the language jigsaw using a game to teach language structures roberto zamparelli luca ducceschi...
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The Language JigSaw
Using a game to teach language structures
Roberto ZamparelliLuca Ducceschi
Language, Interaction & Computation Lab, CIMEC, University of Trento
MUSE Fablab
Linguistics as a science
• Despite the fact that linguistics is a science, it is not adequately represented in school curricula, and it is not familiar to the general public.
• People are aware that languages differ, but mostly at the lexical level (phonology, morphology), or as a reflex of sociological factors (e.g. immigrations, minorities).
Science communication
• «hard sciences»: communication to a wider audience obtained through the esistence of literature and models for scientific divulgation.
• In science and natural history museums: hands-on models that illustrate scientific phenomena, or the functioning of technological devices.
The brain is underrepresented in science museums. Language is represented only in its socio-anthropological dimension.
Atheme WP6 - Rovereto
• Our Goal: creating a physical model of (some aspects of) syntax, for use in schools and science museums.– Increase awareness of linguistic structures– Stimulate a problem-solving approach to language– Visualize the structural difference between
multiple languages– Function as reference point for L2 teaching
Language Game (2011)
• A physical puzzle game• Syntactic relations expressed by puzzle piece
connections• Root / Suffix distinction.• Very simple set of rules• Goal: «Build the largest structure»• Limited to Italian
Bidimensional, steel, laser-cut set of pieces (around 120 pieces).
The Language JigSaw (2015)
Goals: • Expand the original language game, within the
context of the Atheme project, overcoming the limits of the original model.
• Evaluate the new model’s effectiveness for in-class instruction.
• Propose the model for science fairs and ultimately, science museums.
Specific goals for a syntax model1. Multiple levels of complexity, for different
age groups 2. It should be possible to compare multiple
languages3. Not too many pieces, easy to recognize4. It should illustrate non-trivial syntactic
phenomena5. It should have a ludic aspect6. Sturdy & cheap to build
Specific goals for a syntax modelMultiple levels of complexity, for different age groups.• We are focusing on the most complex model,
first. Simplification is easier (we hope).• A complex model: – Allows within-system feedback (ungrammatical
structures cannot be constructed)– Allows a wider range of constructions– Allows a wider range of lexical choices per
construction (for meaningful sentences)
It should be possible to compare multiple languages.• We are working on 3 languages:– Italian (no interr. inversion, clitics, pro, [D N Adj PP]
order, Case in pronouns)– English (aux interr. inversion in main clauses, [D Adj
N PP])– German (V2 in main clauses, SOV order in
embedded, Case on Det, etc.)
– It should be extensible to other Romance/Germanic
Not too many pieces, and easy to recognize.
Trade off: many meanings, too many piecesSolution: • Color-code the various grammatical categories• Add a ribbon to place multiple words on the
same head• Give up on treating morphological alternations
(e.g. strong/weak declension)• Add matching symbols to individual words
Solution:
Use a ribbon, so that multiple, related words can fit onto the same piece.
Remaining problems:• Tacky! • Tree hard to read• Ribbon material and
movement still problematic.
• Selector parts still hard to associate to heads
It should illustrate non-trivial syntactic phenomena (1)• Some features are hard-wired in the model:– Number must must match for subject/verb,
Det/Adj/N; Structural Case (Nom/Acc)– Modal/Aux verbs select the correct verb forms
(infinitive, participial, gerundive)– Interrogative C only allows Wh- in Spec.
• Other features are obtained via feature matching + rules.– Gender matching ( , , )
The game: the initial state
• A playing team has a range of pieces. The team enters them on the board as monocromatic words (frame+head+selector)
• CP root must be on top (even if «empty»)• All words must be connected• No sentence is acceptable if there are «open»
selectors.
The game: scorekeeping
• Like in scrabble each piece has a score.• Highest scores are given to pieces like Wh-, V2
selectors, which introduce features that force the team to carry out movements.
• You could have various ways of challenging the opposing team (e.g. randomly changing one of their words)
• There could be piece trading
• Head movement: Obtained from a combination of up ( ) and down ( , ) arrows on words in specific languages
Head-movement is head-swapping– C-interr and Vfin-Aux exchange in English– C-root and Vfin exchange in German (V2)– Neg and Aux exchange in English, German,
1. John has not slept2. Gianni non ha dormito3. Johan hat geschlafen nicht
– Adj and N swap in Italian but not English• A tall boy / Un ragazzo alto
Phrasal movement
• Phrasal movement is obtained by having Wh- frames (and V2 selectors) obligatorily introducing traces below them.
• The only way to complete the game is to insert the trace in the head of one of the arguments.
• But then the argument must be placed elsewhere.
• The only possible position is the Wh- frame.
Head directionality
• The word ribbon can slip to the other side of the head.
• Word that are written become straight when passed to the other side.
• German verbs are all written upside down. So they force the player to flip the whole head.
• As a result, words that selected to the right now select to the left.
upside down
Linguistic limits
Lots…1. Since there are is no feature transmission,
agreement forces a multiplication of the pieces (unless it is done by rules, like gender)
2. Cases different from nominative/accusative.3. Long-distance licensing (NPI, subjunctive)4. Morphology …
Playability limits
1. Connection between selectors and heads2. Adjuncts (connected via the right-side plug)3. Extensors (overlapping squares)4. Getting the ribbons right5. Word clattering6. Too difficult? Age level?7. Why not all in software? Software module?…