AI and Recognition Technologies to Facilitate English as Foreign Language Writing for Supporting Personalization and Contextualization in Authentic Contexts
Wu-Yuin Hwang, R. Nurtantyana, Siska Wati Dewi Purba, U. Hariyanti, Y. Indrihapsari, Herman Dwi Surjono
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引用次数: 4
Abstract
English as Foreign Language (EFL) writing is challenging for students due to the lack of related lexical resources to inspire them for meaningful writing besides grammar feedback. Moreover, it is crucial to design personalized feedback based on students’ original writings in helping to improve their writing abilities. Therefore, we developed Smart RoamLingo app to help writing meaningful content in authentic contexts with sample sentences based on texts generated by recognition technologies named as AI-Sample Sentences (AI-SS) and writing qualities with revision suggestions based on personal original writings named as AI-Writing Feedback (AI-WF). 104 undergraduate students were assigned into an experimental group (EG) and two control groups. EG significantly outperformed the other groups in the post-test. In EG, AI-SS can help the contextualization to produce comprehensive content actively while AI-WF can help the personalization to improve the writing quality through several revisions. Hence, the cohesion and consistency of their writing can be enhanced. Further, the total number of revisions in practices and the assignment score can significantly predict the post-test. Moreover, EG students revealed that Smart RoamLingo was useful for EFL writing. Therefore, it is strongly suggested to use Smart RoamLingo with AI-SS and AI-WF for EFL writing in authentic contexts.
期刊介绍:
The goal of this Journal is to provide an international scholarly publication forum for peer-reviewed interdisciplinary research into the applications, effects, and implications of computer-based education. The Journal features articles useful for practitioners and theorists alike. The terms "education" and "computing" are viewed broadly. “Education” refers to the use of computer-based technologies at all levels of the formal education system, business and industry, home-schooling, lifelong learning, and unintentional learning environments. “Computing” refers to all forms of computer applications and innovations - both hardware and software. For example, this could range from mobile and ubiquitous computing to immersive 3D simulations and games to computing-enhanced virtual learning environments.