计算机科学
机器人
匹配(统计)
过程(计算)
词(群论)
人工智能
选择(遗传算法)
多媒体
自然语言处理
数学教育
人机交互
心理学
语言学
数学
统计
操作系统
哲学
作者
Ilyas Issa,Symbat Nurgazy,Maksat Madeniyetov,Anara Sandygulova
标识
DOI:10.1145/3568294.3580179
摘要
Teaching methods are developing rapidly, offering different ways of teaching languages. The more recent ones are robot-assisted language learning and gamification of learning. There is a great body of research related to teaching English as a second/foreign language to children with the help of technology. Most of these studies integrating robots into the learning process showed that they positively affect the learning process and increase the learning gains of children. This study introduces a robot-assisted word-to-picture matching game for English learning in two different modes. This work aims to propose a robot-assisted game-based English learning activity and compare its two versions: a standard version and a priority selection version. To this end, a within-subject experiment was conducted in which a total of 17 children aged 7 to 8 years old participated. The experiment compared the children's knowledge after each version of the game. The results showed a significant difference in learning gains between the question priority algorithm and the standard game.
科研通智能强力驱动
Strongly Powered by AbleSci AI