As stated in Cardoso, Smith, and Garcia Fuentes (2015), second language researchers and practitioners have explored the pedagogical capabilities of Text-To-Speech synthesizers (TTS) for their potential to enhance the acquisition of writing (e.g. Kirstein, 2006), vocabulary and reading (e.g. Proctor, Dalton, & Grisham, 2007), and pronunciation (e.g. Cardoso, Collins, & White, 2012). Despite their demonstrated effectiveness, there is a need for up-to-date formal evaluations of TTS systems, specifically for their potential to promote the ideal conditions under which languages are acquired, particularly in an English as a Foreign Language (EFL) environment, as suggested by Cardoso, Smith, and Garcia Fuentes (2015). This study evaluated a modern English TTS system in an EFL context in Brazil, at a number of levels, including speech quality, opportunity to focus on form, and learners' cognitive processing of TTS-generated texts. Fifteen Brazilian EFL learners participated in the study in which they listened to both human and TTSproduced speech samples while performing the abovementioned tasks. Semistructured interviews were used to collect data about participants' perceptions of the technology. We report an analysis of these interviews, which indicate that EFL learners have overall positive attitudes towards the pedagogical use of TTS, and that they would like to use the technology as a learning tool.
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing over one month: while the experimental group played PàN, the control group engaged in paper-based gamified information gap activities. Following a pre-test/post-test research design, our findings revealed no statistically significant differences between the two groups.
Mobile-Assisted Language Learning (MALL) provides second language (L2) learners and teachers with resources to enhance the learning experience, including its anytime, anywhere accessibility (Traxler, 2007). However, factors such as lack of confidence with technology (Son, 2014) and time limitations (Godwin-Jones, 2015) may prevent teachers from implementing MALL successfully. To better understand the barriers to using MALL, this pilot study investigated the perspectives of 21 L2 English teachers at secondary schools and colleges in Quebec (Canada). An online questionnaire, requiring 15-30 minutes to complete, consisted of six-point Likert scales, short answers, multiple-choice questions, and probed teachers' current practices, willingness to engage with different tools, and factors influencing their implementation (e.g. time restraints, lack of training). Results suggest that while most language teachers appear to be open to engaging their students in MALL, limitations and concerns regarding distractions, cheating, school policy, class disruption, and time pressures remain.
This study introduces the digital game Prêt à négocier, an information gap digital game, and investigates language learners' perceptions of its use in a French as a Second Language (FSL) context. In the game, students negotiate orally and synchronously with a partner for items like cars, houses, and even pirate ships. Inspired by Larsen-Freeman and Long's (1991) information gap activity, game players exchange information to solve a common problem (e.g. to buy a car within certain conditions imposed by the game). As a competitive game, the pairs must use their oral interaction skills in a comprehensible and persuasive manner to win (e.g. to obtain the best final price on a product). In addition to describing Prêt à négocier, this study examines 28 students' perceptions of its pedagogical use in a standard FSL classroom via a triangulation of methods that include a survey, interviews with participants, and focus group discussions. Based on our findings, we conclude that students' perceptions of the game are highly positive in most aspects of our analysis and that Prêt à négocier is well-positioned to help students improve oral interaction skills in a fun, comfortable, and interactive manner.
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a 'shouting' digital game as a pedagogical tool: Spaceteam ESL 4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote fluency development (via speed) in a non-threatening environment (mediated by the game, a CMC tool). 20 high-beginner/low-intermediate English as a Second Language (ESL) learners participated in the study, divided into two groups: an experimental group (n=11), which played the game for 15 minutes as a warm-up in class for a period of six weeks, and the control group (n=9), which was engaged in 'traditional' classroom activities such as info gap, story retelling, and other interactive activities for the same period of time. The study followed a mixedmethods design with pre-, post-, and delayed post-tests to measure developments in oral fluency (measured via the computation of number of syllables per second). The results suggest that mobile games such as Spaceteam ESL have the potential to assist in fluency development, but further investigation is needed.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.