Abstract
The progress of modern technology has led to diversified teaching methods. Currently, many teaching tools are gradually being combined with technology to create interactive experiences that differ from those of the past. PlayTalk English Teaching E-book was developed in this study through the use of the Voiceflow platform. Teaching e-book for the fifth and sixth grades on an online education platform was used as a reference for the teaching contents. This study used Learning Motivation Scale and General Self-Efficacy Scale to evaluate students’ learning effects under two of the above-mentioned different teaching methods. During the experiment process, the subjects were divided into two groups. In the experimental group, the subjects learned English by means of the PlayTalk English Teaching E-book, while in the control group, the subjects were taught by means of a web-based education platform e-book. All the subjects were tested by the Learning Motivation Scale and General Self-Efficacy Scale before and after teaching. The experimental results indicated that the average score of PlayTalk English Teaching E-book teaching on the Learning Motivation Scale was 4.396 (out of 5.0), which was higher than the average score (3.770) of the web-based education platform e-book. The conclusions of this study can be used as a reference for future educators who design e-books to improve school children’s learning interest and to improve the existing learning platforms, as well as extend the application of new technologies in teaching so as to provide students with a higher quality teaching system.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Jung, J., Lee, S., Hong, J., Youn, E., Lee, G.: Voice+Tactile: augmenting in-vehicle voice user interface with tactile touchpad interaction. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, pp. 1–12, April 2020
Jung, H., Kim, H.J., So, S., Kim, J., Oh, C.: TurtleTalk: an educational programming game for children with voice user interface. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–6, May 2019
Chung, M., Ko, E., Joung, H., Kim, S.J.: Chatbot e-service and customer satisfaction regarding luxury brands. J. Bus. Res. 117, 587–595 (2020)
Atiles, J.T., AlmodĂłvar, M., ChavarrĂa Vargas, A., Dias, M.J., Zúñiga LeĂłn, I.M.: International responses to COVID-19: challenges faced by early childhood professionals. Eur. Early Child. Educ. Res. J. 29(1), 66–78 (2021)
Kim, J.: Learning and teaching online during Covid-19: experiences of student teachers in an early childhood education practicum. Int. J. Early Child. 52(2), 145–158 (2020)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 Springer Nature Switzerland AG
About this paper
Cite this paper
Shieh, MD., Ho, CC., Hsu, FC., Yang, CC. (2022). Evaluation of the Effect of Voice Technology in a Game Teaching E-Book on English Learning. In: Meiselwitz, G., et al. HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games. HCII 2022. Lecture Notes in Computer Science, vol 13517. Springer, Cham. https://doi.org/10.1007/978-3-031-22131-6_32
Download citation
DOI: https://doi.org/10.1007/978-3-031-22131-6_32
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-22130-9
Online ISBN: 978-3-031-22131-6
eBook Packages: Computer ScienceComputer Science (R0)