5 research outputs found

    Use of interactive worksheets to teach speaking

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    The goal of the study is to illustrate how Interactive Worksheets for teaching speaking is used.   Interactive Worksheet is an online interactive worksheet that was created by a lecture to encourage students to speak more. Students can record their speaking and they can get their speaking score instantly. The research uses descriptive qualitative research as its method and design. Online Interactive Worksheet, students and the result of the worksheet are the data's sources. Data collection methods include observing, interviewing, and documenting. Triangulation methodology is used by the researcher to determine the veracity of the data. Data analysis techniques include data condensing, data displaying, conclusion, and verification. The study's findings indicate that: First, help students pronounce the word correctly. Second, encourage someone to speak. Third, work on improving the students' speaking skills.  Make speaking fun for the students, and that's all. The disadvantage, is challenging for pupils to understand the meaning of a term in the text and pronounce correctly. In addition, students can look up a challenging word in a dictionary. The researcher offers recommendations in this study for the teacher, students, school, and other researchers

    Blending human and artificial intelligence to support autistic children’s social communication skills

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    This paper examines the educational efficacy of a learning environment in which children diagnosed with Autism Spectrum Conditions (ASC) engage in social interactions with an artificially intelligent (AI) virtual agent and where a human practitioner acts in support of the interactions. A multi-site intervention study in schools across the UK was conducted with 29 children with ASC and learning difficulties, aged 4-14 years old. For reasons related to data completeness and amount of exposure to the AI environment, data for 15 children was included in the analysis. The analysis revealed a significant increase in the proportion of social responses made by ASC children to human practitioners. The number of initiations made to human practitioners and to the virtual agent by the ASC children also increased numerically over the course of the sessions. However, due to large individual differences within the ASC group, this did not reach significance. Although no evidence of transfer to the real-world post-test was shown, anecdotal evidence of classroom transfer was reported. The work presented in this paper offers an important contribution to the growing body of research in the context of AI technology design and use for autism intervention in real school contexts. Specifically, the work highlights key methodological challenges and opportunities in this area by leveraging interdisciplinary insights in a way that (i) bridges between educational interventions and intelligent technology design practices, (ii) considers the design of technology as well as the design of its use (context and procedures) on par with one another, and (iii) includes design contributions from different stakeholders, including children with and without ASC diagnosis, educational practitioners and researchers

    Blending human and artificial intelligence to support Autistic children’s social communication skills

    Get PDF
    This paper examines the educational efficacy of a learning environment in which children diagnosed with Autism Spectrum Conditions (ASC) engage in social interactions with an artificially intelligent (AI) virtual agent and where a human practitioner acts in support of the interactions. A multi-site intervention study in schools across the UK was conducted with 29 children with ASC and learning difficulties, aged 4-14 years old. For reasons related to data completeness and amount of exposure to the AI environment, data for 15 children was included in the analysis. The analysis revealed a significant increase in the proportion of social responses made by ASC children to human practitioners. The number of initiations made to human practitioners and to the virtual agent by the ASC children also increased numerically over the course of the sessions. However, due to large individual differences within the ASC group, this did not reach significance. Although no evidence of transfer to the real-world post-test was shown, anecdotal evidence of classroom transfer was reported. The work presented in this paper offers an important contribution to the growing body of research in the context of AI technology design and use for autism intervention in real school contexts. Specifically, the work highlights key methodological challenges and opportunities in this area by leveraging interdisciplinary insights in a way that (i) bridges between educational interventions and intelligent technology design practices, (ii) considers the design of technology as well as the design of its use (context and procedures) on par with one another, and (iii) includes design contributions from different stakeholders, including children with and without ASC diagnosis, educational practitioners and researchers

    Aplicación de analíticas en la sistematización del diseño y validación de juegos serios para usuarios con discapacidad intelectual

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    En los últimos años, los Serious Games (juegos serios), también conocidos por otros muchos nombres como Learning Games o Educational Games (juegos educativos), se han convertido en herramientas de aprendizaje ampliamente utilizadas, de modo que hay muchos proyectos de desarrollo y de aplicación relacionados con este tipo de juegos. Sin embargo, se necesita más investigación sobre cómo crear diseños efectivos que optimicen el proceso de desarrollo y garanticen la adecuación de estos juegos a las habilidades cognitivas de los usuarios.Este problema es especialmente relevante cuando se quiere desarrollar un juego educativo para personas con discapacidad intelectual. Dado que este tipo de usuarios cuentan típicamente con problemas de comunicación, la utilización de métodos observacionales es muy complejo, costoso e incluso poco fiable para evaluar y validar el diseño de los juegos..
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