The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect

© ACPIL. This paper investigated students’ achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was t...

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Main Authors: Teerawat Kamnardsiri, Ler On Hongsit, Pattaraporn Khuwuthyakorn, Noppon Wongta
Format: Journal
Published: 2018
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http://cmuir.cmu.ac.th/jspui/handle/6653943832/57149
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Institution: Chiang Mai University
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spelling th-cmuir.6653943832-571492018-09-05T03:54:50Z The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect Teerawat Kamnardsiri Ler On Hongsit Pattaraporn Khuwuthyakorn Noppon Wongta Computer Science Social Sciences © ACPIL. This paper investigated students’ achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was the traditional face-to-face learning method, generally used in sign language skill training for students with hearing impairments. This study was separated into two phases. In Phase I: 3D trajectory matching measurement algorithm, the Euclidean distance algorithm was employed to present the similarity between teacher and student datasets. Then, Phase II: Effectiveness of the Game-Based Learning system, showed the proposed framework of the game-based learning for sign language. Moreover, knowledge of sign language together with the corresponding actions were captured from three sign language experts using the knowledge engineering method. Then, the proposed game-based system would be analysed to provide students immediate feedbacks and suggestions based on the knowledge transfer from ASL experts. In the experiment, the students (N=31) were divided into two groups. The first group, Group A (N=17), learnt with the game-based learning while the second group, Group B (N=14), learnt with the traditional face to face learning method. The study result showed a significant difference (p<0.05) on the mean score of the post-tests for both Group A and Group B. It also presented that the game-based learning approach provided a better performance of ASL vocabularies than the traditional face-to-face learning approach. Finally, in the section of Discussion and Conclusion, the effectiveness and the future work opportunity of the proposed game-based learning system were discussed for the improvement of sign language actions. 2018-09-05T03:35:30Z 2018-09-05T03:35:30Z 2017-01-01 Journal 14794403 2-s2.0-85027993230 https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85027993230&origin=inward http://cmuir.cmu.ac.th/jspui/handle/6653943832/57149
institution Chiang Mai University
building Chiang Mai University Library
country Thailand
collection CMU Intellectual Repository
topic Computer Science
Social Sciences
spellingShingle Computer Science
Social Sciences
Teerawat Kamnardsiri
Ler On Hongsit
Pattaraporn Khuwuthyakorn
Noppon Wongta
The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect
description © ACPIL. This paper investigated students’ achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was the traditional face-to-face learning method, generally used in sign language skill training for students with hearing impairments. This study was separated into two phases. In Phase I: 3D trajectory matching measurement algorithm, the Euclidean distance algorithm was employed to present the similarity between teacher and student datasets. Then, Phase II: Effectiveness of the Game-Based Learning system, showed the proposed framework of the game-based learning for sign language. Moreover, knowledge of sign language together with the corresponding actions were captured from three sign language experts using the knowledge engineering method. Then, the proposed game-based system would be analysed to provide students immediate feedbacks and suggestions based on the knowledge transfer from ASL experts. In the experiment, the students (N=31) were divided into two groups. The first group, Group A (N=17), learnt with the game-based learning while the second group, Group B (N=14), learnt with the traditional face to face learning method. The study result showed a significant difference (p<0.05) on the mean score of the post-tests for both Group A and Group B. It also presented that the game-based learning approach provided a better performance of ASL vocabularies than the traditional face-to-face learning approach. Finally, in the section of Discussion and Conclusion, the effectiveness and the future work opportunity of the proposed game-based learning system were discussed for the improvement of sign language actions.
format Journal
author Teerawat Kamnardsiri
Ler On Hongsit
Pattaraporn Khuwuthyakorn
Noppon Wongta
author_facet Teerawat Kamnardsiri
Ler On Hongsit
Pattaraporn Khuwuthyakorn
Noppon Wongta
author_sort Teerawat Kamnardsiri
title The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect
title_short The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect
title_full The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect
title_fullStr The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect
title_full_unstemmed The effectiveness of the game-based learning system for the improvement of American Sign Language using kinect
title_sort effectiveness of the game-based learning system for the improvement of american sign language using kinect
publishDate 2018
url https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85027993230&origin=inward
http://cmuir.cmu.ac.th/jspui/handle/6653943832/57149
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