Pemanfaatan Game Edukasi Berbasis Speech Recognition untuk Mengurangi Language Anxiety pada Mata Pelajaran Bahasa Inggris
DOI:
https://doi.org/10.31004/jerkin.v2i4.297Keywords:
Educational Games, Speech Recognition, EnglishAbstract
SMK ICB (Yayasan Insan Cinta Bakti), located at Jl. Pahlawan No.19B, Cihaur Geulis, Kec. Cibeunying Kaler, Kota Bandung, Jawa Barat 40122, faces significant challenges related to English language anxiety among students. An initial survey revealed that 85% of the total 180 students experience difficulties in English subjects. To address this issue, a prototype educational game based on Speech Recognition, developed by a team of lecturers and students from Telkom University, will be tested to help reduce language anxiety among students. This game integrates with the microphone on a laptop/computer, detecting and recording accurate sentences spoken by the students as scores. The utilization of this prototype educational game is expected to serve as an additional supplement for English learning and help reduce language anxiety for SMK ICB students.
References
Hirata, Y. 2023. "Do avatar-assisted virtual classrooms work for students with low speaking confidence?: A qualitative study". Interactive Technology and Smart Education. 20(3):335-349.
Li, Y. 2023. A Review of Studies on Foreign Language Anxiety. Lecture Notes in Education Psychology and Public Media. 28:49-53.
Xiwei, L. 2023. Exploring the Classification and Implications of Foreign Language Anxiety. Lecture Notes in Education Psychology and Public Media. 28:161-165.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Rickman Roedavan, Bambang Pudjoatmodjo, Agus Pratondo
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.