Luis Carlos Marín-Navarro


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2025

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The GAMETRAPP project: Spanish scholars’ perspectives and attitudes towards neural machine translation and post-editing
Cristina Toledo-Báez | Luis Carlos Marín-Navarro
Proceedings of Machine Translation Summit XX: Volume 1

The GAMETRAPP project (2022-2025), funded by the Spanish Ministry of Science and Innovation and led by the University of Málaga, aims to introduce and promote post-editing (PE) practices of machine-translated research abstracts among Spanish scholars. To this aim, the GAMETRAPP project is developing a gamified environment —specifically, an escape room—integrated into a responsive web app. As part of the design of both the gamified environment and the web app, this paper presents the results of a questionnaire distributed to Spanish scholars in order to explore their perspectives and attitudes towards neural machine translation (NMT) and PE. A total of 253 responses were collected from scholars affiliated with 42 Spanish public universities. A two-stage participant selection process was applied: the analysis focuses on scholars who self-reported a CEFR level of C1 or C2 in English proficiency. (n = 152), and, within this group, a comparison was conducted between scholars from linguistic disciplines (23%, n = 35) and those from non-linguistic disciplines (77%, n = 117). Statistically significant differences between these groups were identified using the Mann-Whitney U test in IBM SPSS. The results indicate a widespread and continued use of language technologies, particularly those related to NMT. However, only 34.2% of scholars from non-linguistic disciplines are familiar with PE as a concept, although 59.8% report that they do post-edit their scientific abstracts. Furthermore, 62.9% of scholars from linguistic disciplines and 47.9% from non-linguistic disciplines believe it is necessary to create an app that trains scholars in post-editing Spanish abstracts into English. Sentiment analysis conducted with Atlas.ti on the 29 qualitative responses to the open-ended question suggests overall neutral attitudes toward NMT and PE for both groups of scholars. In conclusion, while both groups engage with NMT tools, there is a clear need for training—especially among scholars from non-linguistic disciplines—to familiarize them with PE concepts and to help develop basic PE literacy skills.

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GAMETRAPP project in progress: Designing a virtual escape room to enhance skills in research abstract post-editing
Cristina Toledo-Báez | Luis Carlos Marín-Navarro
Proceedings of Machine Translation Summit XX: Volume 2

The “App for post-editing neural machine translation using gamification” (GAMETRAPP) project (TED2021-129789B-I00), funded by the Spanish Ministry of Science and Innovation (2022–2025) and led by the University of Málaga, has been in progress for two and a half years. The project is developing a web application that incorporates a gamified environment, specifically a virtual escape room, to bring post-editing practice closer to scholars. This paper outlines the methodological process followed and provides a brief description of the virtual escape room.