Improving literacy in developing countries using speech recognition-supported games on mobile devices

Author:

Kumar Anuj1,Reddy Pooja2,Tewari Anuj3,Agrawal Rajat1,Kam Matthew1

Affiliation:

1. Carnegie Mellon University, Pittsburgh, Pennsylvania, United States

2. American Institutes for Research, Washington D.C., USA

3. University of California - Berkeley, Berkeley, California, United States

Publisher

ACM

Cited by 29 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Exploring the impact of VoiceBots on multimedia programming education among Ghanaian university students;British Journal of Educational Technology;2024-07-03

2. Pussy Palette: A Playful Take on Voicing Sexual Desires;Designing Interactive Systems Conference;2024-07

3. CRAYON: Exploration on Community-based Relayed Online Education Approach for Rural Children in South Korean EFL Context;Proceedings of the ACM on Human-Computer Interaction;2024-04-17

4. Spelland: Situated Language Learning with a Mixed-Reality Spelling Game through Everyday Objects;Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems;2023-04-19

5. Designing a Smart Speaker for Emergent Users: Human Plus AI Response;Proceedings of the 13th Indian Conference on Human-Computer Interaction;2022-11-09

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