Adaptive Vocabulary Learning Environment for Late Talkers
Mariia Gavriushenko, Oleksiy Khriyenko and Iida Porokuokka
Department of Mathematical Information Technology, University of Jyväskylä, Jyväskylä, Finland
Keywords: Adaptive, Self-adaptive, Vocabulary Learning, Late Talkers, SLI, Game-based Learning.
Abstract: The main aim of this research is to provide children who have an early language delay with an adaptive way
to train their vocabulary taking into account individuality of the learner. The suggested system is a mobile
game-based learning environment which provides simple tasks where the learner chooses a picture that
corresponds to a played back sound from multiple pictures presented on the screen. Our basic assumption is
that the more similar the concepts (in our case, words) are, the harder the recognition task is. The system
chooses the pictures to be presented on the screen by calculating the distances between the concepts in
different dimensions. The distances are considered to consist of semantic, visual and auditory similarities.
Each similarity factor can be measured with different methods. According to the user’s feedback, the
weights of the factors and similarity distance are adjusted to modify the level of difficulty in further
iterations. The system is designed to attempt to retrieve knowledge about the learners by recognition of
aspects that are difficult for them. Proposed solution could be considered as a self-adaptive system, which is
trying to recognize individual model of the learner and apply it for further facilitation of his/her learning
process. The use of the system will be demonstrated in future work.
1 INTRODUCTION
The focus of our work is in the area of facilitation
learning techniques for children with an early
language delay. In the literature, these children are
often called late talkers, a term also adopted in this
paper. Late talkers are a group of children who learn
to form sentences later and have smaller
vocabularies than their more typical peers who start
putting words together before turning two (Preston
et al., 2010). This early language delay has been
connected with a risk of later difficulties in language
learning such as dyslexia (Lyytinen et al., 2001;
Lyytinen, 2015; Lyytinen et al., 2005). A very recent
finding (Lyytinen, 2015) confirmed earlier
observation (Lyytinen et al., 2005) reveals that if
such an early language delay comprises receptive
language, i.e. comprehension of spoken language
during early years, such children will face serious
difficulties in becoming fully literate. Authors
documented (Lyytinen et al., 2005) the fact which
has been more recently noted also by Nematzadeh et
al. (2011), that many late talkers catch up with their
peers, but some continue with slower learning pace
and are later considered to have a Specific Language
Impairment (SLI) (Thal et al., 1997; Desmarais et
al., 2008).
Every child is different and learns with different
paces and strategies. Information technology has
long been seen as a cost-efficient solution for
meeting the students’ individual needs in learning
(Murray and Pérez, 2015). Learning with mobile
devices (M-learning) has been recognized to
motivate the children to learn as well as to attract
their attention while solving problems (Skiada et al.,
2014). M-learning can provide a stress-free
environment combining ubiquitous learning with
individualisation so that the learner gets to proceed
in their own pace. As well as games are designed to
generate a positive effect in players and are most
successful and engaging when they facilitate the
flow experience (Kiili, 2005). Flow is considered to
be a state of mind where a person forgets his
surroundings and track of time while occupying
themselves with tasks that are neither too easy
(which would lead to boredom), nor too difficult,
(which would lead to anxiousness)
(Csikszentmihalyi, 1990). In order to facilitate a
flow experience meaning to provide sufficient
challenge, a learning game should take into account
learner’s individual needs.
The key to prevent the late talking children from
Gavriushenko, M., Khriyenko, O. and Porokuokka, I.
Adaptive Vocabulary Learning Environment for Late Talkers.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 2, pages 321-330
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
321
continuing with slow learning pace is to intervene
with their vocabulary learning as early as possible.
Broadening the vocabulary creates new
opportunities to form sentences. As young children
are the target group of our study, we faced a
challenge of providing them with a simple and
motivating way to learn.
In this research, we decided to elaborate an
adaptive mobile application with gamified elements
such as rewards and animations with actions which
are attractive for children. The application is
developed for touchscreens that are 7 inches or
larger to prevent the effect of motoric skills. The
simple functionality on the surface confirms that the
system is not too complicated even for very young
children.
This paper consists of 4 sections. Section 2
discusses the related work and Section 3
concentrates on late talkers and on how they could
benefit from adaptive learning technologies. In
Section 4, we describe the proposed system’s
architecture. In Section 5, conclusions are drawn.
Section 6 presents future work and plans for
evaluation.
2 RELATED WORK
Many have recognized the importance and the
benefits of developing digital systems for young
children. It is possible to find lots of game-based
learning solutions for preschool children with
categories “Preschool games”, “Language Arts from
Phonics through Reading”, “Word Games”, “Animal
Games”, “Phonetics”, etc. Unfortunately, they are
not made keeping in mind those who have
difficulties in learning. Research and development of
ICT-supported learning for children with disabilities
has not received as much attention and it is also
difficult to access research findings in this field
(Istenic, Starcic and Bagon, 2014). However, some
contributions have been made and in the next
paragraphs we discuss few of them.
PAL system proposed by Newell, Booth and
Beattie (1991) was created for the children with poor
motor control; the key-saving aspects speeded up
text creation and it was found very useful for
children with spelling problems. Also, it was
observed that children who were on the verge of
being classified as non-readers, showed a significant
improvement in their work.
Skiada et al. (2014) suggested a mobile
application named “EasyLexia” which is built taking
into account the needs of dyslexic children as well as
the usability. EasyLexia included tasks that train
reading skills, memory, concentration and
mathematical logic providing both auditory and
visual stimuli. The results of Skiada et al. showed
that children preferred doing the exercises with
mobile application over the pen and paper version.
Concentrating on the touch screen kept the
children’s focus better, which emphasizes the use of
M-learning as a significant method in today’s
learning. A fun mobile learning application
developed for children with dyslexia certificates the
potential of mobile learning application in such
environments (Saleh and Alias, 2012). In addition,
“Dyseggia” – a game application with word
exercises for children with dyslexia suggested in
(Rello et al., 2012) showed positive results of the
technology use in today’s learning methods.
Singleton and Simmons (2001) proposed the
multisensory drill-and-practice computer program
Wordshark, which is designed to improve children's
spelling and word recognition skills. Wordshark is
presented in a game-format, and it is used to practice
words, learn new words, find out whether children
can read and spell particular words. As a reward for
good work from these tasks, Wordshark enables
earning teaching points. This utility does not have
components for assessment or diagnosis and does
not automatically adjust the task to the individual
learner, but motivates and is a useful reinforcement
resource for pupils with dyslexia and also for others
with special educational needs.
Possibly the most extensive empirical
documentation concerning the efficiency of game
based training of the reading skill is coming from the
research based on the Graphogame (see
graphogame.info). Its effects on the reading skill
among children with dyslexia and also among
typical learners with insufficient reading instruction
in developing countries have been documented in
detail in tens of studies listed in the mentioned
pages.
While M-learning, as well as game-based
learning have proven their benefits in helping
children with learning difficulties, there is still not
much done, especially in the area of adaptive
learning, for the target group of late talkers in
vocabulary learning.
3 LATE TALKERS
The child's vocabulary in preschool age is dependent
on the social conditions of education. Children who
start school with greater literacy skills and
CSEDU 2016 - 8th International Conference on Computer Supported Education
322
background knowledge have a persisting advantage
over those children who do not have these skills
(Snow et al., 1998).
The connection between an early language delay
and later difficulties in language learning has been
studied extensively. Preston et al. (2010) mention
that longitudinal studies (Scarborough and Dobrich,
1990; Paul et al., 1997; Stothard et al., 1998;
Rescorla, 2002, 2005, 2009) have shown that the
delay predicts later difficulties in, e.g. reading.
Longitudinal study of dyslexia in (Lyytinen et al.,
2001) recognized that late talkers with a familial risk
for dyslexia are more likely to have such problems
than typical children with the same familial risk.
3.1 How Late Talkers Learn
Many studies have noted that late talkers are using
different strategies in learning. One of these
differences is that some of these children have
difficulties in their general cognitive abilities such as
attention, categorization and memory skills
(Nematzadeh et al. 2011). Another is related to the
connectedness of their semantic network structures
which is intuitively connected with the ability of
forming sentences. Beckage et al. (2010) and
Nematzadeh et al. (2011) noted that the semantic
network structures of late talkers are less connective
compared to their age peers. Beckage et al. (2010)
retrieved the vocabularies from questionnaires filled
by the children’s parents and formed the connections
between using co-occurrence in a corpus of child
directed speech. They also noted that there was more
variance in late talkers’ network structures than the
typical talkers’. Nemantzadeh et al. (2011) studied
the matter by teaching novel words to the children,
and then connected learned words by the similarity
of their meanings – the late talkers learned fewer
words and those that were semantically rather
further than closer.
The results allow us to conclude that these
children require more personalisation during their
learning process. The personalisation should allow
them to learn with their own pace and keep their
attention. In addition, it can support them in forming
the associative connections in their vocabulary in
order to create better understanding of
categorisation.
3.2 Adaptive Learning Systems for
Children with Learning Difficulties
It is known that learning is improved when the
instructions are given to the learner in a personalised
manner (Murray and Pérez, 2015). This knowledge
and background theories of education have been a
decades lasting trend in creating technologically
enhanced learning environments that adapt, one way
or another, to the learners needs. In the literature,
these learning environments are often referred as
“adaptive” or “intelligent” tutoring or learning
systems.
According to (Gifford, 2013), adaptive learning
is a methodology that is centred on “creating a
learning experience that is unique” for every
individual learner through the intervention of
computer software. Adaptive learning systems allow
organising content, identifying the way to learn
according to learner's knowledge and use assessment
result to provide personalised feedback for each
learner (Sonwalkar, 2005).
Adaptive learning systems have a lot of features
and functions (Venable, 2011) that are combined to
provide relevant content, support and to guide the
user through the adaptive learning courses or
modules: pre-test, pacing and control, feedback and
assessment, progress tracking and reports,
motivation and reward.
These systems can be either simple or algorithm-
based (Oxman et al., 2014). Simpler adaptive
learning systems are rule-based, created using a
series of if-then statements. Algorithm-based
systems take advantage of advanced mathematical
formulas and machine learning concepts to adapt
with greater specificity to individual learners. Earlier
research by (Brusilovsky and Peylo, 2003) divides
these systems into Adaptive Hypermedia Systems
and Intelligent Tutoring Systems. By these
technologies we mean different ways to add adaptive
or intelligent functions into learning systems.
Adaptive Hypermedia Systems include adaptive
presentation and adaptive navigation support, and
also adaptive information filtering, which includes
collaborative filtering and content-based filtering.
Intelligent Tutoring Systems include curriculum
sequencing, intelligent solution analysis and
problem solving support and intelligent collaborative
learning, which includes adaptive group formation
and adaptive collaboration support.
Finding an optimal way to present the concepts
to the children during their first years of life might
benefit in diminishing their risk to develop
difficulties in language learning in the future. That is
why we should have adaptive content presentation in
learning system for late talkers. To make it available
we should use the adaptive presentation technology,
which aims to adapt the content of a hypermedia
page to the user's goals, knowledge and other
Adaptive Vocabulary Learning Environment for Late Talkers
323
information stored in the user model. In a system
with adaptive presentation, the pages are not static,
but adaptively generated or assembled from pieces
for each user (Brusilovsky, 1999). Respectively, in
our system, the content shown to the children should
not be predefined, but should have the ability to
adapt according to user’s feedback.
We assume that it is harder to recognize some
particular concept among several other similar ones.
Every child can perceive images and sounds
corresponding to these images differently. For one
child, it is difficult to distinguish between words,
which sound similar. For another child, it could be
difficult to distinguish between words that have a
similar pattern, whether they could have a similar
shape or similar colour. Another child may have
difficulty with differentiating words, which are
semantically close to each other.
With proposed solution we develop an adaptive
learning system for late talkers, which will take into
account personal qualities of learners’ in their
perception of a concept. The system will learn and
build a personal model of a learner based on his/her
answers while changing the complexity of concept
representation, and will apply this model for further
facilitation of learning process. Therefore, the
system could speed up the vocabulary learning
process individually for each user.
4 SYSTEM DESCRIPTION
As a basis for the learning system improvement, we
have chosen “Graphogame” learning tool
(Richardson and Lyytinen, 2014), which is a
learning environment that teaches children reading
by playing back a sound of a letter and asking the
learner to choose the correct letter from multiple
choices presented on a screen, adapting the given
choices according to similarities between the letters
and user’s feedback. We are going to utilise the
functionality of “Graphogame” tool replacing the
letters with images of words. We are not going to
use predefined sets of images or populate a set with
random images because such strategy lacks an
individual approach and does not take personal
specifics of a learner into account. Therefore, the
functionality of our approach should be able to take
into account differences between visual and auditory
stimuli and personalise further picture selection
based on intelligent analysis of user’s answers.
4.1 Concept Similarity
We make an assumption that concept learning and
recognition depends on individual perception of
several parameters such as sound and visual
representations as well as their semantics. Our
approach is based on manipulation with complexity
level of concept recognition caused by these factors.
Taking into account users’ feedbacks (correctness of
answers), system will automatically increase or
decrease the level of complexity, adapting it to the
individual learning abilities of the users, and in such
a way will facilitate learning process.
We highlighted three main factors that influence
the complexity. These factors are: visual similarity,
similarity of sound-based phonetic representations
and semantic similarity of the concepts. Assuming
that sets of more similar concepts bring more
difficulties for their recognition (distinction), we
automate the process of image selection using
multidimensional concept similarity metric, defined
as an aggregation of similarity values of mentioned
three factors. Now, we are able to personalize our
learning tool via changing the delta (Δ) of concept
similarity as well as “fiddling” with different levels
of influence of the three factors on aggregated
similarity.

,
=(
,
,
)
(1)
4.1.1 Visual Similarity
Measuring the distance between two images is a
central problem in image recognition and computer
vision and many definitions for the metric have been
suggested (Wang et al., 2005). Considering visual
similarity, image features such as shape of presented
object, colour distribution, brightness, contrast, etc.
are usually acknowledged. The most commonly used
image metric is Euclidean distance due to its
advantage of simplicity. Euclidean distance is
computed by summing the squares of differences
between each pixel in images (Wang et al., 2005).
However, in pattern recognition, it performs poorly
compared to e.g. Tangent distance (Simard et al.,
1993) which succeeds well in tasks such as
recognizing handwritten digits (Wang et al., 2005).
On shape matching tasks, e.g. Latecki and
Lakämper’s, (2000) approach gives intuitive results
basing the metric on correspondence between
object’s visual parts. Image Euclidean Distance
Measure (IMED) metric (Wang et al., 2005) is based
on Euclidean distance. IMED adds the spatial
relationships of pictures into consideration and
outperformed traditional Euclidean distance in face
CSEDU 2016 - 8th International Conference on Computer Supported Education
324
recognition tasks in evaluations performed by the
authors.
Besides shape, colour is a very dominant visual
feature. According to (Deng et al., 2001), distance
between colours in two pictures can be measured by
comparing their colour histograms, which represent
the colour distribution in an image. However, colour
histograms do not consider spatial knowledge and
have high cost in retrieval and search. Authors
proposed a “dominant colour descriptor” which
consists of the representative colours in a region and
their distribution. A similarity measure for the
descriptor and an efficient colour indexing scheme
for image retrieval were also suggested. The method
performed fast and efficiently in the
experimentations. However, the descriptor did not
take into account the spatial relationships between
the colour regions and considering high level
matches, the correspondence was unstable.
Some of the visual similarity features might be
more valuable than others. For example, take a set of
images created by the same designer: they might be
drawn in the same style using the same colour
palette that makes all images quite similar in spite of
the difference between the objects they represent. In
this case, shape feature might be more valuable in
calculating the actual human perception of visual
similarity. Thus, there might be various automatic
techniques to recognize different levels of the
features relevance, but in our solution, we are going
to use manually defined coefficient for the feature
and leave possible automation of this process for
future work.
4.1.2 Phonetic Similarity
Along with visual similarity, phonetic similarity of
concepts can also affect children’s performance in
distinguishing them. There are many researches and
practical implementations done with respect to
automated voice and speech recognition (Petajan,
1990; Astradabadi, 1998; Potamianos et al., 1997)
Adaptive speech recognition technology is not yet at
the point where machines understand all speech, in
any acoustic environment, or by any person, but it is
used on a daytoday basis in a number of
applications and services (Docsoft Inc., 2009). The
vast difference in anatomy and physiology between
the speech production and perception systems of
humans makes it difficult to analyse (Kessler, 2005).
Unfortunately, these systems are expensive and they
cannot always correctly recognize the input from a
person who speaks with a dialect, accent, and also
they have some problems with recognizing words
from people who are combining words from
different languages by force of habit.
Because the complexity of voice recognition
especially in case of sound samples created by
different persons is considered high, we decided to
calculate phonetic similarity of the concepts as string
based similarity of their phonetic transcriptions. In a
non-orthographic language, the phonetic
representations of the words are more reliable than
the written format of words. However, they do not
take into account e.g. different dialects that would
sound more native to the learner. In spite of these
disadvantages, it was decided that the standardised
language provides enough information on the
phonetic distances. The auditory representation of
the words is provided in such a way that it follows
the patterns of these phonetic representations aiming
to the most standardised way of speaking.
There are several string-based techniques that
could be applied for phonetic transcriptions
similarity matching: Edit Distance – finds how
dissimilar two strings are by counting the minimum
number of operations required to transform one
string into another; Jaro-Winkler measure (Winkler,
1999), N-gram similarity function (Kondrak, 2005),
Soundex (Russell and Odell, 1918) – phonetic
similarity measure, which principle of operation is
based on the partition of consonants in the group
with serial numbers from which then compiled the
resulting value; Daitch-Mokotoff (Mokotoff, 1997)
has much more complex conversion rules than in
Soundex – now shaping the resulting code involved
not only single characters, but also a sequence of
several characters; Metaphone – transforms the
original word with the rules of English language,
using much more complex rules, and thus lost
significantly less information as letters are not
divided into groups (Euzenat and Shvaiko, 2013). In
our solution we allow utilisation of several
measuring functions with further weighted
aggregation of the results (e.g., weighted product or
weighted sum).
4.1.3 Semantic Similarity
Semantic similarity between concepts plays an
important role in semantic sense understanding. The
measuring is not a trivial task. The most used
technique is to measure semantic similarity based on
domain ontology; a conceptual model that describes
the corresponding domain. Ontology-based semantic
similarity can be measured with different methods
(Sanchez, 2012; Bin et al., 2009):
Edge-counting method (or graph-based)
Adaptive Vocabulary Learning Environment for Late Talkers
325
calculates the minimum path length connecting
the corresponding ontological nodes through
the ‘is-a’ -links (Sanchez et al., 2012). Equally
distant pairs of concepts which belong to the
upper level of taxonomy are counted less
similar than those which belong to a lower
level (Wu and Palmer, 1994). Very often the
shortest path length is combined with the depth
of ontology in a nonlinear function (Li et al.,
2003), sometimes with the overlapping
between the nodes (Alvarez and Lim, 2007). In
(Al-Mubaid and Nguyen, 2006), authors
applied cluster-based measure on top of a
minimum length path and taxonomical depth.
Taxonomical edge-counting method was
extended by including non-taxonomic semantic
links to the notion in the path (Hirst and St-
Onge, 1998).
Feature-based measures use taxonomical
features extracted from ontology. The
similarity between two concepts can be
computed as a function of their common and
differential features (assessing similarity
between concepts as a function of their
properties) (Sanchez et al., 2012). Such facet-
based classification could be combined with
similarity of common properties’ values.
Combined measures which include the edge-
counting based and information content (IC)-
based measures with edge weight (Jiang and
Conrath, 1997).
In our current solution, we have limited our
focus to a domain of animals. Each domain brings
certain specifics to semantic similarity measuring
metric. Semantic similarity could be measured
differently depending on the context. Such context
dependent similarities could be calculated separately
and be further aggregated using different weights for
different contexts. Thus, for the chosen domain, we
may highlight several classifications:
Biological species-based classification: this
metric is based on subclass hierarchy of animals
classified by biological families of animals. In
this case, the most suitable approaches to
measure similarity are graph-based techniques
(e.g. Jaccard metric, Scaled shortest path, Depth
of the subsumer and closeness to the concepts,
etc.) (Euzenat and Shvaiko, 2013; Bouquet et al.,
2004; Leacock and Chodorow, 1998; Haase e.
al., 2004). Thus, we calculate semantic similarity
of concepts based on locations of corresponding
nodes in the graph, using taxonomy-based
ontology that represents class hierarchy of
animals.
Geolocation-based classification: here we
distinguished animals by geographical regions
they live in. It is a complex metric that integrates
continent-based, latitude- and climate zone based
clustering. Similarity between the clusters is
calculated based on climate groups’ hierarchy
and similarity of different continents.
Domestication-based classification: animals
could be also divided to those who are fully
domesticated by human and live at their homes
and farms, those whom we may meet in a zoo,
and those who live only in wild nature and most
probably are only seen via video records and
photos. In this case, distances between the
classes could be predefined. Also, other metrics
that define semantic similarity in other contexts
may exist. Therefore, analogically to other
similarity factors, final semantic similarity
measure could be aggregated by weighted
products/sum.
4.1.4 Concept Similarity Measure
Since all of our concept similarity factors (visual,
phonetic and semantic) could be represented as
weighted functions of various similarity measuring
techniques, we may define a general formula to
calculate similarity between the concepts (Figure 1).
4.2 System Architecture and
Adaptation Logic
The system is presented as game-based learning
environment for mobile phones and tablets. The
system’s aim is to teach recognition of vocabulary
items from multiple choices of their visual and
auditory representations. The task of the learner

,
=
∗

∗
+
∗

∗
+
∗

∗
where
,
,
are coefficients of weighted influence of visual, phonetical and semantic factors on concept
similarity;
,
,
are number of different similarity measuring techniques used to calculate visual (
),
phonetical (
) and semantic (
) similarity with corresponding weights of their influence (
,
,
).
Figure 1: Concept similarity measuring function.
CSEDU 2016 - 8th International Conference on Computer Supported Education
326
Figure 2: General architecture of solution.
is to recognize the word that he or she hears from a
group of pictures presented on the screen. All
pictures except for the one presenting the correct
answer are further referred as distraction items.
General architecture of proposed facilitation solution
is shown in Figure 2.
Based on calculated similarity measures between
all the concepts and the chosen one (“Random
Concept” in the figure), we rank them and select a
group of the most closest to the defined delta (Δ)
value. Initial value could be, for instance, considered
as an average of similarity values of all the measured
concepts. Depending on the amount of distraction
items
(since their amount also influences the
overall complexity), system chooses the concepts
with similarity value closest to the value of Δ.
Depending on the user’s feedback (answer), the
value of Δ will be changed in the feedback analysis
module. If a user makes a mistake and provides
wrong answers, the Δ value will be increased
(moved to the side of the concepts with lower
similarity). Otherwise, complexity could be
increased (by decreasing value, a group of more
similar concepts will be selected next time).
At the same time, manipulating with coefficients
of visual, phonetic and semantic factors influence
(the vector of weights,
=(
,
,
) we are
able to recognize levels of difficulties that an
individual factor brings for a particular learner. Once
user provides a wrong answer, next time, when the
same concept will be chosen, the algorithm will
change vector of weights giving more preference to
one of the factors. Therefore, system will collect
statistics on personal learning model of the user,
while trying to already personalize complexity of the
tasks. Whole collected statistics including value of
Δ, vector of weights
, values of similarities
between chosen and other distraction concepts, etc.
is stored in the Log module of the system and is
further used as labelled learning sample to recognize
individual user’s features of concept perception.
Furthermore, this will allow the system to
personalize the strategy for individual learning
process and to develop ability of the learner to
overcome individual difficulties in vocabulary
learning.
For the current research we used breadth-first
search to calculate the semantic similarity from the
graph of used concepts, Levenhstein distance for
phonetic similarity and Euclidean distance for the
visual similarity. In future work, we will use other
algorithms, as well as combine and compare them to
conclude which are the most relevant.
5 CONCLUSIONS
In this work, we concentrated on developing an
adaptive vocabulary learning system for late talkers
who have difficulties in learning language due to
individual reasons. The system is a mobile learning
application which aims to provide an optimal way of
vocabulary presentation for young children.
The functionality behind the system is based on
different similarity factors (visual, phonetic and
semantic) of the learning objectives, words, in our
case. We assumed that the more similar the words
are, the more difficult it is to distinguish them. Thus,
as the learners improve, the system is able to provide
them with more challenging tasks. In addition to
using the information of learners’ mistakes in the
system’s adaptation, the data is collected and further
analysed from angles of semantic network
connectivity, emphasis of the dimensions and overall
Conce
t
Conce
t
Concept
Visual
representation
Sound &
Phonetical
transcription
Random
Concept



Initial value
()
Function
Selected Set
of Concepts
Initial weights of factors
Feedback
Analyser
(Modifies values of
similarity factors’
Lo
g
Answer
New vector of
factors’ weights
and new
value
Adaptive Vocabulary Learning Environment for Late Talkers
327
system’s educational effectivity.
Existing approaches to study the characteristics
of semantic networks are dependent on either
parent’s knowledge of their children’s vocabularies
(cf. Beckage et al, 2010). Our approach has the
advantage of not only impartiality but automaticity,
which makes it possible to collect larger amount of
data with less effort and bias. However, some
disadvantages in the methodology exist. Firstly, the
system does not require the children to form the
words, only to recognize them, and therefore it
cannot be considered as a way of training word
composition. Secondly, it is likely that all the
children’s answers are not equally valuable since
multiple-choices questions can be answered
randomly and also wrong answers could be given
intentionally.
6 FUTURE WORK
To evaluate the system’s efficiency, it would be
tested with a group of children consisting of both 1-
3-year-old late talkers and other children with more
typical language proficiency. The testing group of
children will be split in halves. For every child a
filtration process of the concepts will be made. By
testing, the system will exclude the words that child
already knows from the provided sample of the
animal words and will only work with those words
child does not know. For the first group of children,
the minimum delta (lowest difficulty), which is not
changed during the learning and testing process,
would be used. And for the second group, the delta
will be changing for every learner personally
according to the adaptation logic of the system.
After some period of learning and testing there will
be a final test, which would check the amount of
words the children learned. Knowing the percentage
of the learned concepts of each group, we can make
a conclusion if the proposed adaptive system is
effective. After the evaluation we will use the
gathered data for further development of the
algorithm. As the current system relies on metrics
made by adults, it is possible that they do not reflect
the children’s associations. The gathered association
networks can be further used as a base for the
algorithm instead of the adult-made ontologies. The
evaluation results could also show if recognizable
patterns exist in the mistakes the children make.
Also, we will extend the knowledge base,
including also other domains of vocabulary. The
data like user’s answers could be automatically sent
to a database on a cloud server. The algorithm could
be extended to consider several users’ feedback,
which could be used to form more reliable user
models. Applied to a larger set and multiple
vocabulary domains, analysis of the children’s
answers in the system can result in valuable
information of children’s semantic networks.
The system could also be modified to be more
intuitive and motivating. For example, it could be
extended to provide interactive storybook-type of
tasks, where a child could listen to a story illustrated
on the screen and then answers to multiple-choice
questions about the context of the story.
ACKNOWLEDGEMENTS
We sincerely thank Professor Heikki Lyytinen for
the inspiration, guidance and encouragement in
finishing this part of work, as well as helping in
future development.
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