Scientia: The use of speech recognition in educational games as an alternative in learning science

https://doi.org/10.70228/CBJ2022037

Read this article

Bunda, N., Buison, C. N., Pahilanga, Y. M., Soberano, R., & Chen, S. (2021).Scientia: The use of speech recognition in educational games as an alternative in learning science. Journal of Engineering, Food Science, and Computing Technologies, Volume 2, 1-30, https://doi.org/10.70228/CBJ2022037
ABSTRACT

As a result of the pandemic, people had to find new ways to learn. This created new problems, like how hard it is for teachers to keep an eye on students who are often distracted by video games when they are using computers. However, video games can also be used for educational purposes. The main objective of this study was to develop an educational computer game with speech recognition that promoted an immersive and interactive experience for Grade 5 students at Pax Catholic Academy Diocese of Bacolod Inc. This research is an applied qualitative-quantitative study that sought to investigate participants' attitudes regarding educational games with speech recognition. The researchers approached Grade 5 Science teachers at Pax Catholic Academy Diocese of Bacolod Inc. to obtain the information necessary to develop an educational game for fifth graders. Copies of the teacher's learning materials were obtained to serve as the basis for the in-game books and quizzes. Biology, Chemistry, and Physics are the science topics included in the game. The game had a series of multiple-choice quizzes with speech recognition and other quizzes had drag-and-drop mechanics. Participants were provided the game to play, and their respective parents/guardians were asked to review the game based on their children's experience with it. Based on the results, it was determined that the game was playable, educational, substantial, and engaging. It can be concluded that 'Scientia' is an effective educational computer game for fifth graders since the speech recognition feature enhances immersion and involvement while learning Science.

Keywords: speech recognition, educational game, learning science, game-based learning, Grade 5, quiz game
JOURNAL OF ENGINEERING, FOOD SCIENCE, AND COMPUTING TECHNOLOGIES

Volume 2, 2021 EDITION
Published 2021


Editor's Note