A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition

Learning English as a Second Language (ESL), particularly for conversation, often presents challenges, especially due to learners' fear of judgment during public practice. Current tools lack the ability to provide private, practical, and interactive speaking environments. This study investigat...

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Main Authors: Rickman Roedavan, Iis Kunia Nurhayati, Kemas Muslim Lhaksmana, Muhammad Yudhi Rezaldi, Esa Prakasa, Sritenaya Geovani Putri
Format: Article
Language:English
Published: Serious Games Society 2025-05-01
Series:International Journal of Serious Games
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Online Access:https://journal.seriousgamessociety.org/index.php/IJSG/article/view/890
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author Rickman Roedavan
Iis Kunia Nurhayati
Kemas Muslim Lhaksmana
Muhammad Yudhi Rezaldi
Esa Prakasa
Sritenaya Geovani Putri
author_facet Rickman Roedavan
Iis Kunia Nurhayati
Kemas Muslim Lhaksmana
Muhammad Yudhi Rezaldi
Esa Prakasa
Sritenaya Geovani Putri
author_sort Rickman Roedavan
collection DOAJ
description Learning English as a Second Language (ESL), particularly for conversation, often presents challenges, especially due to learners' fear of judgment during public practice. Current tools lack the ability to provide private, practical, and interactive speaking environments. This study investigates how to create a private, practical, and interactive platform for English conversation practice. To address this gap, Langova, a WebGL-based online game leveraging Speech Recognition technology, was developed to facilitate English conversation practice in realistic public scenarios, such as airports, hotels, and malls. This approach enables learners to practice privately while building confidence. The study involved 57 university-level ESL students with varying levels of English proficiency, who participated in a three-month trial of Langova. The methodology includes system analysis using Word Error Rate (WER) and Average Word Error Rate per Sentence (Avg WER) to evaluate speech recognition accuracy. A trial with 57 students revealed WER values ranging from 0.23 to 1.22 and Avg WER values from 0.15 to 1.99, highlighting variability and feedback consistency. Compared to traditional learning methods, Langova provides an innovative, accessible, and interactive platform for language acquisition. By combining speech recognition technology with immersive learning environments, Langova empowers learners to build confidence and improve fluency. The platform also provides actionable data for educators to design targeted interventions, suggesting broader implications for integrating similar technologies into language education frameworks. Qualitative feedback from participants indicated that Langova’s private and flexible environment can reduce their anxiety about speaking English, while also revealing technical challenges such as microphone sensitivity and accent recognition. 
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spelling doaj-art-6fa42dfdc01a4c8f806e14754f654e4a2025-08-20T02:33:16ZengSerious Games SocietyInternational Journal of Serious Games2384-87662025-05-0112210.17083/ijsg.v12i2.890A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech RecognitionRickman Roedavan0Iis Kunia Nurhayati1Kemas Muslim Lhaksmana2Muhammad Yudhi Rezaldi3Esa Prakasa4Sritenaya Geovani Putri5Telkom UniversityTelkom UniversityTelkom UniversityNational Research and Innovation Agency National Research and Innovation Agency Lancaster University Learning English as a Second Language (ESL), particularly for conversation, often presents challenges, especially due to learners' fear of judgment during public practice. Current tools lack the ability to provide private, practical, and interactive speaking environments. This study investigates how to create a private, practical, and interactive platform for English conversation practice. To address this gap, Langova, a WebGL-based online game leveraging Speech Recognition technology, was developed to facilitate English conversation practice in realistic public scenarios, such as airports, hotels, and malls. This approach enables learners to practice privately while building confidence. The study involved 57 university-level ESL students with varying levels of English proficiency, who participated in a three-month trial of Langova. The methodology includes system analysis using Word Error Rate (WER) and Average Word Error Rate per Sentence (Avg WER) to evaluate speech recognition accuracy. A trial with 57 students revealed WER values ranging from 0.23 to 1.22 and Avg WER values from 0.15 to 1.99, highlighting variability and feedback consistency. Compared to traditional learning methods, Langova provides an innovative, accessible, and interactive platform for language acquisition. By combining speech recognition technology with immersive learning environments, Langova empowers learners to build confidence and improve fluency. The platform also provides actionable data for educators to design targeted interventions, suggesting broader implications for integrating similar technologies into language education frameworks. Qualitative feedback from participants indicated that Langova’s private and flexible environment can reduce their anxiety about speaking English, while also revealing technical challenges such as microphone sensitivity and accent recognition.  https://journal.seriousgamessociety.org/index.php/IJSG/article/view/890Serious GameEnglish LearningSpeech RecognitionWebGL
spellingShingle Rickman Roedavan
Iis Kunia Nurhayati
Kemas Muslim Lhaksmana
Muhammad Yudhi Rezaldi
Esa Prakasa
Sritenaya Geovani Putri
A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition
International Journal of Serious Games
Serious Game
English Learning
Speech Recognition
WebGL
title A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition
title_full A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition
title_fullStr A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition
title_full_unstemmed A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition
title_short A WebGL Serious Game for Practicing English Conversations in Public Places Using Speech Recognition
title_sort webgl serious game for practicing english conversations in public places using speech recognition
topic Serious Game
English Learning
Speech Recognition
WebGL
url https://journal.seriousgamessociety.org/index.php/IJSG/article/view/890
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