TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load

Over an extended period, spelling lessons have consistently played a crucial role in language acquisition, commonly integrated into educational settings to enhance learners’ spelling proficiency. Traditional classroom environments often require learners to spell and write words, leading t...

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Main Authors: Catherine Akoth Ongoro, Yong-Yi FanJiang, CHI-Huang Hung, Bing-Jun Lin, Justin Guo
Format: Article
Language:English
Published: IEEE 2024-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/10508357/
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author Catherine Akoth Ongoro
Yong-Yi FanJiang
CHI-Huang Hung
Bing-Jun Lin
Justin Guo
author_facet Catherine Akoth Ongoro
Yong-Yi FanJiang
CHI-Huang Hung
Bing-Jun Lin
Justin Guo
author_sort Catherine Akoth Ongoro
collection DOAJ
description Over an extended period, spelling lessons have consistently played a crucial role in language acquisition, commonly integrated into educational settings to enhance learners’ spelling proficiency. Traditional classroom environments often require learners to spell and write words, leading those facing persistent difficulties to experience anxiety and social disconnection. This challenge is particularly notable in preschool settings where a more interactive approach to spelling sessions could benefit children with difficulties. This research develops a screenless language learning system for spelling acquisition, specifically focusing on minimizing digital screen exposure for preschoolers. The proposed virtual, augmented interface connects with tangible elements and game features. The tangible interface becomes the primary tool for learning, and the system achieves complete accuracy without necessitating learners to hold additional digital devices. The proposed system integrates augmented reality, tangible user interfaces, and serious game-based learning. Utilizing 3D Unity and Vuforia technology, augmented reality and serious game components are employed to create spelling content. The study highlights the importance of tangible letters and objects in conjunction with real-world items to facilitate cooperative and collaborative learning, encouraging social interaction among learners. The proposed learning content levels are adjusted to the age of learners (4-6 years) for alleviating cognitive overload. For gamification, the system incorporates three difficulty levels tailored to three, four, and five-letter words. This structured approach systematically enhances spelling skills while simultaneously addressing the challenge of excessive screen device exposure.
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institution Kabale University
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publishDate 2024-01-01
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spelling doaj-art-bddd4fefd7464cf69bd7a13c4d5b0b5c2024-11-28T00:00:59ZengIEEEIEEE Access2169-35362024-01-0112611636118410.1109/ACCESS.2024.339348610508357TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive LoadCatherine Akoth Ongoro0https://orcid.org/0000-0003-1744-4989Yong-Yi FanJiang1https://orcid.org/0000-0003-2902-7226CHI-Huang Hung2Bing-Jun Lin3Justin Guo4Graduate Institute of Applied Science and Engineering, Fu Jen Catholic University, New Taipei City, TaiwanGraduate Institute of Applied Science and Engineering, Fu Jen Catholic University, New Taipei City, TaiwanGraduate Institute of Applied Science and Engineering, Fu Jen Catholic University, New Taipei City, TaiwanDepartment of Computer Science and Information Engineering, Fu Jen Catholic University, New Taipei City, TaiwanDepartment of Computer Science and Information Engineering, Fu Jen Catholic University, New Taipei City, TaiwanOver an extended period, spelling lessons have consistently played a crucial role in language acquisition, commonly integrated into educational settings to enhance learners’ spelling proficiency. Traditional classroom environments often require learners to spell and write words, leading those facing persistent difficulties to experience anxiety and social disconnection. This challenge is particularly notable in preschool settings where a more interactive approach to spelling sessions could benefit children with difficulties. This research develops a screenless language learning system for spelling acquisition, specifically focusing on minimizing digital screen exposure for preschoolers. The proposed virtual, augmented interface connects with tangible elements and game features. The tangible interface becomes the primary tool for learning, and the system achieves complete accuracy without necessitating learners to hold additional digital devices. The proposed system integrates augmented reality, tangible user interfaces, and serious game-based learning. Utilizing 3D Unity and Vuforia technology, augmented reality and serious game components are employed to create spelling content. The study highlights the importance of tangible letters and objects in conjunction with real-world items to facilitate cooperative and collaborative learning, encouraging social interaction among learners. The proposed learning content levels are adjusted to the age of learners (4-6 years) for alleviating cognitive overload. For gamification, the system incorporates three difficulty levels tailored to three, four, and five-letter words. This structured approach systematically enhances spelling skills while simultaneously addressing the challenge of excessive screen device exposure.https://ieeexplore.ieee.org/document/10508357/Augmented realitycognitive loadscreenless language acquisition systemtangible interactions
spellingShingle Catherine Akoth Ongoro
Yong-Yi FanJiang
CHI-Huang Hung
Bing-Jun Lin
Justin Guo
TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
IEEE Access
Augmented reality
cognitive load
screenless language acquisition system
tangible interactions
title TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
title_full TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
title_fullStr TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
title_full_unstemmed TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
title_short TARES: A Game-Based Tangible Augmented Reality English Spelling Mastery System With Minimal Cognitive Load
title_sort tares a game based tangible augmented reality english spelling mastery system with minimal cognitive load
topic Augmented reality
cognitive load
screenless language acquisition system
tangible interactions
url https://ieeexplore.ieee.org/document/10508357/
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AT chihuanghung taresagamebasedtangibleaugmentedrealityenglishspellingmasterysystemwithminimalcognitiveload
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