4,227 research outputs found

    ISCA Workshop on Speech and Language Technology in Education (SLATE)

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    This paper introduces the architecture and interface of a serious game intended for pronunciation training and assessment for Spanish students of English as second language. Users will confront a challenge consisting in the pronunciation of a minimal-pair word battery. Android ASR and TTS tools will prove useful in discerning three different pronunciation proficiency levels, ranging from basic to native. Results also provide evidence of the weaknesses and limitations of present-day technologies. These must be taken into account when defining game dynamics for pedagogical purposes.MEC-FEDER Grant TIN2014-59852-R y la Junta de Castilla y LeĂłn Regional Grant VA145U1

    Design and evaluation of mobile computer-assisted pronunciation training tools for second language learning

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    The quality of speech technology (automatic speech recognition, ASR, and textto- speech, TTS) has considerably improved and, consequently, an increasing number of computer-assisted pronunciation (CAPT) tools has included it. However, pronunciation is one area of teaching that has not been developed enough since there is scarce empirical evidence assessing the effectiveness of tools and games that include speech technology in the field of pronunciation training and teaching. This PhD thesis addresses the design and validation of an innovative CAPT system for smart devices for training second language (L2) pronunciation. Particularly, it aims to improve learner’s L2 pronunciation at the segmental level with a specific set of methodological choices, such as learner’s first and second language connection (L1– L2), minimal pairs, a training cycle of exposure–perception–production, individualistic and social approaches, and the inclusion of ASR and TTS technology. The experimental research conducted applying these methodological choices with real users validates the efficiency of the CAPT prototypes developed for the four main experiments of this dissertation. Data is automatically gathered by the CAPT systems to give an immediate specific feedback to users and to analyze all results. The protocols, metrics, algorithms, and methods necessary to statistically analyze and discuss the results are also detailed. The two main L2 tested during the experimental procedure are American English and Spanish. The different CAPT prototypes designed and validated in this thesis, and the methodological choices that they implement, allow to accurately measuring the relative pronunciation improvement of the individuals who trained with them. Both rater’s subjective scores and CAPT’s objective scores show a strong correlation, being useful in the future to be able to assess a large amount of data and reducing human costs. Results also show an intensive practice supported by a significant number of activities carried out. In the case of the controlled experiments, students who worked with the CAPT tool achieved better pronunciation improvement values than their peers in the traditional in-classroom instruction group. In the case of the challenge-based CAPT learning game proposed, the most active players in the competition kept on playing until the end and achieved significant pronunciation improvement results.Departamento de Informática (Arquitectura y Tecnología de Computadores, Ciencias de la Computación e Inteligencia Artificial, Lenguajes y Sistemas Informáticos)Doctorado en Informátic

    Non-native phonetic accommodation in interactions with humans and with computers

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    THE EFFECT OF USING GUESSING GAMES TECHNIQUE TOWARD SPEAKING ABILITY OF THE SECOND YEAR STUDENTS AT ISLAMIC JUNIOR HIGH SCHOOL ITTIHADUL MUSLIMIN KOTO GASIB DISTRICT

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    The English teacher at Islamic Junior High School Ittihadul Muslimin has implemented some techniques and strategies to increase their students’ speaking ability, such as the teacher taught students by giving explanation about the materials and then ask the students to question and respond, sometimes the teacher used retelling, role playing, and discussion technique. The teacher has applied an interesting technique and strategy and most lesson focus on speaking practice. In fact, the students are still not able to speak English on descriptive text. This study was carried out at Islamic Junior High School Ittihadul Muslimin Koto Gasib District. The subject of this research was the second year students at Islamic Junior High School Ittihadul Muslimin, the object of this research was the effect of using Guessing Games Technique toward Students’ speaking ability and the main objective of the research was to know the significant effect of Using Guessing Games Technique Toward Speaking Ability of the Second Year Students at Islamic Junior High School Ittihadul Muslimin Koto Gasib District. In this research, the writer used Quasi-experimental research. The writer use Nonequivalent Control Group design. In this research two class of the second year student was participated, one class as experimental class and the other as control class. Both of experimental and control class were given a pretest before giving treatment and posttest was given after the treatment. The techniques of collecting data used were the observation and test. The observation was used in order to find out how far the application of guessing games technique in teaching process and the test was used in order to find out the students’ speaking ability on descriptive text. The technique of data analysis used was T-test formula for unrelated samples through using SPSS 16.0. Based on the data analysis of T-test, tt (5%) tt (1%) or 2.002.65. The writer concluded that there is significant effect of Using Guessing Games Technique toward Speaking Ability of the Second Year Students at Islamic Junior High School Ittihadul Muslimin Koto Gasib District

    Animated cartoons through the mirroring technique to teach stress pronunciation.

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    This research project focused on analysing how by implementing animated cartoons in an EFL class with tenth graders at the public high school Robert Francis Kennedy, located in Bogota, through a mirroring technique, could help them to enhance their word and sentences stress performance. This idea arose from the lack of stress pronunciation skills noticed in these students, as they were not considering these pronunciation aspects when they were asked to express themselves communicatively in English, reason why their speech sounded not only unnatural, but at the same time, it was at certain point quite difficult to understand what they wanted to say. Hence, in order to try to help them to enhance their stress pronunciation performance and by doing so, their communicative skills; it came up the idea of using animated cartoons, as not only they could be appealing to the learners, but additionally, as in many of them; the characters tend to exaggerate their speech, making more evident stress pronunciation patterns. And combined them with the mirroring technique, so that, the learners could put these stress patterns into practice. In regards to the methodology, this research adopted a qualitative approach, and used as main sources to gather data: a pre and post-test, audio recordings, students‟ artifacts and field notes. Once analysed the data, it was found that after being exposed to the animated cartoons, most of the students were more aware of stress pronunciation patterns; reason why when conveying an idea, their speech sounded more natural and understandable. At the same time, it was evident that most of the students found the animated cartoons appealing, but in order for them to be applied as didactic material in EFL, they should be contextualised and accompanied by explicit input of the topic or skill to be practised

    Syllabus design for 4th year of Secondary Education in Spain

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    Máster Universitario en Formación del Profesorado de ESO, Bachillerato, Formación Profesional y Enseñanza de Idiomas. Especialidad en Inglés (M086

    Evaluating and designing language learning games for minority languages:focus on Karelian language

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    Abstract. There are plenty of language learning applications found for smartphone on Google Play store, but only a few of them are for minority language learning, particularly for Karelian language as none of the most popular applications have it listed as an option. Luckily there are few found on the web, but they have their limitations. Both analysing and evaluating them in this study provide a good starting point for designing and developing games further so that one day someone who wants to learn Karelian language can find number of language learning games to choose from. The options for designs would go from having serious borderline gamified applications for language learning to more educational games where effortless learning would be one of the key aspects and having fun is highlighted. The games do not need to be strictly on either mobile or PC, but with the current situation of covid-19 restrictions, the need for digital-based learning games is apparent. Literature review gives good aspects as to why it is important to do language learning games and as to what aspects should be considered when doing one. The studies on gamification bring forward the usefulness of individual game mechanics that otherwise would not be so carefully thought about when designing games. Giving users achievements and stars as a form of rewards when they succeed makes them stay more motivated when interacting with the game. Design science research provides good set of guidelines for artefact construction phase, where different kind of concepts are first presented based on the cognitive walkthrough and evaluation phases. In addition to the games that are constructed, a set of design recommendations for further game development are formed to answer the question of what aspects need to be taken into account when developing games for minority language learning. Most of the aspects in the design recommendations are user experience related themes, since the usability aspect of the prototyped games is not on the level that it should be yet
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