Sign-Lingo
Feasibility of a Serious Game for Involving Parents in the Language Development
of Their Deaf or Hearing Impaired Child
Ivor van der Schalk and Marco Spruit
Department of Information and Computing Sciences, Utrecht University, Utrecht, The Netherlands
Keywords: Feasibility Study, Serious Game, Sign Language, Kinect, Language Development.
Abstract: Family involvement plays a critical factor in the language development of a deaf or hearing impaired child.
Hearing parents often have major difficulties in communicating with their child when it is deaf or hearing
impaired. These difficulties often lead to issues in the language development of the child. In this research
we investigate the feasibility of a serious game for involving parents in the language development of their
deaf or hearing impaired child by using sign language together in a fun and engaging way. From the
feasibility analysis we find that such a serious game is feasible and could help deaf and hearing impaired
children to improve their language development.
1 INTRODUCTION
About 3 out of every 1,000 children are born either
deaf or with a detectable level of hearing loss in one
or both ears. More than 90% of these children are
born to hearing parents (NIDCD, 2016). Language
development requires a child to have access to
communication (Marschark, 2001). Unlike children
with no hearing impairment it is difficult or even
impossible for deaf and hearing impaired children to
use a spoken language. These children mainly use
Sign language as communication for language
development.
Hearing parents often have major difficulties in
communicating with their child when it is deaf or
hearing impaired. This obstacle makes it difficult for
parents to be involved in the language development
of the child. Previous research has shown that
Serious games can be used to improve a child’s
language development by using natural language
(Sørensen and Meyer, 2007). This makes one
wonder whether or not a Serious game can also be
used to improve the language development of a deaf
or hearing impaired child by using Sign language.
The Kinect device offers the possibility to create
a fun and engaging Serious game for both the child
and its parents. So far only very limited research has
been performed on Serious games that are intended
to be played together by deaf and hearing impaired
children and their parents.
In this research we conduct a feasibility study for
a Serious game which helps involving parents of
deaf and hearing impaired children to use Sign
language together in a fun and engaging way. The
main goals of the game, which we call Sign-Lingo,
are to improve the child´s language development and
to improve the interaction between the child and its
parents. Through this research it will become clear
how feasible such a Serious game is.
2 RESEARCH METHOD
In this research a feasibility study is performed
based on the CORETEST feasibility study
framework (Meulendijk et al., 2013). In this study
the feasibility of all five aspects are explored. These
aspects are:
conceptual feasibility
organizational feasibility
economic feasibility
technological feasibility
societal feasibility
The feasibility of these aspects is explored by
performing a qualitative study. Note that, instead,
Aarnoutse et al. (2016) take a systematic literature
study (SLR) approach to study their application’s
feasibility.
van der Schalk I. and Spruit M.
Sign-Lingo - Feasibility of a Serious Game for Involving Parents in the Language Development of Their Deaf or Hearing Impaired Child.
DOI: 10.5220/0006056701910198
In Proceedings of the 10th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2017), pages 191-198
ISBN: 978-989-758-213-4
Copyright
c
2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
191
In this study the initial approach was to explore
the field of Sign language and Serious games. From
a literature study it became clear there is a problem
in the language development of deaf and hearing
impaired children. A feasibility study of a Serious
game in which Sign language is used by deaf and
hearing impaired children to improve their language
development was then conducted. Among the
studied literature are research journals, papers and
books about Sign language, Serious games and
studies about deaf and hearing impaired children.
In the feasibility study several models have been
developed using the modeling tool ArchiMate
(Beauvoir, 2016).
3 CONCEPTUAL FEASIBILITY
3.1 Problem Exploration
In their work Kyle and Woll (1988) describe that the
development of language can only occur when a
child is provided with input it can perceive, and
when the adult and the child are joint partners in
creating communication. The importance of parent
involvement in language learning is supported by the
research of Moeller (2000) in which she shows that
family involvement plays a critical factor in the
language development of deaf and hearing impaired
children, especially those with hearing parents.
The majority of deaf and hearing impaired
children are born to hearing parents who do not
know how to use Sign language to communicate. As
a result, many of these children do not have full
access to language during the early years of life most
critical to language acquisition. Marschark (2001)
states that having parents who can sign well and who
read regularly with their deaf or hearing impaired
child are extremely important factors in the child’s
development of literacy skills. This statement might
explain the findings of Allen (1994) who found that
only 15 percent of white deaf children who
graduated from high school in the United States read
above the sixth-grade level.
Akamatsu, Musselman and Zweibel (2000)
found that fewer than half of the children who use
Sign language in school also sign when they are with
their families, and only a small fraction of those
children are able to carry on normal everyday
conversations with their parents. Marschark (2001)
states that deaf children of hearing parents have
fewer signed or spoken labels for things around
them than hearing children of hearing parents, or
deaf children of deaf parents. Special efforts,
therefore, need to be made to expand the
vocabularies of deaf children of hearing parents
through print, sign and speech.
It is clear there is a problem in the language
development of deaf and hearing impaired children
with hearing parents. There is evidence that the
involvement of parents plays a crucial factor in the
Figure 1: Conceptual model of Sign-Lingo.
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language development of their deaf or hearing
impaired child but that this involvement is
insufficient due to the parents’ lack in ability to
communicate with their deaf or hearing impaired
child.
3.2 Concept Modeling
In the previous section it has become clear there is a
problem in the language development of deaf and
hearing impaired children with hearing parents. In
this section a conceptual model is presented of the
proposed system. This model visualizes the main
concepts of the system. The model is shown in
Figure 1.
As can be seen in the model, the system contains
nine concepts. These concepts are highlighted in
blue rectangles inside the model. Within the model
we can also find red circles which represent the
attributes of concepts.
Each player has a profile in which general
information of the player is stored. This information
contains the name of the player and its favorite
color.
A player has the option to play practice-mode or
exam-mode. In both game modes the player needs to
guess words by using Sign language.
Practice-mode is meant to be played together by
both the parent and child. The goal of this game
mode is to facilitate family involvement in the
language development of the child. In this game
mode the player who guesses the word first wins the
game.
In their work Michael and Chen (2006) mention
the importance to measure the progress of the player
in a Serious game. The exam-mode is meant be
played by the child. The goal of this game mode is
for the child to demonstrate its acquired vocabulary
knowledge. In this game mode the child needs to
guess multiple words correctly to advance to the
next level. The difficulty of the words given in the
game modes are based on this level.
Tennant and Brown (1998) explain it helps to
fingerspell with a partner when contextual clues are
used. Therefore, when starting a game mode, the
player can select a theme. Examples of themes are
animals, sports or family. Based on the theme the
game presents words that are related to the selected
theme.
From their pilot study Lee et al. (2005) found
that the flow within a game is very important to keep
the child interested in playing. In the Sign-Lingo
game we have therefore included a sign book. This
book contains examples of all the signs of the
Alphabet which can be consulted by the player. This
makes it easier for both the parent and child to
continue playing even when they do not know how
to make a sign.
For every player the number of practice games
played, practice games won and the current level are
stored. The current level is an indication of the
current language level of the child. These statistics
can be used to track the progress and target problem
areas in the language development of the child.
3.3 Process Modeling
Goldin-Meadow and Mayberry (2001) explain that
to teach children to read, the first step is to make
sure they have a language - any language. In case of
a deaf or hearing impaired child this will be a Sign
language. After a language has been obtained a child
needs to learn the concept of mapping between the
language it knows and print. In their research
Padden and Ramsey (2000) identified a teaching
method that they call “chaining”. This method
encourages children to see the relation between print
and Sign language. Chaining consists out of four
steps in which the final step is optional:
Figure 2: Chaining method.
Sign-Lingo - Feasibility of a Serious Game for Involving Parents in the Language Development of Their Deaf or Hearing Impaired Child
193
1. Fingerspell a word.
2. Create the sign that represents the finger
spelled word.
3. Point to the written word.
4. Show a picture which represents the word
(optional).
Fingerspelling is used to express letters from the
Alphabet. Tennant and Brown (1998) explain that
fingerspelling is mainly used in Sign language to
express names of people, places, brand names and
titles. Fingerspelling is performed by creating the
sign with the dominant hand.
In the chaining method
for example a teacher could fingerspell the word ‘d-
o-g’, then create the sign that represents the word
‘dog’ and finally point to the word ‘dog’ written
down on the blackboard. In addition to that the
teacher can show a picture of a dog. This method
creates an understanding between the visual spelling
of a word (e.g. in English) and the Sign language
spelling of the word. This method is presented in
Figure 2 and incorporated in the Sign-Lingo game.
4 ORGANIZATIONAL
FEASIBILITY
4.1 Market Modeling
In the previous section we modeled the system’s
concepts and its interaction with its users. In this
Figure 3: Stakeholder’s relationships of Sign-Lingo.
section the organizational feasibility is assessed by
looking into the market in which the proposed
system is intended to participate. Through this
assessment it becomes clear who the system’s key
players, competitors and potential partners are after
which an organizational framework can be built.
The model presented in Figure 3 shows an
overview of Sign-Lingo system’s stakeholders. This
diagram visualizes the relations between the system
and the stakeholders and how the system behaves in
relation to third-party software.
In the model the red rounded box contains the
rules that need to be incorporated into the system.
The rounded yellow box contains third-party
software that is required for the system to function
properly. The red rectangles in the diagram represent
the plugins which are required for the system to
function. The blue rectangles represent the partners
which are involved in the promotion of the system.
The white rectangle represent the system’s users.
Finally, the purple rectangles represent the
competition of other Sign language games related to
language development.
The system requires hand gesture recognition
rules to recognize letters from the Alphabet in Sign
language. The system makes use of the Microsoft
Kinect SDK which is designed to help recognize
gestures. The system will be built on the Vitruvius
Kinect framework which simplifies Kinect
development.
The system is used by families with deaf or
hearing impaired children. These families can be
reached through elementary schools. The system is
downloadable from the Microsoft Store.
Existing research has been conducted mainly on
the development of Serious games that help a person
to learn Sign language (Escudeiro et al., 2015;
Fisher et al., 2014; Wilson, 2013), but not
specifically on helping a deaf or hearing impaired
child in its language development.
When looking at games related to language
development for deaf or hearing impaired children
we find CopyCat (Lee et al., 2005) and AURIS
(Sarmașik, Serbetcioglu and Kut, 2009) produce
interesting results. What differentiates Sign-Lingo
from these games is the fact that these games are not
based on an existing language development method,
do not facilitate family involvement and do not track
the progress of the player.
4.2 Organization Modeling
In the previous section the key players in the
relevant market were identified. In this section the
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user roles are identified, and the attitudes towards
the newly proposed system are explored.
Through the literature review several methods
were identified which are used to help children learn
to develop their language. It also became clear
parent involvement plays a crucial role in the
language development of a child.
Figure 4 presents the organizational model of the
Sign-Lingo system. The large rectangles represent
the architectural layers on top of which the Sign-
Lingo system is designed. The yellow rectangles
represent all the stakeholders and their roles.
From the model it becomes clear the Sign-Lingo
system is developed using the Microsoft Kinect
SDK. The system is used by the parent and child
who both have the role of user. It also becomes clear
from the model that the developer needs to
implement hand gesture recognition rules into the
system. In addition to that, these hand gesture
recognition rules are tested by a Sign language
expert to validate whether the Sign language
recognition part of the system performs as expected.
Finally, teachers of elementary schools have the role
as a promoter. Their task is to introduce the system
to families with deaf or hearing impaired children.
5 ECONOMIC FEASIBILITY
5.1 Development Strategy
In the previous section the market in which the Sign-
Lingo system operates was investigated. To reach
out to families who could benefit from the Sign-
Lingo system there are several options to consider.
One option is to promote the system through digital
channels such as application platforms like the
Microsoft Store. Another option is to promote the
system through other channels such as elementary
schools for the deaf and hard hearing.
All partners have different objectives regarding
Sign-Lingo. For example in case of the Microsoft
Store the partner’s interests are clearly commercial.
In the case of elementary schools the interest is
educational. The system will most likely need to
have some relationship with the school’s curriculum
in order for the school to be willing to promote it.
Two different development strategies were
created. These strategies can be run independently
from each other. Below follows an overview of the
two strategies.
1. Digital-channel strategy; the software is
promoted on application platforms such as
the Microsoft Store. In exchange for this
promotion Microsoft wants a percentage of
the selling price for every sold product. In
addition to that a website is made for the
Sign-Lingo system which explains how the
system works and where the system can also
be bought (e.g. Abdat, Spruit and Bos,
2011).
2. Physical-channel strategy; the software is
promoted through elementary schools.
These schools are contacted initially through
Figure 4: Organizational model of Sign-Lingo.
Sign-Lingo - Feasibility of a Serious Game for Involving Parents in the Language Development of Their Deaf or Hearing Impaired Child
195
telephone calls in which the system and the
concept behind it are presented to the
school’s management. Once a school agrees
to promote the system teachers demonstrate
the system to parents and their children and
encourage them to use it.
What both strategies described above share, is the
fact they both require partners in order to be
successful. Without partnerships the system is
unlikely to be used by anyone.
6 TECHNOLOGICAL
FEASIBILITY
6.1 Technological Process Modelling
In this section the activity diagram of the use case
‘Play practice-mode’ of the Sign-Lingo game is
presented. This is the most important and
complicated use case in the system. The diagram is
shown in Figure 5.
This process contains two actors: the player and
Figure 5: Activity diagram of the Sign-Lingo use case ‘Play practice-mode’.
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the system. Because this is a multiplayer game this
process can be run by two players simultaneously.
Before this process can be initiated the player needs
to have executed the use case ‘View game settings’
in which the player has selected the theme and the
word length. Based on these two parameters the
system selects a random word from the system´s
dictionary and displays a lingo screen which
contains empty squares equal to the length of the
random word. The player can then start to guess the
given word.
Each turn, the player needs to guess the word by
creating a sign gesture that corresponds with a letter.
When the player does not know how to create a
specific sign he can consult the ‘sign book’. The
sign book contains an overview of all the signs of
the Alphabet. When the player was successful in
making a sign the system will recognize this and
check whether the given word contains the signed
letter. If the word contains the signed letter the
system will show the letter to the player on the
correct position in the empty squares. When all the
letters of the word are guessed the system shows a
message to the player which confirms that the word
has been guessed correctly and shows a picture that
represents the guessed word. The player can then
decide whether he wants to play another round or
exit the game.
6.2 Wireframe
Figure 6 contains a wireframe of the Sign-Lingo
game. In this sketch two players are playing the
game in practice-mode and need to guess the word
‘DOG’. In their work Tennant and Brown (1998)
explain clues such as the length of the word are
helpful for a child to improve its receptive skills
which makes this game type well suited for language
development.
As can be seen in the sketch the players can see
each other in the game, this makes it possible for the
players to maintain eye contact. Tennant and Brown
(1998) explain that maintaining eye contact is an
important aspect to understand a signer.
The game keeps track of how many rounds a
player has won. The game also shows a message to
indicate whose turn it is to guess a letter. Once a
letter is guessed correctly it appears on the screen
and its background turns green. When one of the
players do not know how to make a sign it can
consult the sign book which can be found in the
bottom left corner.
Over time, we aim to optimize gameplay using
machine learning techniques for personalization (e.g.
Vleugel, Spruit and Daal, 2010), and even
investigate the added value of factors such as
Figure 6: Wireframe of Sign-Lingo user interface.
playroom environment and its geographical location
and local population density as possible language
variation indicators (Heeringa et al., 2007).
7 SOCIETAL FEASIBILITY
In the final step of the feasibility study we focus on
how the proposed system can contribute to help deaf
and hearing impaired children and their families.
The gains can not only be described in monetary
terms but in educational terms as well. These gains
can be assessed by measuring the language level of
children who use the proposed system and compare
them with children who do not use the system. The
monetization gains can be measured by estimating
how much the education associated to the language
development of a deaf or hearing impaired child
costs and how much of the education can be
replaced by the Sign-Lingo system.
8 CONCLUSIONS
In this paper we presented a feasibility analysis of a
Serious game for involving parents in the language
development of their deaf or hearing impaired
children by using Sign language together in a fun
and engaging way. To assess the feasibility the
conceptual, organizational, economic, technological
and societal feasibility aspects, known as the
CORETEST, have been investigated.
From the CORETEST it became clear there is a
problem with the language development of deaf and
hearing impaired children and a Serious game could
Sign-Lingo - Feasibility of a Serious Game for Involving Parents in the Language Development of Their Deaf or Hearing Impaired Child
197
help these children to improve their language
development. The chaining method which is used to
help a child to improve its language is well suited to
be incorporated in this Serious game.
In future research the proposed system could be
implemented and then tested in a case study with a
sample group. In this case study the language level
of deaf and hearing impaired children who use the
system could be compared with the language level
of deaf and hearing impaired children who do not
use the system to see what the effect of the game is
on the language level of a child.
Finally, we aim to incorporate the lessons
learned into follow-up research on the feasibility of
Serious games for medication adherence in children
and
quality of care in long-term care (e.g. Spruit,
Vroon and Batenburg, 2014).
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