A New Serious Game (e-SoundWay) for Learning English Phonetics

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Foilsithe in:Multimodal Technologies and Interaction vol. 9, no. 6 (2025), p. 54-81
Príomhchruthaitheoir: Lago-Ferreiro, Alfonso
Rannpháirtithe: Gómez-González, María Ángeles, López-Ardao, José Carlos
Foilsithe / Cruthaithe:
MDPI AG
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Rochtain ar líne:Citation/Abstract
Full Text + Graphics
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LEADER 00000nab a2200000uu 4500
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022 |a 2414-4088 
024 7 |a 10.3390/mti9060054  |2 doi 
035 |a 3223928456 
045 2 |b d20250101  |b d20251231 
100 1 |a Lago-Ferreiro, Alfonso  |u Department of Electronic Technology, Universidad de Vigo, 36310 Vigo, Spain; alago@uvigo.gal 
245 1 |a A New Serious Game (<i>e-SoundWay</i>) for Learning English Phonetics 
260 |b MDPI AG  |c 2025 
513 |a Journal Article 
520 3 |a This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for a wider range of English as a Foreign Language (EFL) users. e-SoundWay offers over 600 interactive multimedia minigames that target three core competencies: perception, production, and transcription. Learners progress along a gamified version of the Camino de Santiago, interacting with characters representing diverse English accents. A mixed-methods evaluation combining pre- and post-tests with a user experience questionnaire revealed statistically significant improvements across all domains, particularly in perception. Reduced post-test variability indicated more equitable learning outcomes. User satisfaction was high, with 64% of participants reporting satisfaction with their phonetic progress and 91% stating they would recommend the platform. These findings highlight the educational effectiveness, accessibility, and motivational value of e-SoundWay, reinforcing the role of serious games and multimodal technologies in delivering inclusive and engaging pronunciation instruction. 
653 |a Language 
653 |a Pedagogy 
653 |a Higher education 
653 |a Accuracy 
653 |a Spanish language 
653 |a Phonetics 
653 |a Gamification 
653 |a User experience 
653 |a English as a second language 
653 |a Foreign languages 
653 |a Speaking 
653 |a Phonology 
653 |a Interactive media 
653 |a Games 
653 |a Skills 
653 |a Motivation 
653 |a Human-computer interaction 
653 |a Multimedia 
653 |a Second language learning 
653 |a Learning 
653 |a Learning outcomes 
653 |a User satisfaction 
653 |a Voice recognition 
653 |a Online instruction 
653 |a Perception 
653 |a Design 
653 |a Linguistics 
653 |a Multimodality 
653 |a Pronunciation instruction 
653 |a Accentuation 
653 |a Speech 
653 |a English as a second language instruction 
653 |a Digital literacy 
653 |a Computer & video games 
653 |a Satisfaction 
653 |a Teaching 
653 |a English language 
653 |a Competence 
653 |a Pronunciation 
653 |a Access 
700 1 |a Gómez-González, María Ángeles  |u Department of English and German Philology, Universidad de Santiago de Compostela, 15782 Santiago de Compostela, Spain; mdelosangeles.gomez@usc.es 
700 1 |a López-Ardao, José Carlos  |u atlanTTic Research Center for Telecommunications Technology, Universidad de Vigo, 36310 Vigo, Spain 
773 0 |t Multimodal Technologies and Interaction  |g vol. 9, no. 6 (2025), p. 54-81 
786 0 |d ProQuest  |t Advanced Technologies & Aerospace Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3223928456/abstract/embedded/ZKJTFFSVAI7CB62C?source=fedsrch 
856 4 0 |3 Full Text + Graphics  |u https://www.proquest.com/docview/3223928456/fulltextwithgraphics/embedded/ZKJTFFSVAI7CB62C?source=fedsrch 
856 4 0 |3 Full Text - PDF  |u https://www.proquest.com/docview/3223928456/fulltextPDF/embedded/ZKJTFFSVAI7CB62C?source=fedsrch