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January 1, 20201 min read

Teaching Japanese Language Apps to Talk BackTeaching Japanese Language Apps to Talk Back

A mental model study and an A/B test compare a conversational m-learning design with the apps students already use.

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  • Publications

Written by

  • SRShirasaka RenIT & Infrastructure · Student Member

In this article

  1. 01Reading the learner's mental model
  2. 02Putting two versions side by side
  3. 03What participants reported

Most Japanese learning apps on the market do the same three things well: reading, vocabulary, and writing. Speaking and listening sit at the edge, even though conversation is the point of learning a language. A 2020 study in IJECE set out to design a version that puts both back at the centre.

01/03

Reading the learner's mental model

The team started with a diary study involving 20 respondents, split between students and teachers who already knew basic hiragana. The goal was to capture a mental model, the internal picture a person carries about how a task works. Personas and a user journey map turned those notes into requirements.

  • Learners wanted pronunciation practice and a way to check whether they got it right.
  • The learning flow should feel like a conversation rather than a quiz queue.
A hiragana chart covering basic, voiced, and combined characters. Image: TealComet, CC0, via Wikimedia Commons.
Fig. 01A hiragana chart covering basic, voiced, and combined characters. Image: TealComet, CC0, via Wikimedia Commons.

02/03

Putting two versions side by side

The design was tested with A/B testing, also called split testing. Twenty high grade students with similar backgrounds used both the proposed app and an existing Japanese m-learning app, then answered the short version of the User Experience Questionnaire.

A kana chart, the material most learners start from. Image: W-dcem, CC BY-SA 4.0, via Wikimedia Commons.
Fig. 02A kana chart, the material most learners start from. Image: W-dcem, CC BY-SA 4.0, via Wikimedia Commons.

03/03

What participants reported

On the practical side, the two apps came out nearly level, with the existing app slightly ahead on perspicuity, efficiency, and dependability. The gap opened on the experiential side.

  • Pragmatic quality: existing app 2.23, proposed app 2.15 on a scale from -3 to 3.
  • Hedonic quality: proposed app 1.45 against -0.44 for the existing one.

The authors conclude that combining speaking and listening exercises in multimedia content gives a better overall experience, while warning that learning outcomes were not measured, so the design should not yet be credited with better results.

Source

  1. Komang Candra Brata and Adam Hendra Brata (2020). User experience improvement of japanese language mobile learning application through mental model and A/B testing. International Journal of Electrical and Computer Engineering.

    DOI10.11591/ijece.v10i3.pp2659-2667 (opens in a new tab)

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