Abstract
A verbal interaction is defined as a eurhystic method of learning. In artificial intelligence verbal interactions for teaching purposes, the ludic component may play the role of a catalyst in the process of knowledge acquisition. This variation from the purely cognitive standard may lend itself to different functions within the learning process, e.g. from providing tension relief between successive steps, or unusual memorizing solutions, to innovative ways of reinforcing knowledge, or from devising distractors for the evaluation stage, to certain unconventional learning strategies. The efficiency of the ludic element in didactic verbal interactions is unquestionable, and it can be achieved at any learning stage, as well as various levels of depth, e.g. from the stylistic, to the structural one. Within the interpersonal communication for teaching purposes, the pleasure of playing the game has already been acknowledged as an important element that supports the learning process. This paper tries to examine the ludic element within the process of e-learning, where changes in the nature and relationship between the participants in verbal interactions for teaching purposes highlight surprising aspects of educational impact on the human- artificial intelligence communication. The application part includes a brief analysis of the ludic elements, detectable in the process of learning foreign languages by means of commercially available software, both at the linguistic elementary level, as well as the structural one, in the design of the various types of exercises. The typology of didactic games will be approached particularly from the viewpoint of the exchange of replies in the register of diversion. The advantages, as well as potential disfunctions will be examined, less from the viewpoint of the unknown vocabulary, which can possibly cause involuntary, unintentional humour, but starting from the different perception of the ludic elements, depending on the cultural differences between the producers and the beneficiaries of the educational software for foreign language learning. |