2024/04/25 更新

写真a

ワン チャオ
ワン チャオ
所属
理工学術院 創造理工学部
職名
講師(任期付)

経歴

  • 2020年04月
    -
    継続中

    早稲田大学   理工学術院

所属学協会

  • 2022年07月
    -
    継続中

    Learner Corpus Association

  • 2022年04月
    -
    継続中

    The Japan Association for Language Education and Technology

  • 2022年04月
    -
    継続中

    The Japanese Association for Natural Language Processing

  • 2022年03月
    -
    継続中

    The Japanese Association for Language Teaching

  • 2021年09月
    -
    継続中

    CALICO

  • 2021年09月
    -
    継続中

    EUROCALL

▼全件表示

研究分野

  • 外国語教育   Computer-Based Testing / 外国語教育   Automated Writing Evaluation / 外国語教育   Computer Assisted Language Learning

研究キーワード

  • Large Language Models

  • Natural Language Processing

  • English Grammar

  • English for Academic Purposes

受賞

  • 奨学生

    2017年06月   公益財団法人 西村奨学財団  

 

論文

  • Automated Generation of Multiple-Choice Cloze Questions for Assessing English Vocabulary Using GPT-turbo 3.5

    Qiao Wang, Ralph Rose, Naho Orita, Ayaka Sugawara

    Proceedings of the NLP4DH-IWCLUL 2023 Conference    2023年11月  [査読有り]

    担当区分:筆頭著者

  • The role of live transcripts in synchronous online L2 classrooms: Learning outcomes and learner perceptions

    Wang Qiao, Chen Yijun

    Education and Information Technologies    2023年11月  [査読有り]

    担当区分:筆頭著者

    DOI

    Scopus

  • A content-controlled monolingual comparable corpus approach to comparing learner and proficient argumentative writing

    Qiao Wang, Laurence Anthony, Nurul Ihsan Arshad

    Research Methods in Applied Linguistics   2 ( 2 )  2023年08月  [査読有り]

    担当区分:筆頭著者

    DOI

  • The use of semantic similarity tools in automated content scoring of fact-based essays written by EFL learners

    Qiao Wang

    Education and Information Technologies    2022年11月  [査読有り]

    担当区分:筆頭著者, 最終著者, 責任著者

    DOI

    Scopus

    3
    被引用数
    (Scopus)
  • Classroom intervention for integrating simulation games into language classrooms: An exploratory study with the SIMs 4

    Wang, Q

    CALL-EJ   20 ( 2 ) 101 - 128  2020年04月  [査読有り]

    担当区分:筆頭著者, 最終著者, 責任著者

  • The Role of Classroom-Situated Game-Based Language Learning in Promoting Students' Communicative Competence

    Qiao Wang

    International Journal of Computer-Assisted Language Learning and Teaching   10 ( 2 ) 59 - 82  2020年04月  [査読有り]  [国際誌]

    担当区分:筆頭著者, 最終著者, 責任著者

     概要を見る

    The study is the second in a series of mixed-methods studies on the integration of The Sims 4, a life-simulation game, into language classrooms. In this study, the researcher explores the effect of game-based language learning (GBLL) on students' English communicative competence from three aspects, interaction, fluency and content, in a Japanese university. In class, students received instruction from the teacher on game language and gameplay skills, played the game on their own and presented gameplay stories. The presentations were recorded for evaluation. Surveys were also administered for students' perceptions on the GBLL classroom. Results showed that no clear improvement in communicative competence was suggested by quantitative evaluation. Qualitatively data, however, indicated that the game afforded students interesting events and proper expressions in presentations and that the teacher played a vital role in ensuring ample interactional opportunities and linguistic support. Suggestions for future research in classroom-situated GBLL were also proposed.

    DOI

    Scopus

    8
    被引用数
    (Scopus)
  • Mapping the research trends of digital game-based language learning (DGBLL): a scientometrics review

    Ke Li, Mark Peterson, Qiao Wang, Haitao Wang

    Computer Assisted Language Learning    2024年01月

    DOI

  • The Use of Network-Based Virtual Worlds in Second Language Education

    Mark Peterson, Qiao Wang, Maryam Sadat Mirzaei

       2022年12月

    DOI

  • Evaluation Dataset of Multiple-Choice Cloze Items for Vocabulary Training and Testing

    Ralph L. Rose, Naho Orita, Ayaka Sugawara, Qiao Wang

    Proceedings of the 2022 ACM International Joint Conference on Pervasive and Ubiquitous Computing    2022年09月  [査読有り]

    DOI

    Scopus

  • Out-of-school language learning through digital gaming: a case study from an activity theory perspective

    Ke Li, Mark Peterson, Qiao Wang

    Computer Assisted Language Learning     1 - 29  2022年05月  [査読有り]

    担当区分:筆頭著者

    DOI

    Scopus

    8
    被引用数
    (Scopus)
  • A Review of Research on the Application of Digital Games in Foreign Language Education

    Mark Peterson, Jeremy White, Maryam Sadat Mirzaei, Qiao Wang

        1948 - 1971  2022年

    DOI

    Scopus

    5
    被引用数
    (Scopus)
  • Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming

    Ke Li, Mark Peterson, Qiao Wang

    International Journal of Game-Based Learning   11 ( 1 ) 31 - 52  2021年01月  [査読有り]

    担当区分:筆頭著者

    DOI

    Scopus

    4
    被引用数
    (Scopus)
  • A Review of Research on the Application of Digital Games in Foreign Language Education

    Mark Peterson, Jeremy White, Maryam S. Mirzaei, Qiao Wang

    New Technological Applications for Foreign and Second Language Learning and Teaching    2020年03月  [国際誌]

     概要を見る

    The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.

    DOI

  • A Review of Research on the Application of Digital Games in Foreign Language Education

    Mark Peterson, Jeremy White, Maryam Sadat Mirzaei, Qiao Wang

        69 - 92  2020年

    DOI

  • The Use of Network-Based Virtual Worlds in Second Language Education

    Mark Peterson, Qiao Wang, Maryam S. Mirzaei

    Assessing the Effectiveness of Virtual Technologies in Foreign and Second Language Instruction    2018年12月  [国際誌]

     概要を見る

    This chapter reviews 28 learner-based studies on the use of network-based social virtual worlds in second language learning published during the period 2007-2017. The purpose of this review is to establish how these environments have been implemented and to identify the target languages, methods used, research areas, and important findings. Analysis demonstrates that research is characterized by a preponderance of small-scale studies conducted in higher education settings. The target languages most frequently investigated were English, Spanish, and Chinese. In terms of the methodologies adopted, analysis reveals the majority of studies were qualitative in nature. It was found that the investigation of learner target language production, interaction, and affective factors represent the primary focus of research. Although positive findings relating to the above areas have been reported, the analysis draws attention to gaps in the current research base. The researchers provide suggestions for future research.

    DOI

▼全件表示

書籍等出版物

  • Research Anthology on Virtual Environments and Building the Metaverse

    ( 担当: 分担執筆,  担当範囲: The Use of Network-Based Virtual Worlds in Second Language Education)

    Engineering Science Reference  2022年12月 ISBN: 1668475979

    ASIN

  • New Technological Applications for Foreign and Second Language Learning and Teaching

    ( 担当: 分担執筆,  担当範囲: A Review of Research on the Application of Digital Games in Foreign Language Education)

    Information Science Reference  2020年03月 ISBN: 1799825914

    ASIN

  • Higher Education (Tesol Voices)

    ( 担当: 分担執筆,  担当範囲: Students and teachers co-researching difficulties with vocabulary in academic writing: A case study of Exploratory Practice)

    TESOL Press  2017年02月 ISBN: 1942799772

    ASIN

Works(作品等)

  • Online diagnostic grammar test (https://grammar-diagnosis.herokuapp.com)

    Wang Qiao  Web Service 

    2022年03月
    -
    継続中

  • VocaTT application (https://vocatt-server.herokuapp.com/)(updated version: vocatt-class1-yisiyu.org)

    Rose, R. Orita, N, Sugawara, A, Wang, Q  Web Service 

    2021年12月
    -
    継続中

  • Automated Multiple-Choice Cloze Question Generator for English Vocabulary (https://github.com/judywq/cloze-generator-with-llm)

    Wang, Q, Rose, R, Sugawara, A, Orita, N  ソフトウェア 

講演・口頭発表等

  • Enhancing vocabulary learning outcomes through gamification: A study of a web-based vocabulary application for Japanese university students learning the Academic Word List

    Qiao Wang

    EUROCALL 2023  

    発表年月: 2023年08月

  • Semantic similarity tools and their potential in automated content scoring of fact-based writing.

    発表年月: 2022年08月

    開催年月:
    2022年08月
     
     
  • Adding rich interaction and speech scripts into a game-based communication class: A case study with the game “Sims 4”

    Wang Qiao

    JALT CALL  

    発表年月: 2022年06月

    開催年月:
    2022年06月
     
     
  • Issues and concerns in the automatic generation of vocabulary training and testing items

    Rose, R, Wang, Q, Orita, N, Sugawara, A

    JALT CALL  

    発表年月: 2022年06月

    開催年月:
    2022年06月
     
     
  • The role of classroom-situated game-based language learning in promoting students’ communicative competence

    Wang Qiao

    The 18th AsiaCALL  

    発表年月: 2021年11月

    開催年月:
    2021年11月
     
     
  • Automated evaluation of semantic content in fact-based writing with semantic similarity tools

    Wang Qiao

    The 18th AsiaCALL  

    発表年月: 2021年11月

    開催年月:
    2021年11月
     
     

▼全件表示

共同研究・競争的資金等の研究課題

  • 日本人大学生向けのコンピュータ適応型英文法診断テストの開発

    日本学術振興会  科学研究費助成事業

    研究期間:

    2023年04月
    -
    2026年03月
     

    オウ キョウ

  • Automated evaluation of semantic content in fact-based writing with semantic similarity tools

    Waseda University  Grants for Special Research Projects (Support for Kaken Applicants)

    研究期間:

    2022年07月
    -
    2023年03月
     

  • The creation of a computer-based grammar diagnostic test for Japanese university students

    Waseda University  Grants for Special Research Projects (Research Base Creation)

    研究期間:

    2022年04月
    -
    2023年03月
     

  • 一般英語学習者のモチベーションと学習効果の向上を目指す教育ゲームの開発

    Waseda University  Grants for Special Research Projects (Early Scientists)

    研究期間:

    2021年04月
    -
    2022年04月
     

  • Developing gold standard data for Vocabulary Training and Testing

    Waseda University  Grant for Special Research Projects

    研究期間:

    2021年07月
    -
    2022年03月
     

    Ralph L. Rose, Naho Orita, Ayaka Sugawara, Qiao Wang

  • Integrating computer games into English writing classrooms

    Waseda University  Grants for Special Research Projects (Research Base Creation)

    研究期間:

    2020年07月
    -
    2021年03月
     

▼全件表示

 

現在担当している科目

▼全件表示

担当経験のある科目(授業)

  • Special Topics in Functional English-Computer Assisted Language Learning

    早稲田大学  

    2023年04月
    -
    継続中
     

  • Concept Building and Discussion

    早稲田大学  

    2020年04月
    -
    継続中
     

  • Academic Reading

    早稲田大学  

    2020年04月
    -
    継続中
     

 

社会貢献活動

  • Pro Bono Work

    Elixir English Training School 

    2018年03月
    -
    2022年03月

学術貢献活動

  • Reviewer for Computer Assisted Language Learning

    査読等

    2022年04月
    -
    継続中
  • Reviewer for ReCALL

    査読等

    2023年09月
    -
     

特定課題制度(学内資金)

  • Automated grammar error detection (GED) for texts written by Japanese university students

    2023年   Zheng YUAN

     概要を見る

    In this study, we evaluated the performance of the state-of-the-art sequence tagging grammar error detection and correction model (SeqTagger) using Japanese university students' writing samples. With an automatic annotation toolkit, ERRANT, we first evaluated SeqTagger's performance on error correction with human expert correction as the benchmark. Then a human-annotated approach was adopted to evaluate Seqtagger's performance in error detection using a subset of the writing dataset. Results indicated a precision of 63.66% and a recall of 20.19% for error correction in the full dataset. For the subset, after manual exclusion of irrelevant errors such as semantic and mechanical ones, the model shows an adjusted precision of 97.98\% and an adjusted recall of 42.98% for error detection, indicating the model’s high accuracy but also its conservativeness. Thematic analysis on errors undetected by the model revealed that determiners and articles, especially the latter, were predominant. Specifically, in terms of context-independent errors, the model occasionally overlooked basic ones and faced challenges with overly erroneous or complex structures. Meanwhile, context-dependent errors, notably those related to tense and noun number, as well as those possibly influenced by the students' first language (L1), remained particularly challenging.

  • The creation of a computer-based grammar diagnostic test for Japanese university students

    2022年  

     概要を見る

    A web-based testing system including the most important grammar points has been created, which can be accessed via https://grammar-diagnosis.herokuapp.com/

  • Automated Evaluation of Semantic Content in Fact-Based Writing with Semantic Similarity Tools

    2022年  

     概要を見る

    The research has yield fruitful results in the evaluation of open-source semantic similarity tools and in developing a web-based application for automated grading of fact-based writing. The evaluation part has been published in a high-impact journal, Education and Information Technologies, while the application is under beta test right now.

  • Integrating computer games into English writing classrooms

    2021年  

     概要を見る

    This study explores the role of story-rich computer games in narrative writing of Chinese university students. In a two-month writing class with the game Sim4, a participant received instruction on gameplay techniques and language, completed game quests set by the teacher, wrote 14 narratives based on gameplay events and received all-encompassing corrective feedback to her writing samples. A pre-test on game vocabulary and two writing pre- and post- tests based on non-game videos were also administered. The researchers evaluated the participant’s narrative writing performance with in-depth analysis of linguistic features in the writing samples, which included syntax, lexicon, cohesion and content. The analysis was conducted through NLP technology and inductive coding on revisions in the corrective feedback. A follow-up interview was conducted to complement results on writing evaluation and to provide information on the participant’s perception and attitude towards the GBW class. Results show that while writing evaluation did not indicate any consistent improvement in the participant’s narrative writing performance throughout the GBW class, the rich stories and contextualized vocabulary in the game contributed to her content and lexicon and helped her to better understand how to write narratives. The study further indicates that the challenges facing similar medium-level students in narrative writing are likely to be caused by inadequate grammatical competence and the inability to express ideas clearly in English, rather than by specific features of the narrative genre. Moreover, the all-encompassing feedback in the study was found to be cost-inefficient and thus is not recommended in future studies. 

  • 一般英語学習者のモチベーションと学習効果の向上を目指す教育ゲームの開発

    2021年  

     概要を見る

    This research aims to create a gamified application for students to learn English grammar. The researcher first referred to the CEFR and CEFR-J for well-stablished grammatical categories and wrote 180 questions corresponding to 180 grammar points under the categories. A group of 5 experts reviewed and finalized the questions to ensure they cover the most important grammar points in university students' exposure to English reading and writing. After that, a web-based app was developed for this research, where the users can take the grammar quizzes and get feedback. For gamification of the app, the researcher will add leaderboard features to encourage engagement from students. When this is done, the researcher will recruit students to try the app and iterate the app based on student feedback. Then, the researcher will make the app adaptive, which means the questions for each individual student will be based on his or her prior performance in the app.