INFORMATION CHANGE THE WORLD

International Journal of Modern Education and Computer Science (IJMECS)

ISSN: 2075-0161 (Print), ISSN: 2075-017X (Online)

Published By: MECS Press

IJMECS Vol.10, No.2, Feb. 2018

Predictive Analytic Game-based Model for Yoruba Language Learning Evaluation

Full Text (PDF, 660KB), PP.43-47


Views:108   Downloads:4

Author(s)

Ayodeji O.J Ibitoye, Opeyemi T. I Olaifa

Index Terms

Predictive Analytic;edutainment;Yoruba language;game;game-based model; clustering;linear regression

Abstract

Be it indigenous or foreign language, languages are core for communicating messages from one person to another or group of persons.  Primarily, it is learnt at home, schools, through the media like television and radio programmes. However, most of these language-teaching approaches do not measure the percentage growth of people who have gained the knowledge of the language over the years; they also lack the capacity to foretell the range of people that will acquire the knowledge of the language in the latest future. This is because several of the language teaching aids do not have the required dataset to describe and effectively predict the state of the language (a category of people who can speak and write the language) now, and against the future. Here, the research proposed an analytic game based model for Yoruba language evaluation. The essence is first to ascertain the user’s initial knowledge of a language, train users through difference fun filled game stages and levels, evaluate the user at the end of every level and analyse the clustered dataset of users game points to describe and predict the state of the language by using a dual level predictive analytics technique. 

Cite This Paper

Ayodeji O.J Ibitoye, Opeyemi T. I Olaifa, " Predictive Analytic Game-based Model for Yoruba Language Learning Evaluation", International Journal of Modern Education and Computer Science(IJMECS), Vol.10, No.2, pp. 43-47, 2018.DOI: 10.5815/ijmecs.2018.02.05

Reference

[1]Adesuyan, A. (1998). Indigenous languages for education the Yoruba example.In O. arohunlase (Ed.) Nigerian languages for national development and unity .Ibadan: Lolycn Communication.

[2]Adenegan, k. E., Raji, S. M. & Adenegan, t. S (2014).  The use of yoruba indigenous language in the teaching and learning of mathematics in nigerian schools. International Journal of Science and Science Education, Vol. 5(1), pp. 53 – 59

[3]Meyer, B. (2010) ‘Learning English through serious games - reflections on teacher and learner performance’ Transactions on Edutainment III. Berlin: Springer, pp. 82-92

[4]Connolly, T., Stansfield, M. & Hainey, T. (2011). An alternate reality game for language learning: ARGuing for multilingual motivation. Computers & Education 57(1), 1389–1415.

[5]Boyle, E., & Conolly, T. (2008). Games for learning: Does gender make a difference? In T. Conolly & M. Stansfield (Eds.), Proceedings of the 2nd European Conference on Games Based Learning (pp. 69–76). Reading, UK: Academic Publishing.

[6]Susan .B “An introduction to game based learning”2011

[7]Serrano, A., Marchiori, E.J., del Blanco, A., Torrente, J., Fernandez-Manjon, B.: (2012) A framework to improve evaluation in educational games. In: Proceedings of the 2012 IEEE Global Engineering Education Conference (EDUCON), pp. 1–8 

[8]Liu C-C, Cheng Y-B, Tsai C-C, Huang C-C. (2011) The effect of simulation games on the learning of computational problem-solving. ComputEduc.; 57(3):1907–1918.

[9]Cornillie, F., Clarebout, G., & Desmet, P. (2012). Between learning and playing? Exploring learners’ perceptions of corrective feedback in an immersive game for English pragmatics. ReCALL, 24(3), 257– 278.

[10]Hamzeh Sharifia1 And Mandana Sharifib “A Survey On The Influence Of Using Games In Teaching English To Girl Learners In Age Group 12-14. Indian journal of scientific research

[11]Jonker, V., & van Galen, F (2004). KidsKount. Mathematics games for realistic mathematics education in primary school. Paper presented at: 10th International Conference on Mathematics Education (ICME), Kopenhagen, Denmark

[12]Mor, Y., Winters, N., Cerulli, M.&Björk, S (2006). Literature review on the use of games in mathematical learning, Part I: Design. Report of the Learning Patterns for the Design and Deployment of Mathematical Games project

[13]Chang, B., Sheldon, L., Si, M., & Hand, A (2012). Foreign language learning in immersive virtual environments, In Proceedings of the IS&T/SPIE Electronic Imaging, (pp. 2–9). Burlingame, CA: SPIE Digital Library.

[14]Hwang, G.-J., Wu, P.-H.: (2012) Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. Br. J. Educ. Technol. 43(1), E6–E10 

[15]Euler (2011). The PRIMAS project: Promoting inquiry-based learning (IBL) in mathematics and science education across Europe. Retrieved April 15, 2012

[16]Egenfeldt-Nielsen, S., Sørensen, B. H. and Meyer, B. (eds.) (2011) Serious Games in Education – a Global Perspective. Aarhus: Aarhus University Press

[17]Kumar A., Tewari, A., Shroff G., Chittamuru, D., Kam, M. & Canny, J. (2010). An exploratory study of unsupervised mobile learning in rural India. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 743–752). New York, NY: ACM

[18]Melhuish, K. & Falloon, G. (2010)’ Looking to the future: M-Learning with the iPad’, Computers in New Zealand Schools: Learning, teaching, technology , vol. 22, no. 3, pp.1-15