback better assists long-term development if learners
have previously been introduced to the forms.
      </p>
      <p>
        Elaborative feedback (also known as process feedback)
gives learners more details, such as explaining why an
answer is correct or incorrect, providing information about
the specific concepts or processes involved in the task, or
guiding learners to particular strategies that will help them
with the task. These types of feedback are not mutually
exclusive, and indeed it is difficult to give elaborative
feedback without also giving outcome feedback. There is
little evidence of the effectiveness of different types of
feedback in serious games for SLA, and Benton et. al.
(2018) found that many commercially available early
literacy games contained limited elaborative feedback.
However, there is some evidence from the fields of botany
        <xref ref-type="bibr" rid="ref13">(Moreno, 2004)</xref>
        and electrical circuits
        <xref ref-type="bibr" rid="ref14">(Mayer &amp; Johnson,
2010)</xref>
        that providing outcome and elaborative feedback
together in a game helps to develop learning more than just
outcome feedback.
      </p>
      <p>Complexity of feedback
One additional aspect that might be profitably explored is
complexity of feedback. In terms of feedback complexity
generally, Shute (2008) points out that there is no evidence
for more complex feedback providing greater results, and
some evidence that it worsens results. It seems possible that
elaborative, metalinguistic feedback may be challenging to
use for some lower level learners, or that these more
explicit forms may be beneficial to older learners. As Li
(2010) notes though, there is surprisingly little research on
metalinguistic complexity of feedback.</p>
      <p>
        Individual differences and feedback
Ellis also suggests individual differences as an area to study
for CF. While there are many possible individual
differences that could be explored, including age, language
aptitude, gender, prior knowledge, spatial ability, and
motivation, this research will target working memory.
Working memory is of particular relevance due to the
multimodal setting, which increases processing demands, in
addition to the audio only feedback delivered (mostly) by a
synthetic voice. Audio feedback is considered preferable to
reduce processing demands
        <xref ref-type="bibr" rid="ref8">(Johnson et. al. 2017)</xref>
        but
synthetic voices have been found to increase processing
demands
        <xref ref-type="bibr" rid="ref16">(Sinatra et. al. 2013)</xref>
        . This all adds up to a
cognitively demanding environment in which working
memory may play a role in facilitating feedback use.
Engagement with feedback
Engagement with feedback is another dimension that will be
investigated. Affective engagement will be studied through
smaller scale studies involving think aloud protocols, as
seen in Hookham et. al. (2016), in order to find out what the
learners perceive from the feedback and how they feel
about it, and to what extent it assists or detracts from the
learning experience. Finally, behavioural engagement will
be observed through the data provided by the software, to
show whether, and in what way, learners take up the
feedback, as demonstrated by Smith et. al. (2016).
Learning outcomes
Finally, an analysis of feedback would be sorely lacking
without a measure of Ellis’ final dimension, learning
outcomes. Research from the Language and Reading
Research Consortium (2015) has shown that around 90% of
the variance in reading comprehension can be explained by
word recognition and listening comprehension skills, both
modulated by vocabulary. Using pre-, post-, and delayed
post-tests, in conjunction with the data provided by the
software, we will have a measure of how effective the
feedback is in creating reading development gains.
There is a lack of studies on the effects of different types of
feedback in the context of serious games for SLA. This is
true both for within game learning (how well does the
feedback help learners progress through the game) and
external learning (how well has the feedback assisted the
learner in their overall reading development). There is
limited understanding of how learners engage with
feedback in the context of serious games for SLA, and how
that might be moderated by individual differences between
the users, such as working memory. These are the gaps that
this research project aims to help fill.
      </p>
      <p>AIMS AND METHODOLOGY
The aim of this study is to gain a better understanding of the
effects of feedback in serious literacy games. This will
involve gathering data to attempt to answer a number of the
questions posed above, such as:
1) In the context of serious literacy games, does outcome
plus elaborative feedback lead to better in-game results than
outcome feedback alone?
2) Are different types of elaborative feedback taken up
differently by learners playing serious literacy games?
3) Do individual differences in working memory affect
uptake of elaborative feedback by learners playing serious
literacy games?
4) How do 10- and 11-year-old users of serious literacy
games engage with the feedback provided to them on a
cognitive, affective, and behavioural level?
The primary data collection for the iRead program will
consist of one academic year’s worth of use of the system,
for at least one hour a week, by several classes of 10- and
11-year-old EFL learners in Spain.
Several variables will be involved in the research. Type of
feedback will be an independent variable. Working memory
and engagement will be moderating variables.</p>
      <p>The dependent variables will fall into two categories: data
internal to the system, and data external to the system.
Measures
Internal measures will include data on which features and
games learners are using, errors and error recovery, and
timing of responses. These will allow us to judge the
effectiveness of the feedback, and whether the different
types are taken up in different ways. External measures will
be assessed with a pre/post-test design, which will allow us
to measure reading development and motivation. At the
start of the academic year, all students taking part in the
project will be given pre-tests, including tests of:
1) Reading skills, including measures of word and
nonword recognition, listening comprehension, and oral
reading fluency in L1 and L2.
2) Vocabulary size, as measured by a children’s productive
vocabulary test developed by Anthony and Nation (2017).
3) Working memory, as measured by a backwards digit
span.
4) A questionnaire gauging individual motivation for
learning English, reading, and using learning games.
Twice during the year, learners will complete interim
engagement questionnaires with additional questions
specifically relating to the application they have been using.
At the end of the academic year, students will undergo
posttests covering all the topics mentioned above in order to
assess development over time.</p>
      <p>To investigate cognitive and affective engagement, smaller
samples of students will be taken out from their classrooms
for additional study, including the use of think-aloud
protocols, or using the application under feedback/no
feedback conditions for a short period of time.</p>
      <p>Additionally, one or two classes of students at the same
grade level but who will not be using the system (but rather
taking part in their regular reading development activities)
will also undergo the pre- and post-tests in order to serve as
a control group.
Outcome feedback in the game is presented in numerous
ways, including visual indicators (e.g. a bridge breaking)
and as oral speech (e.g. “Great job!”). Elaborative feedback
is all presented orally to the learner when they make an
error. By undertaking (primarily) classroom research with
a commercial quality application, the study will have strong
ecological validity. In addition, the large numbers of
participants involved and constant digital data collection
will help to strengthen any findings.</p>
      <p>CONCLUSION
This is an ongoing study and as such does not yet have final
results. However data collection has already begun and
there are some emerging trends from the pilot testing and
early data. In general, the elaborative feedback is not
proving to be more effective than simple outcome feedback.
The 10- and 11-year-old learners in the study are largely
seen to ignore longer feedback explanations and make
second attempts before the elaborative feedback has
finished playing. In early think-aloud sessions, participants
regularly refer to the outcome feedback (e.g. tiles turning
red or green) as helping them understand their progression
through the topic, but rarely mention using the longer audio
hints. This finding is in contrast to those of Moreno (2004)
and Mayer &amp; Johnson (2010). A possible explanation for
this is to do with the age of the participants – our learners
are primary school children rather than university students.
Another preliminary finding relates to the primacy of
mechanics over language. Many participants struggle
initially with some of the game mechanics and make
numerous non-language errors. On the other hand, by their
third game trial, learners seem to take actions by finding
mechanical similarities with previous trials, rather than due
to understanding and utilizing the target language points.
Further data and analysis will be available for discussion at
Gamilearn’19.</p>
      <p>ACKNOWLEDGMENTS
This project has received funding from the European
Union’s Horizon 2020 research and innovation programme
under grant agreement No 731724.</p>
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