Technology supported language learning

Project Title: Vocabulary Learning with Keyword Mnemonic Method

Experiential learning (ExL) is the process of learning through experience or more specifically “learning through reflection on doing”. In our work, we propose a series of applications that simulate these experiences, addressing the problem of language learning and specifically vocabulary learning. Learning vocabulary in a primary or secondary language is enhanced when we encounter words in context. This context can be afforded by the place or activity we are engaged with. Several techniques can be used to learn the vocabulary in a foreign language. The “Keyword Method” is one of such technique used to learn foreign language vocabulary. It involves forming a mental link (association) between what a foreign word means and what its pronunciation phonetically reminds us of (keyword). However, the visualisations of such memorable links remain implicit in person’s head. In our work, we propose an enhancement to the vocabulary learning process by combining keyword method and providing the user with learning tools in context.

VocabulARy

ArigatŌ

Conference Presentations

VocabulARy ISMAR 2022, TVCG Presentation

ArigatŌ ISMAR, TVCG Presentation

Publications

Attygalle, N.T., Kljun, M., Quigley, A., Čopič Pucihar, K., Grubert, J., Biener, V., Leiva, L.A., Yoneyama, J., Toniolo, A., Miguel, A., Kato, H. and Weerasinghe, M. (2025) Text-to-Image Generation for Vocabulary Learning Using the Keyword Method. In Proceedings of the 30th International Conference on Intelligent User Interfaces (pp. 1381 – 1397). https://doi.org/10.1145/3708359.3712073

Weerasinghe, M., Quigley, A., Ducasse, J., Čopič Pucihar, K., & Kljun, M. (2024). Educational augmented reality games. In Augmented reality games II (pp. 3–38). Springer, Cham. https://doi.org/10.1007/978-3-031-54475-0_1

Weerasinghe, M., Biener, V., Grubert, J., Quigley, A., Toniolo, A., Pucihar, K. Č., & Kljun, M. (2022). VocabulARy: Learning Vocabulary in AR Supported by Keyword Visualisations. IEEE Transactions on Visualization and Computer Graphics (pp. 3748-3758). https://doi.org/10.1109/TVCG.2022.3203116

Weerasinghe, M., Quigley, A., Pucihar, K. Č., Toniolo, A., Miguel, A., & Kljun, M. (2022). Arigatō: Effects of Adaptive Guidance On Engagement and Performance in Augmented Reality Learning Environments. IEEE Transactions on Visualization and Computer Graphics (pp. 3737-3747). https://doi.org/10.1109/TVCG.2022.3203088

Weerasinghe, M., Biener, V., Grubert, J., Deja, J. A., Attygalle, N. T., Trajkovska, K., Kljun, M., Pucihar, K. Č. (2022). VocabulARy replicated: Comparing Teenagers to Young Adults. The 2nd workshop on Replication in Extended Reality (WoRXR). IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 283-285). https://doi.org/10.1109/ISMAR-Adjunct57072.2022.00064

Weerasinghe, M. (2021). Instructional Guidance in Extended Reality for Learning. In Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction (pp. 1-4). https://doi.org/10.1145/3447527.3474866

Weerasinghe, M., Quigley, A., Ducasse, J., Čopič Pucihar, K., & Kljun, M. (2019). Educational Augmented Reality games. In Augmented reality games II (pp. 3-32). Springer, Cham. https://doi.org/10.1007/978-3-030-15620-6_1

Weerasinghe, M., Kljun, M., Pucihar, K. Č. & Quigley, A.(2018).Novel Technologies in Teaching and Learning towards Enhanced Knowledge Retention. ACM Celebration of Women in Computing (womENcourage)