Text-to-Speech Software and Learning: Investigating the Relevancy of the Voice Effect

2018 ◽  
Vol 57 (6) ◽  
pp. 1534-1548 ◽  
Author(s):  
Scotty D. Craig ◽  
Noah L. Schroeder

Technology advances quickly in today’s society. This is particularly true in regard to instructional multimedia. One increasingly important aspect of instructional multimedia design is determining the type of voice that will provide the narration; however, research in the area is dated and limited in scope. Using a randomized pretest–posttest design, we examined the efficacy of learning from an instructional animation where narration was provided by an older text-to-speech engine, a modern text-to-speech engine, or a recorded human voice. In most respects, those who learned from the modern text-to-speech engine were not statistically different in regard to their perceptions, learning outcomes, or cognitive efficiency measures compared with those who learned from the recorded human voice. Our results imply that software technologies may have reached a point where they can credibly and effectively deliver the narration for multimedia learning environments.

2019 ◽  
Vol 2 (2) ◽  
pp. 57
Author(s):  
Mahdalena Mahdalena ◽  
Indri Astuti ◽  
Dede Suratman

The main problem in this research is the difficulty of learning media procurement in math, especially on fractional concept material. Many learners have difficulty understanding fractions because learning tends to use a mechanistic way of giving rules directly to be memorized, remembered, and applied so that learners will quickly forget the fractional concepts, and it will be challenging to apply the concept. The results of this research are: (1) multimedia design is carried out through stages such as conducting preliminary research, designing, material collection, initial product development, material expert validation, media expert and design expert, (2) multimedia profile depicted in the storyboard contains the forms of drawings accompanied by explanations or narratives used in the process of producing multimedia programs, so that in the process of producing multimedia programs will be more structured and orderly, (3) students implement multimedia learning with enthusiasm, it looks more enthusiastic learners in the implementation of learning so that learners are more independent and active, and (4 Learning outcomes of learners who use multimedia, this can be seen from the differences in learning results fractional concepts between before learning and after learning to use multimedia.


Author(s):  
Haido Samaras ◽  
Thanasis Giouvanakis ◽  
Despina Bousiou ◽  
Konstantinos Tarabanis

This chapter explores specific topics, issues and directions associated with multimedia and hypermedia learning environments. A key aim is to inform researchers, designers, and developers of multimedia learning systems as well as educators who wish to engage students in learning activities rooted in multimedia learning research and design of the critical factors that have had an impact on maximizing learning through multimedia. Strengths and pitfalls of multimedia learning design are discussed through the review of the important conclusions that two generations of multimedia research have contributed to multimedia design. Finally, emerging factors, which are currently formulating a third generation of multimedia design and learning research are presented.


2021 ◽  
pp. 073563312110435
Author(s):  
Li Cheng ◽  
Raymond Pastore ◽  
Albert D. Ritzhaupt

With the explosion of multimedia learning environments and the use of digital time-compression algorithms in common software and hardware, we need guidance on how to use this technology without sacrificing quality and learning outcomes. The purpose of the meta-analysis is to examine the existing empirical research literature to derive an overall integrated model for the use of digital time-compression algorithms in multimedia learning environments. We frame this research by coining the accelerated playback hypothesis, which posits that learning outcomes will not diminish with accelerated playback of multimedia learning materials until a threshold is reached. Systematically searching twelve academic databases and filtering the literature, we identified seven qualified manuscripts with k = 18 independent effect size comparisons using time-compression in the context of multimedia learning. The overall effect size for playback speed 1.4–1.5x is small and significant at g = −0.212 [95% CI = −0.378, −0.045]. The overall effect size for playback speed 1.8–2.0x is small and non-significant at g = −0.362 [95% CI = −0.743 to 0.019]. Discussion and implications for practice and research are provided.


2020 ◽  
Vol 1 (2) ◽  
pp. 125-137
Author(s):  
Arief Ardiansyah ◽  
Khoirul Asfiyak

Multimedia learning has been widely used as a medium of learning in the classroom as its effectiveness in improving student learning outcomes. However, there are still many schools unable to develop and implement it, due to the lack of knowledge and skills of teachers in developing it, the unavailability of means to implement it, and the absence of special training to develop it. This  program aims to provide training in designing and developing interactive learning multimedia for teachers at Bajangan Elementary School, Pasuruan Regency. Using the guided tutorial method which is directly guided by an expert trainer, found that the final result of the training is that the teachers are able to develop multimedia interactive learning independently in accordance with the characteristics of their field of study. The evaluation process, by visiting the school one week after the training activities and by looking at multimedia learning programs, shows that the program has been successfully developed by the teachers. Keywords: development, instructional multimedia, teacher, training. Abstrak Pembelajaran multimedia telah banyak digunakan sebagai media pembelajaran di kelas karena efektivitasnya dalam meningkatkan hasil belajar siswa. Namun, masih banyak sekolah yang tidak dapat mengembangkan dan mengimplementasikannya, karena kurangnya pengetahuan dan keterampilan guru, tidak tersedianya sarana, dan tidak adanya pelatihan khusus untuk mengembangkannya. Program ini bertujuan untuk memberikan pelatihan dalam merancang dan mengembangkan multimedia pembelajaran interaktif untuk para guru di Sekolah Dasar Bajangan, Kabupaten Pasuruan. Menggunakan metode tutorial terbimbing yang dipandu langsung oleh pelatih ahli, didapati bahwa melalui pelatihan ini para guru dapat mengembangkan pembelajaran interaktif multimedia secara mandiri sesuai dengan karakteristik bidang studi mereka. Proses evaluasi, dengan mengunjungi sekolah satu minggu setelah kegiatan pelatihan dan dengan melihat program pembelajaran multimedia, menunjukkan bahwa program tersebut telah berhasil dikembangkan oleh para guru. Kata Kunci: guru, multimedia pembelajaran, pelatihan, pengembangan.


2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


Author(s):  
Cheryl I. Johnson ◽  
Daphne E. Whitmer ◽  
Matthew D. Marraffino ◽  
Lindsay B. Conner ◽  
Allison E. Garibaldi ◽  
...  

Adaptive training is tailored instruction designed to target an individual’s strengths and weaknesses, and it has been shown to improve learning outcomes and efficiency in a variety of domains, including flashcard training. The goal of this experiment was to determine whether the addition of other instructional strategies, such as enhanced feedback and pre-training, would further boost the learning benefits of an adaptive flashcard trainer. Thirty-nine college students learned to identify U.S. Navy ships using either a base version of the flashcard trainer, a version that included enhanced feedback, or a version that included pre-training and enhanced feedback. Results showed that the pre-training and enhanced feedback group significantly outperformed the other groups on delayed retention and transfer tests and showed higher learning efficiency. Implications for adaptive training and the Cognitive Theory of Multimedia Learning are discussed.


2013 ◽  
Vol 373-375 ◽  
pp. 504-508
Author(s):  
Rong Gui Ma ◽  
Fang Zhou Liu

The paper analyzes the working theory of a Speech Conversion System from PuTongHua to Cantonese based on iFLY MSP 2.0. In the system, QISR interface is chosen to complete speech recognition function which is the key technology to convert the voice information into the corresponding text information. Moreover, the QTTS interface is chosen to complete the text to speech function which is the key technology to transform the text which is the result of the speech recognition into the spoken information in Cantonese and then output. Finally, the computer assisted learning system is designed successfully in the environment of Visual C++ 6.0.


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