MALL
The MALL project (Multisensory Approach to Language Learning) project developed new, innovative ways of supporting the language learning of immigrants. The learning methods utilised language technology and augmented reality that can, for example, help simulate genuine work situations in the training environment. The methods aimed to activate all senses to ensure comprehensive learning. The project concept was based on Laurea’s Living Lab i4L model, the main idea of which is to bring developers, researchers, companies and service users to the same table. This is a way of ensuring that the user perspective and needs provide the starting point for development.
Lingsoft was responsible for developing and integrating language technology solutions in the project. For example, this included using speech recognition and translation technologies to create training environments.
The project was coordinated by Laurea University of Applied Sciences. In addition to Lingsoft, the partners included Haaga-Helia University of Applied Sciences and Arffman Oy.
Business collaboration
Business collaboration in the project focused on the Uusimaa region, where companies from different fields were brought in as partners. The work began with assessment meetings to determine the Finnish language learning needs of each company’s personnel (level of language proficiency, language use situations, vocabulary). This information provided the foundation for developing the exercises. For example, people working in health care needed to practise telephone conversations, while in other companies language learning was needed to support a sense of community. Based on this, the co-implementers either offered ready-made exercises for testing or tailored new solutions to the needs of the company.
Following the assessment phase, companies were given access to exercises that employees tested on mobile devices, a computer or in group situations. After the testing, the companies provided feedback that was used to modify the exercises. The ready-made exercises remained available to the companies and educational institutions, and they can still be utilised in orientation situations and for developing employees’ language skills.
Outcomes
The MALL project developed versatile learning solutions to support the Finnish language learning of immigrants in working life. Each co-implementer was responsible for solutions in their specific competence area. This included digital exercises, board games, chatbots, 360 simulations and VR games as well as videos about working life situations. The exercises targeted the care and restaurant sector, retail sector and logistics.
The project solutions emphasised a practical approach – learners practised authentic workplace interaction situations, such as telephone conversations, professional vocabulary, customer service and internal workplace communications.
Lingsoft: artificial intelligence and speech recognition
Lingsoft focused on developing AI-based chatbots. The bots allow learners to practise working life interaction situations independently. The exercises utilised speech recognition so that the learner could to practise their language use by speaking with a bot.
One example is the Hotel Reception exercise, in which the language learner takes the role of a hotel employee and answers the bot guest’s questions about the hotel’s services and the surrounding area. The Family Member-Nurse bot simulates a situation in which a language learner working as a care employee answers questions from a family member about the condition of a nursing home resident. The 112 Emergency Call exercise helps learners prepare to handle emergency situations. Translations and proposals for replies were available to help with the exercises.
Pronunciation exercises were also developed in which the language learner could see how understandable their pronunciation was based on the results of speech recognition. Learners could model their pronunciation on example phrases and words that were provided. Bots were also developed for writing practice, such as preparing a patient’s care plan.
Haaga-Helia: exercises based on virtual reality and gamification methods
Haaga-Helia developed learning solutions in which gamification and physical learning materials supported adoption of the Finnish language. The Which Way board game practised expressions of direction and place that are needed, for example, in the logistics and customer service sector. The Coffee Time game helped learners understand and use imperative forms (“get, bring, find”) and practise giving and receiving directions. The games were particularly useful for early-stage learners (A1.1-A2) and they were also suitable for group learning situations where the participants received reinforcement from each other.
Haaga-Helia also developed 360 videos that were used to support learning in The Box environment. The 360 environment for a restaurant kitchen offered kitchen employees the opportunity to visually practise the vocabulary and activities needed in a kitchen. Virtual reality was utilised in an immersive learning environment. Sanaria is a fictitious space station that was implemented in cooperation with the VR production company AXiiO. Learners used VR glasses to practise direction words and expressing place.
Arffman: targeted language skills development with multiple choice exercises
Arffman developed a wide range of interactive Genially-based exercises focusing on the interaction needed at workplaces. The exercises focused on listening and reading comprehension and learning sector-specific vocabulary. Exercises for nursing home employees were developed to simulate telephone conversations with relatives – such as the Taneli, Kalevi and Sirkka exercises, in which learners answered questions about the condition of their patients. The Chaotic Allergens exercise designed for the retail and restaurant sectors allowed restaurant employees to practise taking food allergies into account when handling orders.
Another focus of development was exercises related to basic work tasks. These included Cleaning Day, in which learners practised understanding the oral cleaning instructions provided by customers, and Let’s Go Shopping, in which home care employees practised understanding their customers’ purchase requests.
Laurea: videos to support working life language skills and design sprints
Laurea’s focus in the project was on data collection and modelling the language skills needed in working life. Laurea did interviews and made workplace visits, which provided the basis for learning solutions in different fields. Laurea also participated in planning and coordinating several of the above-mentioned exercises.
A key output developed by Laurea was the ‘Learn Workplace Finnish’ video series about learning Finnish, which included six short videos on Finnish working life situations. The videos supported early-stage learners (A1.1) and provided visual support for language learning in working life.
Date: 1 February 2023 – 31 January 2025
Testing partners included SOL Palvelut Oy, Mehiläinen, Pihlajalinna, Attendo and Esperi Care Oy.
Funded by: ESR+ 2021-2027
Contact person
Aurora Piirto
aurora.piirto@lingsoft.fi
