EFL learning media for early childhood through speech recognition application

Fajar Satria, Hafiz Aditra, Mohamad Dean Aji Wibowo, Hilmi Luthfiansyah, M. Suryani, E. Paulus, I. Suryana
{"title":"EFL learning media for early childhood through speech recognition application","authors":"Fajar Satria, Hafiz Aditra, Mohamad Dean Aji Wibowo, Hilmi Luthfiansyah, M. Suryani, E. Paulus, I. Suryana","doi":"10.1109/ICSITECH.2017.8257177","DOIUrl":null,"url":null,"abstract":"In Indonesia, English language use as a foreign language (EFL) and become one of the major subject since elementary school till the university. Sometimes it's hard to teach English language only by speech, especially to the young learner. Based on it, game-based learning combined with speech recognition has been developed. The proposed game helps and facilitates the children to learn English and introducing children to various animal themes. The game is packed in a fun and interesting concept in a form of an interactive game so that learning process could be more effective and not only to help them learn faster but also entertaining them in the process. This game is operated by using speech recognition and use Kinect as its main platform to interact with. This was chosen as the main way to interact with the application so that children can not only play the game but also improve their English pronunciation and vocabulary. The game also tested to the 30 respondents to know the usability of the system and the motivation to learn. Based on the experiments, the results showed that all respondents agreed that the proposed game has a good usability. It can be seen from the average of central tendency value that reaches about 4.38. Based on the results, we concluded that the proposed game-based learning gave new experiences, easy to use, and became fun alternative for young learners to study the EFL.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 3rd International Conference on Science in Information Technology (ICSITech)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSITECH.2017.8257177","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 Indonesia, English language use as a foreign language (EFL) and become one of the major subject since elementary school till the university. Sometimes it's hard to teach English language only by speech, especially to the young learner. Based on it, game-based learning combined with speech recognition has been developed. The proposed game helps and facilitates the children to learn English and introducing children to various animal themes. The game is packed in a fun and interesting concept in a form of an interactive game so that learning process could be more effective and not only to help them learn faster but also entertaining them in the process. This game is operated by using speech recognition and use Kinect as its main platform to interact with. This was chosen as the main way to interact with the application so that children can not only play the game but also improve their English pronunciation and vocabulary. The game also tested to the 30 respondents to know the usability of the system and the motivation to learn. Based on the experiments, the results showed that all respondents agreed that the proposed game has a good usability. It can be seen from the average of central tendency value that reaches about 4.38. Based on the results, we concluded that the proposed game-based learning gave new experiences, easy to use, and became fun alternative for young learners to study the EFL.
通过语音识别应用于幼儿英语学习媒体
在印尼,英语作为一门外语,从小学一直到大学,都是一门重要的学科。有时候,仅仅通过演讲来教授英语很难,尤其是对年轻的学习者。在此基础上,开发了基于游戏的学习与语音识别相结合的方法。该游戏有助于孩子们学习英语,并向孩子们介绍各种动物主题。这款游戏以互动游戏的形式包装了一个有趣的概念,这样学习过程就会更有效,不仅能帮助他们更快地学习,而且在学习过程中也很有趣。本游戏采用语音识别操作,以Kinect为主要交互平台。这是选择与应用程序交互的主要方式,这样孩子们不仅可以玩游戏,还可以提高他们的英语发音和词汇量。游戏还对30名受访者进行了测试,以了解系统的可用性和学习动机。根据实验结果,所有受访者都认为所提议的游戏具有良好的可用性。从集中趋势值的平均值可以看出,在4.38左右。基于研究结果,我们得出结论,提出的基于游戏的学习方式提供了新的体验,易于使用,并且成为年轻学习者学习EFL的有趣选择。
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