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Interactive Kinect Application for Learning English Vocabulary

Published: 13 August 2021 Publication History

Abstract

This paper presents a proposal to contribute to improve the level of English during the teaching-learning process in El Salvador. The English Proficiency Index Report states that El Salvador is located in position number 56 out of a total of 100 countries, with its corresponding indicator of low level of English. We have designed an Interactive Kinect Application for Learning English Vocabulary. The proposed software is aimed at collaborating with the teaching work carried out from the classrooms, but in a way that is more attractive, motivating and entertaining for elementary level students that could facilitate the learning of English using Advanced Interaction Technologies and Kinect Sensor. This aforementioned Kinect Application will be used in elementary public and private school in the capital city of El Salvador.

References

[1]
EF English Proficiency Index - Latin-America ranking. Retrieved Abril 25, 2020 from https://www.ef.com.es/epi/regions/latin-america/el-salvador/
[2]
EF English Proficiency Index - World ranking. Retrieved Abril 25, 2020 from https://www.ef.com.es/epi/
[3]
English and early childhood as priorities in education plan. Retrieved 20, March 2021 from https://www.laprensagrafica.com/elsalvador/Ingles-y-primera-infancia-como-prioridades-en-plan--educacion-20191211-0837.html
[4]
Education Ministery of El Salvador. English Syllabus - Third Cycle of Basic Education. Retrieved 22, Abril 2020 from http://www.mined.gob.sv/jdownloads/Nuevos%20Programas%20de%20Estudio/Programas%20de%20Estudio%20para%20Tercer%20Ciclo%20de%20Educacion%20Basica/ingles_tercer_ciclo.pdf.
[5]
Wen Pan. 2017. The Effects of Using the Kinect Motion-sensing Interactive System to Enhance English Learning for Elementary Students. Journal of Educational Technology &Society, vol. 20, no. 2, (2017), 188--200. Retrieved 15, January 2021 from www.jstor.org/stable/90002174.
[6]
Urun, M. F., Aksoy, H., & Comez, R. 2017. Supporting Foreign Language Vocabulary Learning Through Kinect-Based Gaming. International Journal of Game-Based Learning (IJGBL), 7(1), 20--35.
[7]
Che Samihah, Che Dalim. 2016. TeachAR: An Interactive Augmented Reality Tool for Teaching Basic English to Non-native Children. 2016. IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct), 2016, pp. 344--345. 10.1109/ISMAR-Adjunct.2016.0113
[8]
Yukselturk, E., Altiok, S., & Başer, Z. 2018. Using Game-Based Learning with Kinect Technology in Foreign Language Education Course. Journal of Educational Technology & Society, 21(3), 159--173. Retrieved 28, March 2021 from https://www.jstor.org/stable/26458515.
[9]
J. H. McMillan. 2007 Investigación Educativa. (5a Edición). Editorial Pearson.
[10]
R. Pérez. 2009. Estadística aplicada a la educación. Pearson Prentice Hall.

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  1. Interactive Kinect Application for Learning English Vocabulary

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    Interacción '21: Proceedings of the XXI International Conference on Human Computer Interaction
    September 2021
    167 pages
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • Universidad de Málaga, Instituto de Salud Carlos III: Universidad de Málaga, Instituto de Salud Carlos III

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 13 August 2021

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    Author Tags

    1. Advanced Interaction Technologies
    2. English Vocabulary
    3. Kinect Sensor

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    • Short-paper
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    • Refereed limited

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    Interacción '21

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    Overall Acceptance Rate 109 of 163 submissions, 67%

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