Assistive gamification and speech recognition E-tutor system for speech impaired students

M. Samonte, Frances Casey D. Guce, Janina Mikaela P. Peraja, Gwynel Daniel V. Sambile
{"title":"Assistive gamification and speech recognition E-tutor system for speech impaired students","authors":"M. Samonte, Frances Casey D. Guce, Janina Mikaela P. Peraja, Gwynel Daniel V. Sambile","doi":"10.1145/3313950.3313968","DOIUrl":null,"url":null,"abstract":"In a single school year, 5,857 young Filipino students have been found to suffer from evident speech or language impairments. The Philippines has this number of children, all of whom experience a great disadvantage in learning and communication, both of which are crucial and very much needed. Speech impairment does not necessarily mean that the person cannot speak but rather finding it difficult to do so. It is a condition that can affect the academic performance of a child because of the difficulty in communicating by stuttering and such. The deaf or the hard-of-hearing (HoH) also sometimes develop this kind of impairment due to development issues. This paper concentrates on the design of a Gamified E-Tutor System that utilizes speech recognition in teaching Statistics to senior high school students with speech impairment with the help of Filipino Sign Language (FSL). The said components (gamification/speech recognition) were integrated into the system to improve the learning engagement of students with speech impairment and supplement the speech therapies they go through. By integrating gamification elements with learning strategies for students with disabilities, a speech therapist can use this system to supplement their sessions and monitor their status, as well as their progress. Through this E-Learning system, information regarding gamification elements may be extracted to help determine the most effective learning components for students with speech impairment.","PeriodicalId":392037,"journal":{"name":"Proceedings of the 2nd International Conference on Image and Graphics Processing","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2nd International Conference on Image and Graphics Processing","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3313950.3313968","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

Abstract

In a single school year, 5,857 young Filipino students have been found to suffer from evident speech or language impairments. The Philippines has this number of children, all of whom experience a great disadvantage in learning and communication, both of which are crucial and very much needed. Speech impairment does not necessarily mean that the person cannot speak but rather finding it difficult to do so. It is a condition that can affect the academic performance of a child because of the difficulty in communicating by stuttering and such. The deaf or the hard-of-hearing (HoH) also sometimes develop this kind of impairment due to development issues. This paper concentrates on the design of a Gamified E-Tutor System that utilizes speech recognition in teaching Statistics to senior high school students with speech impairment with the help of Filipino Sign Language (FSL). The said components (gamification/speech recognition) were integrated into the system to improve the learning engagement of students with speech impairment and supplement the speech therapies they go through. By integrating gamification elements with learning strategies for students with disabilities, a speech therapist can use this system to supplement their sessions and monitor their status, as well as their progress. Through this E-Learning system, information regarding gamification elements may be extracted to help determine the most effective learning components for students with speech impairment.
语言障碍学生辅助游戏化及语音识别电子辅导系统
在一个学年里,5857名菲律宾学生被发现有明显的语言障碍。菲律宾有这么多的儿童,他们在学习和交流方面都处于极大的劣势,这两者都是至关重要和非常需要的。语言障碍并不一定意味着这个人不能说话,而是觉得说话很困难。这是一种会影响孩子学习成绩的情况,因为他们在沟通上有困难,比如口吃等。聋人或听力障碍(HoH)有时也会由于发展问题而发展出这种障碍。本文设计了一个游戏化的电子教师系统,该系统利用语音识别技术,在菲律宾手语的帮助下,对有语言障碍的高中生进行统计学教学。上述组件(游戏化/语音识别)被整合到系统中,以提高语言障碍学生的学习参与度,并补充他们所经历的语言治疗。通过将游戏化元素与残疾学生的学习策略相结合,语言治疗师可以使用该系统来补充他们的课程,并监控他们的状态以及他们的进步。通过这个电子学习系统,可以提取有关游戏化元素的信息,以帮助有语言障碍的学生确定最有效的学习组件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信