With the spread of mobile devices, mobile phones have enormous potential regarding their pedagogical use in language education. The goal of this study is to analyse user experience of a mobile‐based learning system that is enhanced by speech recognition technology for the improvement of EFL (English as a foreign language) learners' speaking proficiency. Speaking English 60 Junior, which is developed for middle‐school students in Korea, is equipped with automatic speech recognition (ASR) for students' self‐regulated speaking practice. Open‐ended survey questions were used to gain insight into users' reactions. The results showed that the students, overall, had positive attitudes towards the use of the application for learning to speak. They particularly expressed great interest in the speech recognition function because it immediately demonstrated the consequence of their speech input. The speech‐interactive activity, in which they interacted with a virtual character via ASR, also received positive comments. The findings highlight the potential use of mobile phones and ASR for learning to speak in the EFL context. Recommendations for future research are discussed based on the results of this study.
This qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has garnered considerable interest in many fields in recent years; however, creativity and creative writing are rarely cultivated in EFL writing classrooms. This study uses a digital game and designs a creative writing project to provide an authentic learning opportunity through which students were able to develop their creativity, use the target language in a meaningful way, and enjoy learning. A murder mystery game,Her Story, was selected because it provides a springboard for creative writing due to its fragmented and ambiguous narrative. Based on the game plot, 25 Korean university students reimagined the narrative in creative writing projects of their own. The study analyzes the students’ writing according to three constructs in Torrance’s model of creativity: originality, flexibility, and elaboration. The results demonstrate how the students’ writing exhibits considerable creativity in all three constructs. Student reflection papers and surveys indicate that participating in the project enhanced the students’ motivation for and engagement in learning.
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