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Taboo Talks: Enhancing ESL Speaking Skills through Language Model Integration in Interactive Games.
- Source :
- Procedia Computer Science; 2024, Vol. 246, p3674-3683, 10p
- Publication Year :
- 2024
-
Abstract
- Achieving fluency in a foreign language is challenging, often because of limited opportunities for speaking practice. Speaking in a different language can be difficult and sometimes embarrassing. This study introduces a tool designed to prioritize language-speaking practice by integrating the "Taboo" game with speech recognition technology and a large language model (LLM). This game involves players conveying a target word to an AI-based agent without using specific "Taboo" words. Our contribution focuses on proposing a meticulously designed taboo game for speaking practice that incorporates engaging interactions with the LLM. This methodology offers a novel and beneficial alternative for English as a Second Language (ESL) learners. Initial experimental trials were conducted, and user feedback highlighted a positive experience with reduced anxiety compared to conventional, human-based speaking practice. However, challenges have emerged, particularly in terms of pronunciation and the expression of certain words. In response to this valuable feedback, we presented a design proposal aimed at addressing these challenges to improve the overall learning experience and ensure effective language practice. [ABSTRACT FROM AUTHOR]
Details
- Language :
- English
- ISSN :
- 18770509
- Volume :
- 246
- Database :
- Supplemental Index
- Journal :
- Procedia Computer Science
- Publication Type :
- Academic Journal
- Accession number :
- 181191686
- Full Text :
- https://doi.org/10.1016/j.procs.2024.09.189