2019
DOI: 10.3390/mti3030051
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Learning Prosody in a Video Game-Based Learning Approach

Abstract: With the growth in popularity of video games in our society many teachers have worked to incorporate gaming into their classroom. It is generally agreed that by adding something fun to the learning process students become more engaged and, consequently, retain more knowledge. However, although the characteristics of video games facilitate the dynamics of the educational process it is necessary to plan a pedagogical project that includes delimitation of learning goals and profile of the addressees, the conditio… Show more

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Cited by 7 publications
(7 citation statements)
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“…To systematically improve social communication performance that involves various social domains, future VR-based ASD intervention systems can lay more emphasis on the training and learning of prosody, which plays a vital role in a range of communicative functions (linguistic/grammatical, pragmatic, affective, etc.) [165] and the correct use of which, promoting peer interaction and socialization, is fundamental for both personal development and social integration of individuals with ASD [166]. Prosody functions at three major levels (not mutually exclusive) to enable smooth social communication: grammatical prosody is crucial for the expression of semantic meaning (e.g., resolving semantic ambiguity); pragmatic prosody conveys the speaker's intentions (e.g., emphasizing certain information); affective prosody implies the speaker's emotions or affective states (e.g., feeling happy or sad, relaxed or anxious) [167].…”
Section: Application Expansion and Improvementmentioning
confidence: 99%
“…To systematically improve social communication performance that involves various social domains, future VR-based ASD intervention systems can lay more emphasis on the training and learning of prosody, which plays a vital role in a range of communicative functions (linguistic/grammatical, pragmatic, affective, etc.) [165] and the correct use of which, promoting peer interaction and socialization, is fundamental for both personal development and social integration of individuals with ASD [166]. Prosody functions at three major levels (not mutually exclusive) to enable smooth social communication: grammatical prosody is crucial for the expression of semantic meaning (e.g., resolving semantic ambiguity); pragmatic prosody conveys the speaker's intentions (e.g., emphasizing certain information); affective prosody implies the speaker's emotions or affective states (e.g., feeling happy or sad, relaxed or anxious) [167].…”
Section: Application Expansion and Improvementmentioning
confidence: 99%
“…As detailed in González-Ferreras et al (2017) and Aguilar (2019), the video game has the structure of a graphic adventure game, providing conversations with characters and navigation through scenarios. The video game includes three types of activities: comprehension, production and visual cognitive activities.…”
Section: The Learning Video Gamementioning
confidence: 99%
“…We used three different versions of the same video game to compile the corpus: the source version, called La piedra mágica, whose architecture is described in González-Ferreras et al (2017); a more elaborated and complete release called PRADIA (Aguilar, 2019), with the same game narrative, but with an increased number of games and tasks; and a simplified version that includes only the production activities that were used to collect audio samples from TD users. The current version of PRADIA can be used in three modalities, depending on how the quality of the spoken answers is evaluated to allow the player to continue: automatic decision, three-level human based decision or template-based human based decision (detailed in section 4.1.2).…”
Section: The Learning Video Gamementioning
confidence: 99%
“…PRADIA is an evolved version of "La Piedra Mágica" that includes a module for reporting information about player performance [53]. All the information about the user interaction (timing, number of attempts to complete a task, number of mouse clicks, number of helps showed to the user, .…”
Section: The Learning Video Gamementioning
confidence: 99%