<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing an Emotive Avatar for a Grammar Game - A Case Study of Engagement and Performance Development</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kay Berkling</string-name>
          <email>kay.berkling@dhbw-</email>
          <email>kay.berkling@dhbwkarlsruhe.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Engy Fawaz</string-name>
          <email>engy_ahmedfawaz@hotmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Slim Abdennadher</string-name>
          <email>slim.abdennadher@guc.edu.eg</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Armin Zundel</string-name>
          <email>Zundel@inline.de</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ACM Classification Keywords</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cooperative State University</institution>
          ,
          <addr-line>Karlsruhe</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>D.2.2. User interfaces: K.</institution>
          <addr-line>8.0. Games</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>German University in Cairo</institution>
          ,
          <addr-line>Cairo</addr-line>
          ,
          <country country="EG">Egypt</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Inline Internet Online Dienste, GmbH</institution>
          ,
          <addr-line>Karlsruhe</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper describes the design of a 3D running game with educational content. The goal of the game is to teach children capitalization in German. Sentences are presented to the children in increasing order of difficulty, determined by the syntactic structure of the sentences. Words within sentence were presented decaptialized and the children had to select the words that should have been capitalized. The game design uses an emotional avatar along with speed factor in order to motivate the children to play longer and improve their performance. 20 children played the game with the avatar and 16 children played the game without the avatar. A qualitative feedback was collected via an online survey. In addition, their performance profile was logged and analyzed. Based on the data, we report some trends that indicate increased engagement and performance. These indicators can be used for improving user-dependent, adaptive design for the player.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
When designing games, it is relevant to look at design
frameworks that allow us to guide and judge design, motivation, and
learning. A research and practice model [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] or Foundations of
Game-Based Learning by Plass, Homer and Kinzer [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]
provide such a model with a comprehensive view encompassing
affect, motivation, cognition and socio-cultural aspects of the
game as it is embedded into its application environment. In the
past, we have applied this model to an existing game [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. But
key ideas to a new game were born during the reading of this
paper as outlined below. While there are many dimensions to
take into account in game design, this paper focuses on Henry
(the chicken runner) and Sam(i) the "feedback" avatar. Plass
et al. offer four pillars of engagement in their model that have
served as a guideline during the design of Henry run.
Affect
Affect relates to the emotional engagement of the player with
the game, through visuals or music as an example. We chose
exaggerated humor embodied in an avatar to get the player to
laugh. Rather than sounding out a fail sound, the avatar should
get exasperated and even fall over backwards with horror at
the performance of the player. Emotion, fun, joy and even
frustration, can influence learning in a positive way [
        <xref ref-type="bibr" rid="ref13 ref9">13, 9</xref>
        ].
Motivation
Gamification approaches to motivation often result in a level
and points system. Games on the other hand offer “fun death"
upon failure with the key being the ability to start over as many
times as the player wishes, the goal is to reach the next more
difficult level to get a bigger challenge. The storyline is that
the player helps the runner so that the avatar doesn’t have to
be annoyed anymore. The motivation of the player is therefore
to make the avatar happy and the runner good. The reward
system follows a cognitivist model (good performance of a
friend) rather than a behaviorist model (points) [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
Cognition
According to Plass et al., cognitive factors entail some of the
following:
context of skills application
skills meaningful outside of game and transferable
scaffolding through personalization
formative and immediate feedback
content representation
mechanics aligned with learning goals
mapping gesture to features of content
The skills (German orthogrphay) are directly meaningful
outside of the game. The personalisation results from the distance
and speed with which the runner travels. Feedback is both
immediate and formative. Any mistakes in the game are
immediately corrected and available for the player to contemplate
before the next task. Gestures in the game result in the direct
capitalization of the word, even though the gesture itself is not
related directly to the meaning.
      </p>
      <p>
        Socio-cultural
The final pillar of engagement leads to an often forgotten
component of the world surrounding the game itself. In the
design we chose, even the runner in the game and the avatar
are already friends that the player is helping out. Future work
would have to spend more analysis on how the customization
of the avatar and runner could help engagement though social
interaction with avatar and runner or other players.
The goal of the presented work is to show the following:
1. Using an emotional avatar should engage players for longer
2. Using an emotional avatar should result in returning players
3. Increased playtime should result in higher skill level
THE GAME
One of the most significant problems German school children
face is the concept of capitalization that does not exist in many
other languages. In German, nouns are capitalized. In addition,
even a verb or an adjective can become nominalized. Wrong
capitalization is one of four most frequent spelling errors that
persists even for adults [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The advent of careless spellings
in modern media as well as the use of automatic spell checks
may decrease children’s awareness even further.
      </p>
      <p>
        The player uses a chicken "Henry" to move in the game and
pick answers in an endless run. When the correct word is
picked, it is capitalized in the sentence shown. For example
a sentence like "Auch jede möwe und jede biene ist da." is
shown and the player has to pick "möwe" and "biene" as they
have to be capitalized (see Figure 1). The game contains 123
sentences sorted by difficulty. The difficulty reflects sentence
complexity. The goal of this game is to practice the concept
and automate it through speed and increasing difficulty of
sentences. In order to compute difficulty measures of a sentence
a dependency parser is needed. For this purpose, spaCy, an
open-source natural language processing (NLP) library written
in Python, was chosen. Given a sentence, it can return
CoNLLU formatted encoding of a sentence that includes tokenization,
Part-of-Speech (PoS) tagging and dependency parsing [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Given the above resulting information, the difficulty level can
be computed. From past research, we know that sentences with
embellishments such as adjectives and adverbs are difficult for
children [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In addition, the use of cases adds to sentence
complexity as they represent objects. The number of nouns
directly relates to the complexity of the task of identifying
them. A higher count of verbs directly indicates complex
sentences. By squaring the value, we place exponential emphasis
on higher weighted areas. The sentences are then sorted by
their difficulty level. Indirectly, the measure reflects sentence
length. We count the number of occurrences in a sentence
of the following (weight of count in parenthesis): nouns (2),
verbs (including auxiliary) (2), adjectives (1), adverbs (1),
datives (1), genitives (1), accusatives (1), and nominatives (1). In
addition, the maximal distance across all nouns to the root of
the sentence, counting the steps through the dependency tree
to the root, is noted and is associated with weight value of 2.
The square of each count is then multiplied by the weight and
summed up to result in the difficulty measure of the sentence.
(This measure can be data-driven in future work.)
DESIGN OF FEEDBACK
The player is provided with feedback using three methods:
Emotion, visuals, and information.
      </p>
      <p>Emotions
The current design of the game has a single environment which
is a forest scenery. The sentence is placed at the top of the
scene and originally the question was placed at the bottom.
The on-going score is added to the top left of the scene. The
avatar "Sam" is added to the scene (see Figure 1.
Sam has five emotional expressions that are designed to
provide feedback to the player, namely: Idle, happiness, sadness,
"fun death", and stop. The default emotion is in idle
position. On expressing happiness, a sound effect of kids cheering
"yaay" is played. While on expressing sadness and stop, a
sound effect of a sudden buzz is played to indicate something
wrong happened. "Fun death", includes a sound effect of
hitting the ground due to Sam’s falling.</p>
      <p>When Henry makes a mistake, Sam expresses sadness. He
expresses it using both a facial expression and a gesture. He
raises his eyebrows while his head moves downwards and his
hand is moving towards his mouth. This indicates to the player
that something was wrong and the player might be
encouraged to fix the situation or check the sentence for the given
correction in order to avoid the same mistake later on. When
Henry selects the correct answer, Sam jumps with happiness
and has a wide smile to transfer this feeling to the player (See
also Figure 2).The additional emotion of "fun death" is an
exaggerated emotion of the reaction "falls over backwards",
where Sam faints with exasperation. It occurs after repeated
mistakes committed by the player. The intend of fun death is
humor to increase engagement and focus while providing the
feedback that there is room for improvement in the player’s
performance. This emotion places two ’X’s in Sam’s eyes and
a tongue to indicate fainting as he falls to the ground. After
a short period he returns to upright position. Figure 3 shows
Sam in his execution of "fun death" manoeuvre.
Finally, when Sam realizes (by number of mistakes made) that
the player doesn’t know how to play, he stops Henry and shows
the player a panel of grammar instructions as depicted in
Figure 4. After spending as much time as the players chooses with
the instructions, they can restart the game from the beginning.
The panel contains the informative feedback, that explains the
rules explicitly to the player. In this case, the explanation has
grammatical rules for capitalization.The emotion chosen for
Sam as he stops the player, is an exaggerated version of "stop,
what in the world are you doing? Let me explain it to you
once again before you keep messing up even more" without so
many words. The face has an angry expression and the hand
is raised to stop the player from running around like a crazy
person with no idea of what they are doing. It is intended to
be humorous.</p>
      <p>Visual and Informative Feedback
Both correct and incorrect answers are displayed in the
sentence at the top as the player runs past the words in the game:
Correct choices for words that should have been capitalized
are changed to capital and displayed in green. In contrast, any
missed or wrongly picked word turn red and their spelling is
not changed (see also Figure 5). A performance bar was added
to indicate how good the player’s performance is. It starts
with 50% at the start. It increases and decreases with correct
and faulty answers respectively. As it falls below 30% it turns
red. The game speed depends on this performance bar. As a
result, the difficulty level is increased for high performers to
encourage skill automation. It also prevents boredom for good
players and faster movement towards more difficult sentences.
As such, the speed is individual and adaptive to the player.
Last but not least, a panel showing the final score and a button
to play again is shown when players stop the game.</p>
      <p>UI ADJUSTMENTS
Initial informal evaluations of the UI focused on
understanding children’s first reaction to the game and verifying their
interest and understanding of the humor. Feedback was
collected regarding the game and design. Their improvement and
ideas were collected and dislikes noted. Furthermore, it was
important to test their understanding of the game interface for
playing since there are no instructions at the beginning. The
feedback was collected through observations as they played
and through questions that were answered directly while
interviewing all of the participants together to encourage each
other to respond thoroughly.
Changes
The following changes were made due to the feedback.</p>
      <p>A female avatar (Sami) was added as suggested by most
participants in all evaluations. The player chooses the avatar
he/she wants (Figure 6).</p>
      <p>To personalize the avatar, more color and texture options
were provided for the T-shirt selection. The player chooses
between pink, blue, white and polka dots.</p>
      <p>The progress-bar constituted a source of
misunderstanding since it does not indicate progress but performance.
Since the performance coincides with speed, the caption
was changed to "speed X m/sec", where X denotes the
current value. The bar now visualized the speed and is easier
to interpret.</p>
      <p>Since the majority of the participants had requested a change
in the instructions panel, the original long text instruction
was replace with two example buttons that the players can
choose to listen to as often as they want. On clicking the
examples buttons, an audio is played reading this example.
Some participants had difficulty to read both the sentence
and its question. The question was moved directly below
the sentence at the top of the scene. The light green color
previously employed was replaced with a much darker
version to increase visibility, taking into account color blind
issues.</p>
      <p>Additions
In addition to the above changes, new ideas were added.</p>
      <p>Getting the players to feel the game and to know the story
behind, it is very important to increase motivation and
enhance perception. A skip-able introduction supports the
story after the player chooses his avatar. Here, an exhausted
Sam(i) is shown with Henry. Sam notices that the player has
arrived on the scene and asks the player why it took so much
time to arrive. Afterwards, the avatar introduces himself
and that he is helping Henry the chicken to learn German
but he is really tired from all the running and Henry’s
mistakes. So he asks the player to help make Henry learn and
win. Notice the indirection built into the story of whose
performance is on the line. The players themselves are
here to help Henry the chicken rather than learn themselves.
The intend is to lower the pressure on the player. This
approach has the potential to create a relationship with the
avatar or Henry during a joint effort to be accomplished to
increase the motivation and engagement for the game (see
also Figure 7).</p>
      <p>Furthermore, as suggested, we have added the "Chicken
Dance" as it is popular worldwide to most of the kids. This
animation occurs when the player gets the correct answer
several times. We have also added a part of the song to it.
This animation plays fast so that makes it funnier too. The
fast speed is due to short timing between player’s choices
in game. This animation is also accompanied by a facial
expression of a wide smile to express great happiness to
motivate the player (see Figure 8).</p>
      <p>The avatar’s idle status was substituted with a running
backwards animation that indicates that the avatar is running
with Henry. This animation increases the fun factor because
Sam running backwards looks hilarious, especially as Henry
speeds up.
DATA ACQUISITION
Two versions of the game were deployed as browser games
with and without the avatar. Each version of the game is
followed by a questionnaire. The research question is whether
the avatar will lead to longer playing times and an increased
return rate to play more. The presence of the avatar would
have a positive impact on learning, assuming longer play-time
improves performance.</p>
      <p>Data
The data acquired for analysis were from the two surveys
and from game logs. Each sentence and word that the player
encountered was logged along with correctness. The
participants had different German background knowledge. The
participants who had more than average German knowledge
were 50% in the without Sam evaluation and 62.5% in the
with Sam evaluation. The number of log files are less than</p>
    </sec>
    <sec id="sec-2">
      <title>I learn upper and lower case in this game.</title>
    </sec>
    <sec id="sec-3">
      <title>I like to read.</title>
    </sec>
    <sec id="sec-4">
      <title>I’m good at German.</title>
    </sec>
    <sec id="sec-5">
      <title>My parents think I’m good at German.</title>
    </sec>
    <sec id="sec-6">
      <title>My teachers think that I am good at German.</title>
    </sec>
    <sec id="sec-7">
      <title>I’m good at this game.</title>
      <p>
        Cognition
It has been shown in various science fields that learning
through games boost the educational benefits in term of
enhancing the learning progress [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. To be certain that
our game achieved this goal, we asked to define the extent of
agreement to the following statements in both surveys in form
of Likert scale statements.
      </p>
      <p>I make less mistakes in writing when I get good in this
game.</p>
      <p>I talk to others about the questions in this game.</p>
      <p>
        Flow State
Flow is initiated when an individual reaches a state of effortless
concentration and enjoyment and is exceedingly productive
while feeling happy. It happens when someone’s skills are
completely focused on winning a manageable challenge [
        <xref ref-type="bibr" rid="ref11 ref6">6,
11</xref>
        ].
      </p>
      <p>The questions are designed to capture flow with the following
survey questions by asking about the four states of ability and
difficulty, in other words, boredom, stress, ease and difficulty
and normalizing it against their feeling of fun.
number of participants because some participants encountered
internet connection problems and some closed their browsers
quickly that the logs were not posted. The score and time was
computed from the log files.</p>
      <p>
        ENGAGEMENT EVALUATION
In order to understand engagement, a survey was designed
according to theoretical derivation of questionnaire sections
as described further in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and based on previous related work
by [
        <xref ref-type="bibr" rid="ref14 ref4">14, 4</xref>
        ]. A short review of the motivation behind each
section of the survey is given here for completeness.
As shown in Figure 9, the design of the surveys is
childfriendly for easier understanding and enjoyment of filling
it. We have added the answers to choose from in pictures and
smiley faces for the Likert scale. Apart from meta data, the
following topics were sections in the survey. Together they
indicate engagement: Basic needs, self-efficacy, cognition,
flow, and affect.
      </p>
      <p>
        Basic Needs
Basic needs are the essential fundamentals of the human
beings for survival and well-being and an important prerequisite
for learning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. It was shown that learning in an environment
where failure has disturbing consequences is burdensome and
decreases efficiency of learning process [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. For a learning
environment, basic needs can be described as the need for
basic safety not as the need for food and water. The learner
faults are accepted through the learning process as a normal
path to achieving learning objectives. One of the advantages
of learning games over classroom learning is that they allow
friendly or funny failures.The purpose of the following
questions is to ensure that the player enjoys playing the game and
feels comfortable with making mistakes.
      </p>
    </sec>
    <sec id="sec-8">
      <title>It’s okay to make mistakes at school.</title>
    </sec>
    <sec id="sec-9">
      <title>It’s okay to make mistakes in the game.</title>
    </sec>
    <sec id="sec-10">
      <title>In school I like to take part in exercises.</title>
    </sec>
    <sec id="sec-11">
      <title>I enjoy learning in school.</title>
    </sec>
    <sec id="sec-12">
      <title>I enjoy learning in games.</title>
    </sec>
    <sec id="sec-13">
      <title>The game is fun.</title>
    </sec>
    <sec id="sec-14">
      <title>The game is too easy for me.</title>
    </sec>
    <sec id="sec-15">
      <title>The game is too difficult for me.</title>
    </sec>
    <sec id="sec-16">
      <title>Henry has gotten better in the game.</title>
    </sec>
    <sec id="sec-17">
      <title>The game bored me.</title>
    </sec>
    <sec id="sec-18">
      <title>The game stressed me out.</title>
    </sec>
    <sec id="sec-19">
      <title>I’ll play the game again.</title>
      <p>
        Self-Efficacy
A person’s self-image is a result of combination of some or all
of the following four factors. Self perceptions also depends
on how other perceive us and our own interpretation of other’s
opinion [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. There is classically known direct positive
correlation between our self-perception and our performance [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
The questions are intended to capture self-efficacy with respect
to reading skill (an important partial skill of this game).
      </p>
      <p>Were you good with upper and lower case before?
Affect of Game
Liking the game details is important so that players choose
to play this game. So we asked about the agreement of the
statements in Table 2. And at the end of the surveys, we added
an open paragraph question to let the participants add their
comments and suggestions about the game.</p>
    </sec>
    <sec id="sec-20">
      <title>I like Henry the chicken. I want to help Sam(i).</title>
    </sec>
    <sec id="sec-21">
      <title>I like the music.</title>
    </sec>
    <sec id="sec-22">
      <title>I want Henry the chicken to win.</title>
    </sec>
    <sec id="sec-23">
      <title>I’m enjoying the egg race. I want to help Henry the chicken.</title>
      <p>I wonder what Sam(i)
wants to do next.</p>
      <p>I was able to help Henry.</p>
      <p>Sam(i)was happy in the
end.</p>
      <p>Sam(i) is funny.</p>
      <p>Did you have the same
feelings as Sam(i)?
Sam bothers me while I
play.</p>
      <p>Sam helped me.
Engagement Results
For both games, the results are depicted in Figure 10. Games
motivate children more than regular class time. The only
answer where both groups differed significantly (p=.0382), is
the question whether it’s ok to make a mistake in the game.
While the group with Sam was indifferent, the group playing
without Sam said that its ok to make mistakes with an average
of 2 on the Likert scale. In contrast, making mistakes in the
classroom was not significantly different from either group or
when compared to the game-play within each group. Answers
to the Affect questions lie between 2.3 (I was able to help
Henry) and 3.0 (do you want Henry to win?) The set of
questions regarding the flow show similarities between the
two groups. But the results also show that both games seem to
produce a sort of flow. The game was neither too easy nor too
hard. It was not stressful and it was not boring. The players
feel they improved while having fun and would play again.
After analyzing the results of both surveys, it is clear that the
participants like both versions of the game. There seems to
be more worry regarding making mistakes in the version with
Sam. On interviewing children, why they were worried more
in the game with Sam, it seems that they cared when Sam got
sad and wanted to avoid his sadness.</p>
      <p>PERFORMANCE EVALUATION
Computing Performance
Computing performance can be tricky in a game. In this
version, the student has to actively pick words that should be
capitalized. Doing nothing should not be rewarded. Table 3
summarizes how speed and performance is computed. While
speed depends on the correct and wrong active picks the
student makes, the correct performance is computed based on
the correct identification of nouns only (ignoring correctly not
picked items).</p>
    </sec>
    <sec id="sec-24">
      <title>Truth</title>
      <p>noun
not
noun
noun (picked)
speed up +20
Word turns green
Word is capitalized
performance
= picked/nouns[30]
slow down 20
Word turns red</p>
    </sec>
    <sec id="sec-25">
      <title>Student thinks... not noun (not picked) no effect on speed</title>
    </sec>
    <sec id="sec-26">
      <title>Word is capitalized</title>
      <p>achievable in idle
word remains white
Performance Results
Figure 11 shows difficulty vs speed vs correct pick percentage.
The red line represents the speed, the green line represents
the sentence difficulty (as defined earlier) and the blue line
represents the % correct pick of nouns. The graph indicates
what we call peaks of performance. We note the following:
increasing speed produces dip in performance that can be
recovered
increasing difficulty produces dip in performance and speed
that is recovered but more slowly</p>
    </sec>
    <sec id="sec-27">
      <title>Performance is measured at each peak. Figure 11: Sample learning curve of a 4th grader</title>
      <p>Duration of Play
Based on the log files, the play time can be computed as
summarized in Table 4 it can be seen that players with Sam
have a tendency to play longer. Comparing the differences of
the two distributions a p-value of 0.0941 (&gt; .05) is not quite
significant for a 95% confidence interval. Clearly one of the
problems is the small number of trials but there seems to be a
tendency.
According to the data, all players got faster in speed while
playing. High speed results in difficulty of handling the
mechanics of the game and thinking about the cognitive task
simultaneously. This leads to one of three possibilities:
The instruction panel pops up in case of continuous
decreasing performance that leads to zero valued speed and then
player restarts the run (A).</p>
    </sec>
    <sec id="sec-28">
      <title>The player gives up (B).</title>
      <p>The player continues, gets better and faster again (C).</p>
    </sec>
    <sec id="sec-29">
      <title>Possibility No Sam A: Restarts</title>
    </sec>
    <sec id="sec-30">
      <title>B: Gives up</title>
    </sec>
    <sec id="sec-31">
      <title>C: Recovers 3 4.6 2.6</title>
      <p>Sam
3.4
2.6
11.3
EFFECTS OF REPEATED PLAY
It is important to see how repeated play affects performance.
Additional logs of multiple play for three players are observed.
Players 1-3 are girls from different international schools in
Cairo, Egypt in grades 2, 3 and 4 at ages 8, 9 and 10 years old,
respectively.</p>
      <p>Data Description
Each time the performance peaks (as observed and explained
in Section 7.3), it is computed for the given difficulty level.
Figure 12 depicts the amount of peaks by level for each round
of play. Figure 13 shows the duration of play with each new
round of play. It can be seen that each round of play leads
to a longer session. It can also be seen that with each trial,
the child has been able to reach a higher level of difficulty.
The players were able to pass the point that they had been
“stuck" on in a previous trial and continue on to more difficult
sentences with new performance peaks.
In Table 5, the normalized numbers of occurrences for each
category are computed by dividing the number of occurrences
of each by total number of words seen. Given this data, both
versions show instruction panel the same number of times.
More often participants gave up in the game version without
Sam indicating a higher engagement and motivation with Sam.
Moreover, the comparison of the numbers of occurrences of
players recovering from the setbacks (C) supports their
endurance with Sam at a much larger rate.
Learning Curve
As an example of a learning curve, Figure 14 plots
performance vs. words seen for Player 2. The blue line represents
the first game run, the red line represents the second game
run and the green line represents the third game run. The
graph is plotting the correct pick performance vs words for the
three game runs. The learning curves for the other two players
have similar behaviour. From the learning curve exemplified
in Figure 14, it can be seen that repeated playing results in
improved performance and time of play increases.
CONCLUSION AND FUTURE WORK
Results are preliminary studies on a first prototype of the game
that serves as a data exploration effort to gain clarity on log
file collection and interpretation. A large number of players
is needed to show the impact of the learning content on skill
acquisition and improvement that transfers into writing skills.
We plan to deploy the game with undergraduate students and
school children learning German for this large-scale analysis.
ACKNOWLEDGMENTS
We would like to thank all the children who have participated
in the preliminary evaluation of this game and Sam(i) the
avatar.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <given-names>Kay</given-names>
            <surname>Berkling</surname>
          </string-name>
          and Roger Gilabert Guerrero.
          <year>2019</year>
          .
          <article-title>Designing a comprehensive evaluation method for learning games - a general approach with specific application to iRead</article-title>
          .
          <source>In Proceedings of the 3rd International GamiFIN Conference</source>
          , Levi, Finland, April 8-
          <issue>10</issue>
          ,
          <year>2019</year>
          .
          <fpage>94</fpage>
          -
          <lpage>105</lpage>
          . http://ceur-ws.
          <source>org/</source>
          Vol-
          <volume>2359</volume>
          /paper9.pdf
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <given-names>Kay</given-names>
            <surname>Berkling</surname>
          </string-name>
          and
          <string-name>
            <given-names>Rémi</given-names>
            <surname>Lavalley</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Automatic orthographic error tagging and classification for German texts</article-title>
          .
          <source>Computer Speech &amp; Language</source>
          <volume>52</volume>
          (
          <year>2018</year>
          ),
          <fpage>56</fpage>
          -
          <lpage>78</lpage>
          . https://doi.org/10.1016/j.csl.
          <year>2017</year>
          .
          <volume>11</volume>
          .002
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <given-names>K.</given-names>
            <surname>Berkling</surname>
          </string-name>
          and
          <string-name>
            <given-names>C.</given-names>
            <surname>Thomas</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Gamification of a software engineering course and a detailed analysis of the factors that lead to it's failure. Interactive Collaborative Learning (ICL)</article-title>
          ,
          <source>International Conference IEEE 525-530</source>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <given-names>Cyril</given-names>
            <surname>Brom</surname>
          </string-name>
          ,
          <string-name>
            <surname>Filip</surname>
            <given-names>Deˇchteˇrenko</given-names>
          </string-name>
          , Vít Šisler, Zdenek Hlávka, and
          <string-name>
            <given-names>Jiri</given-names>
            <surname>Lukavsky</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Does Motivation Enhance Knowledge Acquisition in Digital Game-Based and Multimedia Learning? A Review of Studies from One Lab</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <given-names>E.</given-names>
            <surname>Chew</surname>
          </string-name>
          ,
          <string-name>
            <given-names>N.</given-names>
            <surname>Jones</surname>
          </string-name>
          , and
          <string-name>
            <given-names>D.</given-names>
            <surname>Turner</surname>
          </string-name>
          .
          <year>2008</year>
          .
          <article-title>Critical review of the blended learning models based on maslows and vygotskys educational theory</article-title>
          .
          <source>International Conference on Hybrid Learning and Education</source>
          , Springer 40-
          <volume>53</volume>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <given-names>M.</given-names>
            <surname>Csikszentmihalyi</surname>
          </string-name>
          .
          <year>1997</year>
          .
          <article-title>The masterminds series</article-title>
          . Finding Flow:
          <article-title>The Psychology Of Engagement With Everyday Life</article-title>
          . Basic Books.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Jacquelynne S Eccles</surname>
            , Allan Wigfield, and
            <given-names>Ulrich</given-names>
          </string-name>
          <string-name>
            <surname>Schiefele</surname>
          </string-name>
          .
          <year>1998</year>
          .
          <article-title>Motivation to succeed</article-title>
          . (
          <year>1998</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <given-names>Rosemary</given-names>
            <surname>Garris</surname>
          </string-name>
          , Robert Ahlers, and
          <string-name>
            <given-names>James E</given-names>
            <surname>Driskell</surname>
          </string-name>
          .
          <year>2002</year>
          .
          <article-title>Games, motivation, and learning: A research and practice model</article-title>
          .
          <source>Simulation &amp; gaming 33</source>
          ,
          <issue>4</issue>
          (
          <year>2002</year>
          ),
          <fpage>441</fpage>
          -
          <lpage>467</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Hans-Georg Häusel</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Brain view: warum Kunden kaufen</article-title>
          . Vol.
          <volume>143</volume>
          .
          <string-name>
            <surname>Haufe-Lexware</surname>
          </string-name>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <given-names>Matthew</given-names>
            <surname>Honnibal</surname>
          </string-name>
          and
          <string-name>
            <given-names>Mark</given-names>
            <surname>Johnson</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>An improved non-monotonic transition system for dependency parsing</article-title>
          .
          <source>In Proceedings of the 2015 Conference on Empirical Methods in Natural Language Processing</source>
          .
          <fpage>1373</fpage>
          -
          <lpage>1378</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <given-names>S. A.</given-names>
            <surname>Jin</surname>
          </string-name>
          .
          <year>2012</year>
          . “
          <article-title>Toward Integrative Models of Flow”: Effects of Performance, Skill, Challenge, Playfulness, and Presence on Flow in Video Games</article-title>
          .
          <source>Journal of Broadcasting and Electronic Media</source>
          <volume>56</volume>
          (
          <issue>2</issue>
          ),
          <fpage>169</fpage>
          -
          <lpage>186</lpage>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <given-names>Rémi</given-names>
            <surname>Lavalley and Kay M. Berkling</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Data Exploration of Sentence Structures and Embellishments in German texts: Comparing Children's Writing vs Literature</article-title>
          .
          <source>In Proceedings of the 12th Edition of the Konvens Conference</source>
          , Hildesheim, Germany, October 8-
          <issue>10</issue>
          ,
          <year>2014</year>
          .
          <fpage>241</fpage>
          -
          <lpage>247</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Jan L Plass</surname>
          </string-name>
          , Steffi Heidig, Elizabeth O Hayward,
          <string-name>
            <surname>Bruce D Homer</surname>
            , and
            <given-names>Enjoon</given-names>
          </string-name>
          <string-name>
            <surname>Um</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>Emotional design in multimedia learning: Effects of shape and color on affect and learning</article-title>
          .
          <source>Learning and Instruction</source>
          <volume>29</volume>
          (
          <year>2014</year>
          ),
          <fpage>128</fpage>
          -
          <lpage>140</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Jan L Plass</surname>
          </string-name>
          ,
          <string-name>
            <surname>Bruce D Homer</surname>
          </string-name>
          , and
          <article-title>Charles</article-title>
          K Kinzer.
          <year>2015</year>
          .
          <article-title>Foundations of game-based learning</article-title>
          .
          <source>Educational Psychologist</source>
          <volume>50</volume>
          ,
          <issue>4</issue>
          (
          <year>2015</year>
          ),
          <fpage>258</fpage>
          -
          <lpage>283</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>T. B. Rogers</surname>
            ,
            <given-names>N. A.</given-names>
          </string-name>
          <string-name>
            <surname>Kuiper</surname>
            , and
            <given-names>W. S</given-names>
          </string-name>
          <string-name>
            <surname>Kirker</surname>
          </string-name>
          .
          <year>1977</year>
          .
          <article-title>Self-Reference and the Encoding of Personal Information</article-title>
          .
          <source>Journal of Personality and Social Psychology</source>
          <volume>35</volume>
          (
          <issue>9</issue>
          ):
          <fpage>677</fpage>
          --
          <lpage>688</lpage>
          (
          <year>1977</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <given-names>D.</given-names>
            <surname>Shaffer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            <surname>Squire</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Halverson</surname>
          </string-name>
          , and
          <string-name>
            <given-names>J. P</given-names>
            <surname>Gee</surname>
          </string-name>
          .
          <year>2005</year>
          .
          <article-title>Video Games and the Future of Learning</article-title>
          .
          <source>Phi Delta Kappan</source>
          <volume>87</volume>
          (
          <issue>2</issue>
          ),
          <fpage>105</fpage>
          --
          <lpage>111</lpage>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17. E. Zhi Feng Liu and
          <string-name>
            <given-names>P.</given-names>
            <surname>Chen</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>The Effect of Game-Based Learning on Students' Learning Performance in Science Learning - A Case of “Conveyance Go”</article-title>
          .
          <source>Procedia - Social and Behavioral Sciences</source>
          <volume>103</volume>
          ,
          <fpage>1044</fpage>
          -
          <lpage>1051</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <given-names>B.J.</given-names>
            <surname>Zimmerman</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Bandura</surname>
          </string-name>
          , and
          <string-name>
            <given-names>M.</given-names>
            <surname>Martinez-Pons</surname>
          </string-name>
          .
          <year>1992</year>
          .
          <article-title>Self-motivation for academic attainment: The role of self-efficacy beliefs and personal goal setting</article-title>
          .
          <source>American educational research journal 29(3)</source>
          ,
          <fpage>663</fpage>
          -
          <lpage>676</lpage>
          (
          <year>1992</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>