This study explores the effectiveness of applying AI and gamification into a presentation platform aimed at University students wanting to improve their public speaking skills in their native tongue. Specifically, a platform based on the radio show, Just a Minute (JAM), is explored. In this game, players are challenged to speak fluently on a topic for 60 seconds without repeating themselves, hesitating or deviating from the topic. JAM has proposed benefits such as allowing students to improve their spontaneous speaking skills and reduce their use of speech disfluencies ("um", "uh", etc.). Previous research has highlighted the difficulties students face when speaking publicly, the main one being anxiety. AI Powered Presentation Platforms (AI-PPPs), where students can speak with an immersive AI audience and receive real-time feedback, have been explored as a method to improve student's speaking skills and confidence. So far they have shown promising results which this study aims to build upon. A group of students from the University of York are enlisted to evaluate the effectiveness of the JAM platform. They are asked to fill in a questionnaire, play through the game twice and then complete a final questionnaire to discuss their experiences playing the game. Various statistics are gathered during their gameplay such as the number of points they gained and the number of rules they broke. The results showed that students found the game promising and believed that their speaking skills could improve if they played the game for longer. More work will need to be carried out to prove the effectiveness of the game beyond the short term.
翻译:本研究探讨了将人工智能与游戏化元素应用于演示平台的有效性,该平台旨在帮助母语大学生提升公开演讲能力。具体而言,我们探索了一个基于广播节目"Just a Minute"(JAM)的平台。在该游戏中,参与者需围绕特定主题连续流畅地演讲60秒,期间不得重复内容、出现犹豫或偏离主题。JAM游戏被认为具有多重益处,例如帮助学生提升即兴演讲能力,并减少言语不流畅现象(如"嗯"、"呃"等)。既往研究指出学生在公开演讲时面临的主要困难是焦虑情绪。人工智能演示平台通过让学生与沉浸式AI观众互动并获取实时反馈,已被探索作为提升学生演讲技巧与自信心的有效方法。目前该领域已展现出积极成果,本研究旨在进一步推进相关探索。我们招募了约克大学的学生群体评估JAM平台的有效性。参与者需完成初始问卷,进行两轮游戏体验,最终通过问卷反馈游戏体验。研究过程中收集了多项数据指标,包括获得点数与违反规则次数。结果表明学生普遍认可该游戏的潜力,并认为长期使用可提升演讲能力。未来需要开展更多研究以验证该游戏在短期效果之外的长期有效性。