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arXiv 2510.03379cs.CYcs.AI
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基于游戏《Just a Minute》的AI驱动演讲平台能否用于提升学生的公众演讲技能?

Can an AI-Powered Presentation Platform Based On The Game "Just a Minute" Be Used To Improve Students' Public Speaking Skills?

Department of Computer Science, University of York, York, United Kingdom(计算机科学系,约克大学,约克,英国)

Frederic Higham, Tommy Yuan

AI总结:

本研究基于广播游戏《Just a Minute》打造AI驱动演讲平台,招募约克大学学生测试,结果显示学生认可其提升演讲技能的潜力,为AI游戏化提升公众演讲能力提供了初步参考。

摘要:

本研究探讨了将AI与游戏化应用于一款面向大学生的演讲平台的有效性,该平台旨在帮助大学生提升母语公众演讲技能。研究具体探究了基于广播节目《Just a Minute(简称JAM)》打造的平台。在这款游戏中,玩家需要接受挑战,就某一话题流畅演讲60秒,过程中不得重复内容、不得犹豫、不得偏离主题。JAM被认为具备多项益处,例如能帮助学生提升即兴演讲能力,减少言语不流畅表达(如“嗯”“呃”等)的使用。\n 已有研究强调了学生在公开演讲时面临的诸多困难,其中最主要的是焦虑情绪。AI驱动演讲平台(AI-Powered Presentation Platforms,简称AI-PPPs)可让学生在沉浸式AI听众面前演讲并获得实时反馈,这类平台已被作为提升学生演讲技能与自信心的方法开展研究,且目前已展现出可观的效果,本研究旨在在此基础上进一步拓展。\n 研究招募了一组约克大学的学生来评估JAM平台的有效性。研究要求他们先填写一份问卷,完整体验两次游戏,之后完成最终问卷以分享玩游戏的体验。游戏过程中收集了多项统计数据,例如玩家获得的分数、违反规则的次数。结果显示,学生们认为这款游戏颇具前景,并且相信如果长期玩这款游戏,自身的演讲技能能够得到提升。未来还需要开展更多研究,以验证该游戏的长期有效性,而非仅局限于短期效果。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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