| TPP Japanese 2 | Chorus « CALL « TPP Japanese 1 |
|
|
|
(Continued from Page One)
by Greg Jewell |
|
|
|
|
|
On the whole, the main menu screen is thoughtfully conceived and displays
easy instructions for getting started. The Grammar Highlights are also
accessed from this point. However, because the games are represented
solely by picture buttons, some of which are opaque in meaning and/or
similar in appearance, it can be difficult to know what a game does without
consulting the user's manual. A few of the game names themselves are
puzzlers ("Jump!" in particular). It would therefore help to have pop-up
balloons that briefly explain each game before the user commits to one by
clicking.
Yet the need for help balloons becomes even more obvious when a game
starts. The unlabeled buttons in each game too often call for a timeout
with the user's manual. The conversations, short though they are, will
take even longer to master as a user because their many features mean even
more buttons. Fortunately, the manual is clearly and concisely written and explains the icons in each game, but thorough on-line help would better keep the learner
"in the game" from the beginning.
The games and pronunciation practice features are for the most part
impressive, although a few are underdeveloped or overly demanding. This
review will evaluate most of the games at each level.
Level I Games
Most games teach well, but not the final three. "Jump" ('tobu')
attempts to teach present progressive and simple past tense comprehension
by inflecting 'tobu' compound verbs (e.g., 'tobikomu,' to dive). While
compound verbs are common in Japanese, using one at this level to teach
basic verb endings is poor pedagogy. Even though the lesson focus is on
form, the learner will attend to meaning as well--meanings that are too
subtle in this case. Visually, we see boys jumping in various ways, but
the differences just aren't clear from sight and speech alone (nor is the
animation smooth enough). The user needs a written explanation, but none
is available from any resource in the TriplePlayPlus! package.
In stark contrast to "Jump!", "At Play" and "At Home" are easy for
all but the earliest beginner. In the first, the user practices by
clicking on children to hear their activities, but there are only a few
simple ones (walking and eating ice cream, for example). In play mode, one
is asked to click on a child doing a particular action. It only takes a
dab of basic vocabulary to achieve the goal of getting all children to
board a boat and sail unevenly away. "At Home" is similarly unchallenging;
clicking on six open apartment windows orally teaches the single activity
visible in each. Play mode is a brief game of activity verb
"Concentration." The window shades go down and the user clicks the correct
one from the spoken prompt. There's not much to learn here.
The other games offer much more learning and enjoyment. In
"BINGO," the user selects a set of 25 items from the visual dictionary to
practice from and one of two levels of difficulty. The easy level involves
clicking on an item uttered in a prompt; there is no mistake penalty and
one wins upon correctly identifying all items in a row, column, or diagonal
line. The harder level puts an X over a wrong choice and the computer
could win. "Concentration" also lets the user choose a dictionary set,
with difficulty levels of six or nine items put in an order the user must
remember; the items are then hidden and must be clicked on from differently
ordered prompts. "Memory Mania" is similar in concept to "Concentration"
but requires dragging and dropping three to five items into their
originally displayed order. A particularly valuable use of "BINGO" and
"Memory Mania" is practice with Hiragana or Katakana characters or words
when in Reading Comprehension.
Japanese numbers from 1 to 10,000 can also be practiced with these
games; however, it's a shame that more complex numbers (e.g., 969, 5,251,
5,215) aren't included. Being able to comprehend and pronounce longer
numbers is a requisite skill by the intermediate level.
"Match Up!" is good practice with common locative expressions.
Looking at a picture of a kitchen or living room with red cards strewn
about, the user hears an expression (e.g, 'Midori no tairu no ue desu' -
It's on the green tile), then clicks on the correct card. Every pair of
correct turns results in two matching cards, equaling a point. Missing
twice gives the computer a point. As always, the spoken feedback is in
polite Japanese. However, the settings are very American (the kitchen oven
in particular). This would have been a good opportunity to include things
more common to Japan, such as a kotatsu table, tatami mats, husuma doors,
and a rice cooker.
"City Map" is well designed. The learner's task is to follow
spoken prompts in order to move a car to a destination on a map. Listening
options include: 1. left/right or N-S-E-W orientations, and 2.
step-by-step prompting or all directions given at once. There is one point
of confusion: in practice mode, one may hear the opposite direction when
clicking one side of the left/right icon because the car, rather than the
user, always determines the orientation.
"Sketch Artist" is another winner in listening comprehension. A
face is shown for about eight seconds, then must be reconstructed through
selection and drag & drop of parts to an empty face. With five faces to
practice on, there is ample review of face parts and adjectives for them.
"Jigsaw Puzzle" expands to whole-body assembly. Both games come under the
"People & Clothing" subject area, which unfortunately lacks the verbs for
putting things on different parts of the body (e.g., 'kaburu' for headwear
and 'haku' for things below the waist).
"Family Tree" provides solid listening practice in three levels
(immediate family only, parents' siblings and their children added, and
extended to grandparents). In play mode, one person is circled and
relatives must be clicked on according to prompts. The person circled
changes often, and the game doesn't end until all persons have been covered.
Speech Recognition is available in "Bingo," "City Map," "Country
Map," "At Play," "At Home," and the body part games--depending on the
subject area. The practice and play modes are uniformly structured across
these games, so learning the software in one will transfer to others. In
each practice mode, the user clicks on an item, hears the pronunciation,
then is prompted to repeat it into the microphone. If acceptable, a chime
plays; if not, a low buzz is heard. Each play mode can be done as "two
choices," in which the user hears a question and the choices and then must
say the correct one; with "four choices," only the question is heard and
the choices are presented visually. This approach is a sound one for
learners who know the lexis well enough that they can focus on meeting the
strict pronunciation criteria in the Speech Recognition component.
Still, the chances of getting one's pronunciation accepted are
greater with the Level I individual words than with the longer phrases and
complete utterances in the higher-level games. Although page 6 of the
user's manual recommends Level I games for "accent reduction" because the
pronunciation models are "tuned more closely for the shorter responses,"
reduction of accent is actually more critical in longer Japanese
pitch-accent patterns. In any case, length of utterance has an inverse
relationship to acceptability by this program, even though the user's
manual goes on to claim that Level II phrases and Level III sentences are
"tuned . . . so as to accept any reasonable pronunciation."
Level II Games
"What Number Is It?" practices cardinal numbers with a blackboard,
and time telling with a digital clock. In both parts, a set of numbers is
displayed, the prompt is spoken, and the learner drags numbers from the set
to the correct spots on the object to complete each turn. It's very good
for beginners.
"When Is It?" is more of a Level I & II hybrid. It shows a
calendar with one picture of an activity on each day of the week. The
learner then listens to a description of an activity and clicks the date on
which it is pictured. At the second difficulty level, the prompts are
events that occur before and after the target date. Although one might
think that the learning focus here is days and dates, practice is with
activity words, days of the week only, and "yesterday" and "tomorrow."
This game does do better for teaching activity verbs than those already
described in Level I. It is the only Level II game that includes a
practice section. What is not included anywhere in this software, though,
is solid practice with years, months, dates, and other common time
expressions.
Finally, the "Word Building Game" (Reading Comprehension only)
provides an engaging way to take Kana word learning in Level I BINGO to the
next level. At each turn, a picture from the visual dictionary is
displayed along with a few Kana characters. The object is to drag
characters into boxes to form the word that matches the picture. The
characters can be clicked on to hear their pronunciations. The three skill
levels comprise words of up to three, five, and seven characters. 10 turns
make a complete round, which can be made more challenging by setting an
optional timer.
Level III Games
The practice modes for listening and reading are one and the same.
The user can click on buttons to hear the entire conversation, a single
speaking turn, or individual words (displayed in Kana). By default, the
speech rate is natural, but either the whole conversation or a single turn
can be heard at slow speed by clicking on the appropriate "turtle" button.
"Turtle" speed is very slow, though not much lower in pitch, and will be
appreciated by beginners.
Listening Comprehension play mode should only be attempted after
becoming familiar with the conversation, and might still prove frustrating.
It involves clicking on blank conversation balloons outside of the cartoon,
hearing the turn the balloon contains (mouse button kept down), then
dragging the blank balloon to its correct place in the cartoon. This might
sound intriguing, but it is all rushed by a fast-moving timer that is
neither optional nor adjustable. The more wrist-friendly approach of
letting the user simply click each prompt and cartoon balloon would have
been better.
Reading Comprehension play mode is based on the two difficulty
levels of reordering the scrambled Kana words of a speaking turn, with
either word-by-word feedback (right/wrong) or feedback delayed until the
whole phrase is finished. The degree to which this is challenging,
however, will depend on a turn's length; some turns have only two words!
Speech Recognition practice mode consists of two kinds of
pronunciation evaluation, although the manual doesn't make this immediately
clear. One is evaluation by the computer after clicking a balloon, hearing
the turn, then repeating it into the microphone. The other is
self-evaluation, in which the user clicks a balloon, hears the turn, clicks
a record button, speaks, then manually terminates recording. To
self-evaluate, there are three buttons: one to play the model, one to play
the learner's recorded voice, and one that automatically plays back the
model then the learner. Although recording for self-evaluation isn't as
easy to do, it may be less frustrating than trying to get past the
stringent rate, rhythm, and articulation requirements of the first option,
particularly on a long turn. Speech that would be comprehensible to a
native speaker might still not pass muster here.
Play mode puts the user in the role of the second person in each
frame of the conversation. This is a neat idea, but there's an added
complication: the user must first always select the correct response to
make from two or four choices. While it may be interesting to do it this
way, it should have been made optional, since hearing the choices
constantly interrupts the natural flow of the conversation. Even so, the
fastidious nature of the computerized speech judge might make it too hard
to get past frame one.
Finally, the Grammar Highlights section contains some good
explanations, but like the games is something of a mixed bag. The best of
its 14 sections are "Common Expressions" (19 in all, with audio),
"Particles," "Verbs," "Adjectives," and "Numbers." "Pronunciation" would
fare better with audio demonstrations of pitch-accent and contrastive
consonant and vowel length.
The less impressive sections are too brief and contain a couple of
misleading statements. In "Nouns" the reader is told that "If you are
unsure about how to make a noun plural, use 'takusan' (many) before the
verb." The fact is, Japanese nouns cannot be made plural. 'Takusan' is a
quantifier, not a pluralizer. As with the (non-existent) "prepositional
phrases" of Japanese pointed out earlier, this is another stumble into the
trap of explaining the grammar of one language in terms of another.
From a language learning standpoint, TriplePlay Plus! has a good deal going
for it, but there are some minuses. It excels in listening comprehension
and vocabulary development, and does well in Kana reading instruction and
practice. It is, however, weak in grammar practice and provides
explanations of uneven quality. Its greatest overall disappointment is the
difficulty of its pronunciation training.
|
|
Last updated June 24, 1997
By Jim Duber
Copyright © 1997 Greg Jewell and Jim Duber. All rights reserved.