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Master Thesis Defence: Tam Luong -- Edutainment Games

EVENT

Defence of Tam Loung's one year master thesis for the Master Programme in Language Technology:

Edutainment Games -- Using Speech Recognition in a self-learning game for primary school students and an entertaining game for people at all ages.

Supervisor: Torbjörn Lager

Opponent: Bamshad Lotfabadi

Examinater: Robin Cooper

Abstract:

The purpose of this study was to estimate how Voice Technology worked
in educational and entertaining (edutaining) games. In order to find
the answer, the author designed two edutaining games using Speech
Technology and game development. One educational game was for primary
school students with the range of age from 7 to 12 while the other
entertaining game was for people at all ages.

The qualitative research methodology was applied in this study. The
research data consisted of participant observation, semi-structured
interviews and structured interviews. Participants of the first game
were 37 students from 4 primary schools in Gothenburg City, Sweden.
Participants of the other game were 20 adults from different cities in
Sweden and other countries.

The result of the evaluation revealed that Speech Technology worked
well in both educational and entertaining games. The findings
indicated the technology had implications for 3 main matters: the
content of the games; teaching methods and hands- free and touch tone
games. It was discovered that the technology stimulated participants’
interest in playing the voice games which were different from common
video games. 100% of the participants and students would consider
playing both games again in the future. Apparently the voice games
helped increase engagement of students when they explored a new
potential technology in learning. The result also showed that the
technology worked better when participants used telephone or mobile
phone than computer via Skype. Less technical errors occurred when
they played the games with phones. When asked to compare the two
games, the students thought both games provided benefits in variant
ways. The educational game was helpful in the self-learning of
different school subjects while the entertaining game had a better
quality in aspects of fun element, sound techniques and language
clarity.

The author recommends voice game programmers to implement higher
advanced technology such as Browse-Accessible, an application that
recognizes speech and save to the database. It is also recommended
that programmers collaborate with teachers for pedagogical advices in
the process of collecting appropriate material for educational games.
Experiences and tips derived from the evaluation and implementation of
this study are also shared with programmers to facilitate the work of
their similar applications in the future.

Date: 2012-12-10 10:00 - 11:00

Location: T340, Olof Wijksgatan 6

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Page updated: 2012-11-26 11:05

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