Hey, someone's paper refererences RevtK! ;p Is Lars Yencken one of ours (edit: Judging by past papers I doubt they used RTK but I swear the name's familiar, maybe I cited them once)?? RevtK now has academic cred.
The story used was something about smashing something 9 or 10 times with a stone.
http://lars.yencken.org/papers/phd-thesis.pdf
Edit: Searching Google Scholar for kanji.koohii.com turned up a few other results as well. Three papers by Norman Lin, Shoji Kajita, and Kenji Mase.
A Multi-Modal Mobile Device for Learning Japanese Kanji Characters through Mnemonic Stories
Abstract: We describe the design of a novel multi-modal, mobile
computer system to support foreign students in learning
Japanese kanji characters through creation of mnemonic sto-
ries. Our system treats complicated kanji shapes as hier-
archical compositions of smaller shapes (following Heisig,
1986) and allows hyperlink navigation to quickly follow
whole-part relationships. Visual display of kanji shape and
meaning are augmented with user-supplied mnemonic sto-
ries in audio form, thereby dividing the learning information
multi-modally into visual and audio modalities. A device-
naming scheme and color-coding allow for asynchronous
sharing of audio mnemonic stories among different users’
devices. We describe the design decisions for our mobile
multi-modal interface and present initial usability results
based on feedback from beginning kanji learners. Our com-
bination of mnemonic stories, audio and video modalities,
and mobile device provide a new and effective system for
computer-assisted kanji learning.
Mobile User Behavior and Attitudes during Story-based Kanji Learning
Abstract: We report on the usability and usage patterns of a mobile system designed to help students learn Japanese kanji characters through a mnemonic-story method . Our data comes from two sources: (1) a usability questionnaire of kanji learners, and (2) from a series of two-week experiments where subjects used our mobile kanji learning system . We found that 21% of mobile device usage actually occurred in a mobile learning setting . We also found varied time-of-day usage patterns over a two-week period . We discovered that user behaviors while using the system – selection operations, story creation time and story length – were characterized by positively-skewed distributions that can be described by exponential and lognormal models. We found statistically significant correlations between certain user behaviors and certain self-reported user attitudes. These results empirically clarify and confirm the usability of our mobile story-based kanji learning system . Questionnaire data from a separate population of story-based kanji learners, who did not use our device, provides further insight into the study behaviors and requirements of story-based kanji learners .
Collaborative story-based kanji learning using an augmented tabletop system
Abstract: We present a novel augmented tabletop com-
puter system to support collaborative story-
based learning of Japanese kanji characters by
non-native students of the Japanese language.
Our system is based on interactive use of physi-
cal and virtual media using Augmented Reality
technologies. To investigate the eff ectiveness
of this approach, we use Heisig’s decomposi-
tion of complex kanji into simpler component
parts and support constructionist learning
by allowing tangible exploration and physical
construction – analogous to construction of a
jigsaw puzzle – of complex kanji shapes from
simpler component shapes which are printed
on physical cards. Cards can be associated
with video content that is projected onto the
card’s location, thereby augmenting the physi-
cal kanji component with virtual media. A col-
laborative pen-based handwriting interface al-
lows students to create mnemonic stories, in
the form of pictures or words, to assist in mne-
monic memorization of complex kanji as col-
lections of simpler components. Experimental
evaluation of the system compared user learn-
ing behavior between experimental card-using
conditions and a control GUI GUI condition. For
card-using conditions, we observed increases
in exploratory activity and pointing behav-
ior; for the AR AR media condition, we observed
increased exclamatory clapping. Our system
demonstrates that story-based kanji learning
– which is typically an individual learning pro-
cess – can be realized as a collaborative, con-
structionist, and computer-assisted language
learning activity. is points to the possibility
of story-based kanji learning technologies be-
ing used in future classroom scenarios.
The story used was something about smashing something 9 or 10 times with a stone.
http://lars.yencken.org/papers/phd-thesis.pdf
Edit: Searching Google Scholar for kanji.koohii.com turned up a few other results as well. Three papers by Norman Lin, Shoji Kajita, and Kenji Mase.
A Multi-Modal Mobile Device for Learning Japanese Kanji Characters through Mnemonic Stories
Abstract: We describe the design of a novel multi-modal, mobile
computer system to support foreign students in learning
Japanese kanji characters through creation of mnemonic sto-
ries. Our system treats complicated kanji shapes as hier-
archical compositions of smaller shapes (following Heisig,
1986) and allows hyperlink navigation to quickly follow
whole-part relationships. Visual display of kanji shape and
meaning are augmented with user-supplied mnemonic sto-
ries in audio form, thereby dividing the learning information
multi-modally into visual and audio modalities. A device-
naming scheme and color-coding allow for asynchronous
sharing of audio mnemonic stories among different users’
devices. We describe the design decisions for our mobile
multi-modal interface and present initial usability results
based on feedback from beginning kanji learners. Our com-
bination of mnemonic stories, audio and video modalities,
and mobile device provide a new and effective system for
computer-assisted kanji learning.
Mobile User Behavior and Attitudes during Story-based Kanji Learning
Abstract: We report on the usability and usage patterns of a mobile system designed to help students learn Japanese kanji characters through a mnemonic-story method . Our data comes from two sources: (1) a usability questionnaire of kanji learners, and (2) from a series of two-week experiments where subjects used our mobile kanji learning system . We found that 21% of mobile device usage actually occurred in a mobile learning setting . We also found varied time-of-day usage patterns over a two-week period . We discovered that user behaviors while using the system – selection operations, story creation time and story length – were characterized by positively-skewed distributions that can be described by exponential and lognormal models. We found statistically significant correlations between certain user behaviors and certain self-reported user attitudes. These results empirically clarify and confirm the usability of our mobile story-based kanji learning system . Questionnaire data from a separate population of story-based kanji learners, who did not use our device, provides further insight into the study behaviors and requirements of story-based kanji learners .
Collaborative story-based kanji learning using an augmented tabletop system
Abstract: We present a novel augmented tabletop com-
puter system to support collaborative story-
based learning of Japanese kanji characters by
non-native students of the Japanese language.
Our system is based on interactive use of physi-
cal and virtual media using Augmented Reality
technologies. To investigate the eff ectiveness
of this approach, we use Heisig’s decomposi-
tion of complex kanji into simpler component
parts and support constructionist learning
by allowing tangible exploration and physical
construction – analogous to construction of a
jigsaw puzzle – of complex kanji shapes from
simpler component shapes which are printed
on physical cards. Cards can be associated
with video content that is projected onto the
card’s location, thereby augmenting the physi-
cal kanji component with virtual media. A col-
laborative pen-based handwriting interface al-
lows students to create mnemonic stories, in
the form of pictures or words, to assist in mne-
monic memorization of complex kanji as col-
lections of simpler components. Experimental
evaluation of the system compared user learn-
ing behavior between experimental card-using
conditions and a control GUI GUI condition. For
card-using conditions, we observed increases
in exploratory activity and pointing behav-
ior; for the AR AR media condition, we observed
increased exclamatory clapping. Our system
demonstrates that story-based kanji learning
– which is typically an individual learning pro-
cess – can be realized as a collaborative, con-
structionist, and computer-assisted language
learning activity. is points to the possibility
of story-based kanji learning technologies be-
ing used in future classroom scenarios.
Edited: 2010-11-16, 12:11 am

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