GAMETRAPP : Training app for post-editing neural machine trans-lation using gamification in professional settings (2023)

Abstract: The GAMETRAPP project, funded by Spanish Ministry for Science and Inno-vation, aims to facilitate industry profes-sionals training on full post-editing of neural machine translation by means of a gamified environment.

## introduction digital transition refers to the actual effect of digitization -the technical conversion of analog information into digital form-and digitalization -the actual process of change in industries-on society @xcite . human language technologies are of paramount importance in this process because the digital transition is incomplete until it is multilingual. in this context, machine translation, and mainly neural machine translation (nmt), is gaining ground since it helps to meet the communicative needs of an increasingly demanding digital society. the real potential and correct use of nmt is only achieved through professional post-editing (pe) by human translators and/or post-editors. however, considering the multilingual needs imposed by digital transition, especially in the technical and technological domains, demand for nmt plus full pe carried out in part by non-professional translators will increase exponentially in the coming years. consequently, initiatives for training non-professional translators on nmt plus full pe are expected to be demanded in the near future. previous studies have explored professional engineers' @xcite or academics' (parra escartín & goulet, 2020) performance as post-editors. however, apart from multitrainmt @xcite , designed for language learners, as far as the author is aware, no proposal has yet been made in the training of non-professional translators on full pe. to fill that gap, the main contribution of gam-etrapp project is to bring training in nmt and full pe closer to professionals from technical fields using an innovative training approach: gamification. based on the application of play elements affecting motivation and knowledge apprehension @xcite , gamification is nowadays widely used in enterprises to motivate employees' involvement in the company as well as in corporate and lifelong learning training @xcite . ## project description the gametrapp project is funded by the spanish ministry for science and innovation (ted2021-129789b-i00). it started in december 2022, and it will last for two years. the gametrapp team is an international and inter-university group formed by 19 researchers from 9 universities, 7 from spain (university of málaga, university of córdoba, university pablo olavide, university of alcalá, university autónoma de madrid, university of valladolid and valencia international university) and 2 from united states (kent state university and utah valley university). in addition, an outsourced company will help design, develop, and create the gamified environment. the main hypothesis is that in the english-spanish language combination, gamification can help professionals from technical fields having a high english proficiency acquire basic pe literacy skills. specifically, the project will pursue the following seven goals: professionals will post-edit segments from texts of their expertise that have been machinetranslated. the post-edited segments will be compared to a corpus of the same segments post-edited by professional translators and/or post-editors using fuzzy matches and, depending on the results, users will get points and rewards. two issues are to be tackled: percentage similarity for fuzzy matches and overcorrection. in addition, users are expected to compete and assess results. the gamified environment will be designed to be used in a responsive app. regarding methodology and work plan, gam-etrapp encompasses 3 phases (i. pre-use of gamified environment, ii. use of gamified environment, and iii. post-use of gamified environment) divided into the following 7 subphases: