User:Technicalwriting332/Augmented learning

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English Learning

In more recent years, learning English has been made much easier through the use of Artificial Intelligence and Virtual Reality technology. These technologies have allowed users to access language learning in methods not available previously, eliminating the need for a human tutor, and specialized institutional education. For a majority of these technologies being developed, English has been the focus, as it's a major lingua franca. However, these projects are being expanded to include major languages, minor languages, and even fictional languages such as 'Klingon' from the series Star Trek in the popular app Duolingo.

A company known as 'Speaksy Labs' introduced their app 'Speak' which allows the user to be connected with a personal, AI tutor. With more popularized apps such as Duolingo, the user was only able to practice writing, reading, and basic speech. Starting with Speak, user's are able to have full on conversation, eliminating the need to find a personal human tutor. Studies done on English learning apps suggests that the design of these Artificial Intelligence apps are boosting user's English skills, making them a valuable resource for those trying to learn the language. The Artificial Intelligence can be trained to give the user specific feedback, including pronunciation, accent, and tone.

Virtual Reality is another effective tool for English learning through it's virtual environments, and high level of interaction. Studies have shown that activities that require movement help the users understand language more, especially with younger audiences. Since these virtual environments are boundless, they have access to many resources that can be provided in teaching language lessons. For example, you could hold an apple in a Virtual Reality setting and the word 'apple' can be said so that the user correlates the word with the object. Research conclusions suggest that most children obtain higher scores and satisfaction than those who don't use Virtual Reality technology for their learning. Virtual environments allow the students to see places they may not have visiting before, eliminating the need for travel costs.

A case study into the 'Elsa Speak' app showed similar results as to what was previously shared. In higher learning, the study found that students gained a boost in their English comprehension, allowing them to speak, write, and read the language more efficiently. Now, the Elsa Speak app and various counterparts are breaking into different languages, appealing to groups across the world.

Application of Technology in College (and other forms of higher education)

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High School and College education departments have started relying on forms of play to better understand class material. Quiz games, questionnaires, and team strategy games have been implemented to better help students understand class material. These technologies are also used to determine attendance which can be part of a students grade, by using the questionnaires to determine who was in class on a particular day. Even in higher education, research has found that learning through play keeps students involved in the material. In larger lecture halls, questionnaires are more prevalent, while team focused games are used in smaller class settings. In addition, specialized software allow students to present ideas in more effective ways. Some users are able to make their own websites, interactive portfolios, or just make simple PowerPoints. These various methods of learning engage the students in the class, while effectively preparing them better through exposure to the material in different ways.