Logo Lanfrica
  • Accueil
  • Atlas
  • Analyses
  • Documentation
  • Sign in

© 2026 Lanfrica. Tous droits réservés. Tous les droits d'auteur des ressources affichées sur le site Web Lanfrica appartiennent aux détenteurs de droits d'auteur d'origine, sauf indication contraire explicite.

Gamification of rapid word collection

Domaine:

natural language processing

Type de record:

software
Créateur:
PatTeoOue
Éditeur:
PatTeoOue
Hôte:avatar
We can use creative interactive methods to engage speakers in language documentation and the development of language materials. Friendly competition keeps speakers involved in what could otherwise be a dull task of listing words. New participants seek out the opportunity to be involved in the future as participants when positive engagement attitudes are developed. To this end, we applied principles of gamification (Hamari et al. 2014) to the Rapid Word collection phase of the Dictionary Development Program (DDP) (Shore & van den Berg 2006; Moe 2004). We present the outcomes of applying gamification to the DDP in an effort to collect and verify words in a narrow set of semantic domains for the Mòòré language [mos]. Mòòré is widely spoken, underdocumented Gur language primarily spoken in Burkina Faso. Data was collected by native speakers of Mòòré on a university campus. The basic procedure for the game is as follows: In round 1, two teams of 3-4 speakers compete with each other in attempt to accumulate more words than the other team in each semantic domain as it is presented. Each team appoints a scribe equipped with paper and pen who records words in the existing Mòòré orthography; other team members participate verbally. Points accrue for words that are collected that are distinct from the other team, i.e. unique words will score points. In round 2, the teams exchange sets of words and must use the words compiled by the other team in round 1 to make sentences in the language that exemplify the meaning of the word. Round 2 verifies the words and offers some idea that shared meaning exists between the speakers on the two competing teams. We present a methodology involving multiple speakers that appears to be effective and efficient, compared to elicitation of terms with one speaker in the same time frame. At the same time, we show the possibility of collecting discourse data as participants negotiate amongst themselves key definitions and example sentences. In post-game interviews with participants, we also asked speakers about their reactions to the task, and the likelihood of them participating again, though it remains to be seen if they will participate again. References: Hamari, Juho, Jonna Koivisto, & Harri Sarsa. 2014. Does Gamification Work? – A Literature Review of Empirical Studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014. Moe, Ronald. 2003. Compiling dictionaries using semantic domains. Lexicos 13: 215-223. lexikos.journals.ac.za Shore, Susan, and Rene van den Berg. 2006. A new mass elicitation technique: the Dictionary Development Program. Paper presented at Tenth International Conference on Austronesian Linguistics. 17-20 January 2006. Puerta Princesa City, Palawan, Philippines. sil.org 25291.mp3

Visit

hdl.handle.net

Licenses

Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported

Similaires

Rapid Word Collection: Collecting lexical data with Gusilay speakers in SenegalWAT word slips collectionGamification of E-Learning in African UniversitiesGamification of nutrition: A preliminary study on the impact of gamification on nutrition knowledge, attitude, and behaviour of adolescents in Nigeria

Rapid Word Collection: Collecting lexical data with Gusilay speakers in Senegal

https://www.sil.org/resources/archives/70802

WAT word slips collection

Approximately 3,5 million index cards containing Afrikaans words (lemmas), meanings and expressions,

Gamification of E-Learning in African Universities

Gamification in education is a strategy of motivating and engaging students by integrating game desi

Gamification of nutrition: A preliminary study on the impact of gamification on nutrition knowledge, attitude, and behaviour of adolescents in Nigeria

Background: In Nigeria and many parts of sub-Saharan Africa, the availability