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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Implementing Language Games with NLP Tools: The Greek Case</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Maria</string-name>
          <email>fountana@cti.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monica</string-name>
          <email>monica@cti.gr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>John</string-name>
          <email>stamatop@neuro com.gr</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aristides</string-name>
          <email>vagelat@cti.gr</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christos</string-name>
          <email>tsalidis@neuroco m.gr</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fountana, CTI&amp;P</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gavrielidou, CTI&amp;P</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Stamatopoulos</institution>
          ,
          <addr-line>Neurocom S.A., Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Tsalidis</institution>
          ,
          <addr-line>Neurocom S.A., Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Vagelatos, CTI&amp;P</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Digital games, as a popular technology in youth entertainment, constitute a fast-growing field which has been affecting various aspects of education for several years now. The research project “Lexipaignio” focuses on the development of an innovative and state-of-the-art NLP (Natural Language Processing) environment for the creation of digital educational games for Greek students. A variety of simple and easy-to-play mini-games has been specified aiming to improve students' linguistic competence by developing a better understanding on various grammatical, morphological and vocabulary related phenomena in general, but also in the context of specific subjects (e.g. geology - geography, biology, etc.). In this paper, the main functionalities of the NLP environment will be presented towards the implementation of mini-games for the Greek language.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Computer games • Natural Language Processing</p>
    </sec>
    <sec id="sec-2">
      <title>1 Introduction</title>
      <p>
        Natural Language Processing (NLP) is not really a new research
field since the first effort started in the 1950s with the so called
“Turing test”. Nevertheless, it took more than three decades of
research work in order to have real progress with substantial
results. Nowadays NLP (which in fact is part of AI) is a research
area that gains extreme interest mainly due to the enormous
amount of data that are produced every single minute in digital
format: the ability to process information and transform it to
knowledge is of great value in today’s “information jungle” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
On the other hand, the use of digital games to support learning
(game-based learning) through an alternative, more attractive
way is rapidly developing in both European and worldwide level.
Obviously, digital games is a fast developing field, as it is amongst
the most popular technologies young people use to amuse
themselves. The educational potential of digital games is
correlated to the properties of motivation, amusement and the
trigger of interest, which are considered consistent with positive
learning results [6].
      </p>
      <p>In this paper, we examine the needed NLP infrastructure that can
support the dynamic compilation of educational games for the
Greek language, within the research project “Lexipaignio”.</p>
    </sec>
    <sec id="sec-3">
      <title>2 Educational Games</title>
      <p>Focusing on Education, the “Lexipaignio” project aims at the
utilization and further development of a series of Natural
Language Processing tools (Morphological Lexicon, Lemmatizer,
Mnemosyne language editing system, corpus of Greek school
subjects, etc.), for the implementation of dynamically created
gamified educational material. The paper highlights the creation
of mini-games related to the subject of Greek language in schools.
Being part of an ongoing project, the development of language
mini-games will provide us with useful feedback regarding the use
of NLP for the development of dynamic gamified materials in
many school subjects.</p>
      <p>According to relevant research [2, 8], computer games provide a
quick and interesting learning pace in contrast to the conventional
teaching methods and in this perspective, they can affect the
dynamics as far as digital learning is concerned. The purpose of
the ongoing project is the development of an innovative and
stateof-the-art computational environment through the creation of
digital educational games for students (primary and secondary
level) in order to: a) improve language competence and overall
level of students’ knowledge and b) develop various vocabulary
and linguistic skills, while understanding the context of specific
school subjects (biology, geography etc.).</p>
      <p>The new environment will support the automated production of
questions related to different levels of competency as far as the
Greek language structure and its use are concerned in terms of
spelling, morphology, vocabulary, as well as terminology found in
school textbooks which is integrated into the overall environment
and narration of digital educational games. It will also enable
teachers to automatically create a large volume of questions
through their insertion in educational games (crosswords, match
games, multiple choice, scrabble games, word search puzzles, etc.)
and at the same time, it will be possible for them to control
parameters such as: a) school subject (biology, geography,
literature etc.), b) grade, c) grammatical phenomena (conjugation,
spelling, syntax, vocabulary). We believe that the proposed
environment can become a successful tool in supporting and
enriching the educational process in an appealing and attractive
way. As far as language teaching is concerned, the traditional
approach which is mainly restricted to the teaching of rules and
is exhausted in monotonous exercises for the students on the
assumption that the language is a one-dimensional teaching
object, seems not to convey the expected results and should be
redefined on the basis of modern functional and communicative
teaching approaches.</p>
    </sec>
    <sec id="sec-4">
      <title>3 NLP Infrastructure</title>
      <p>
        For the needs of the “Lexipaignio” project various Language
Resources and NLP technologies are used, to create a Web
Services API to support the operational requirements of
educational games [
        <xref ref-type="bibr" rid="ref11 ref12">10, 11</xref>
        ]. In the backend “Mnemosyne” platform
[3] is utilized in pre-processing and runtime phase (see Fig. 1).
Mnemosyne incorporates a vast number of language resources
and technologies including a) many different dictionaries, e.g.
spelling vocabularies, morphology, thesaurus, gazetteers, and b)
“classic” NLP technologies like fuzzy matching engines, stemmers,
taggers, syntax checkers. Besides the “standard” technologies, the
environment offers “modern” NLP and machine learning
functionality as classification mechanisms such as K-Means and
Hierarchical clustering algorithms, keyword extraction and
indexing using TF/IDF and BM25 algorithms [7], text production
using n-gram language models [9]. At the top of the stack,
Mnemosyne implements several supervised and unsupervised
machine learning algorithms such as Naïve-Bayes and
Multinomial Linear Regression, as well as word embeddings using
CBOW &amp; SKIPGRAM algorithms [4] as well as GLOVE algorithm
[5].
      </p>
      <p>The above models have been applied on a corpus of more than
1.5G words collected from electronic news, movies subtitles,
literature books, legislation documents, etc. The NLP
infrastructure is used in two consequent phases: 1) the
preparation phase where the teacher must prepare the data for the
gamified lessons and 2) the runtime phase when the games run
and asks for data.</p>
      <p>In the preparation phase the functionality supported includes:
●
●
queries to language resources, e.g. morphosyntactic
dictionary for adjectives ending in “-ης” and “–ες” (see
following section)
the incorporation of a document collection with
educational material and extraction of:
o
o
n-gram language models,
clusters of similar documents (application of
K-Means and hierarchical clustering
algorithms)
o
o
keyword extraction (application of TF/IDF
algorithms)
extraction of candidate terms (application of
morphosyntactic patterns that followed by
terms)
At the runtime, the system after modelling the functionality and
the data needed by a rich set of games useful in education, offers
several NLP functions that can feed the games through web
services API. Examples of services supported are:
●
●
●
●
●
●
predetermined word lists from preparation phase,
fuzzy matching using spelling checker engine,
synonyms and antonyms using thesaurus engine,
inflection of nouns, adjectives, verbs, …
morphology of words with decomposition
hyphenation, formation using morphemes,
in
grammatical checking using grammar checker, etc.</p>
    </sec>
    <sec id="sec-5">
      <title>4 Language Games</title>
      <p>The focus of Lexipaignio educational mini-games relates to the
improvement of language competency level and linguistic abilities
of upper primary and lower secondary Greek students. To this, an
initial study of categorization of grammatical phenomena and
common linguistic errors was conducted.
A common mistake in Modern Greek relates to the application of
conjugation rules in adjectives ending in “-ης” and “-ες” (πλήρης
– πλήρες). These adjectives are of increased difficulty level due to
a particularity in the formation of some masculine and feminine
types. Such difficulties are noted in terms of spelling, word
formation, as well as word use in sentences.</p>
      <p>As a step forward, a Greek Language corpus was compiled, which,
along with the NLP components served as a basis for the creation
of the educational mini-games. The Greek Language corpus
comprised of all the material included in the Greek Language
books studied in upper primary and lower secondary Greek school
in the context of the Modern Greek language course.
The use of adjectives in “-ης” and “-ες” in NLP educational
minigames resulted from a thorough study on grammar exercise
typologies and their possible applications to the suggested
grammatical phenomena and common linguistic mistakes. Next,
the above typologies were considered regarding mini-game
alternative solutions.</p>
      <p>In the case of adjectives in “-ης” and “-ες”, the above led to the
construction of a series of mini-games regarding True/False,
multiple choice, word creation, list creation, gap filling, text
processing and text checking.</p>
      <p>Based on the produced infrastructure, the teacher can create
his/her own games by selecting a) the grammatical phenomenon
of interest, b) the level of difficulty and c) a certain text that he/she
is willing to use.
morphosyntactic</p>
    </sec>
    <sec id="sec-6">
      <title>5 Conclusions</title>
      <p>With the aim to deploy Natural Language Processing
infrastructure for the creation of educational games in a variety of
school subjects (Geography, Modern Greek Language, Biology),
so far, the language processing techniques applied in
“Lexipaignio” project provide encouraging results. Regarding the
implementation of the appropriate infrastructure for dynamic
educational games, we hope that soon educators will be able to
easily create mini-games according to their students’ needs, by
regulating the game content.</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENTS</title>
      <p>This research has been co-financed by the European Regional
Development Fund of the European Union and Greek national
funds through the Operational Program Competitiveness,
Entrepreneurship and Innovation, under the call RESEARCH –
CREATE – INNOVATE (project code: T1EDK-05094).</p>
    </sec>
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