After O1 completion, Consortium will work on the definition, design and delivery of EULALIA modular system with the technological output.
The APP will be comprised of two parts:
- Exercises Board: this component represents the user interface of the APP. This is the interface where a typical user will be able to interact in order to play with the language exercises. The game will be modeled based on the input from the O1, but it would potentially have three macro sections:
- an assessment tool for assigning the language level of the users based on the EU CEFR;
- a free play area, where the user will have the possibility to choose the preferred exercise without limitation;
- a guided training, whereby the user will seek a learning path based on the: initial levels, achievement during the course, input from the teachers, errors, and preferences.
- OER Authoring tool: this part will have the role to allow to any user (i.e. Erasmus Student, lecturers, etc.) to create their own exercises. The authoring tool will exploit the methodology delivered by UNINA in previous EU funded project and the software developer competences of Smarted. The editor tool, will be free and open for every user. The main feature will be the ease of use also for users without any digital skills. The editor will create its OER choosing between three main templates:
- Maps: topologic pictures where the user could navigate and learn information that starts when a defined point is touched. Once it happens, a multimedia link could start (i.e. YouTube video, voice recording, pictures, etc.). A grid will facilitate the editor effort and will be in parallel with the TUI version.
- Quizzes: this modality is defined by True/False. Each question that start with a multimedia file (video, sound, picture) will trigger another multimedia effect.
- Chain/Treasure Hunt: the editor will have the possibility to create a chain of right answers, with different states of the game. In this way, every question will have a right solution and will bring to the next question.
The authoring tool will be designed with a visual, simple and immediate interface. All the language exercises will be implemented both on a virtual environment and using real and tangible objects (TUIs approach).
For example: a learning exercise in order to know the name of the spices and herbs used in the kitchen in Naples.
The mode of the Quizzes is selected. The player sees on the screen the picture of “Taralli” with the question “Which spices is used in the Taralli?”. The Player should select the pepper that is represented as virtual button. This game is also playable with TUIs, because in the Course there are the little jars that contain pepper and other spices. The user has to smell all the jars to understand by sense of smelling which is the right spice. If they want to check if their selection is correct, they should move the jar tagged with NFC antenna on their own smartphone. The tangible materials are low costs as the NFC antennas (0,25€/each).