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

Date
Publisher
arXiv
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.
Study at a glance
  • Question: Can a gamified, AI-powered presentation platform help university students improve their public speaking skills?
  • Setting and data: University of York, United Kingdom; pre-development surveys of 20 students and interviews with 5 students, followed by a playtest with 10 students.
  • Method: System development, playtesting with pre- and post-test surveys, gameplay log analysis, and follow-up interviews.
Why it matters

University students frequently struggle with public speaking anxiety and disfluencies, yet few presentation platforms apply gamification to help them practice spontaneous speaking in low-pressure settings.

Key findings
  • Most playtest participants found the game enjoyable and 80% believed playing it more in the future could improve their speaking skills and reduce anxiety.
  • Seventy percent of participants rated the AI-generated post-game feedback as at least somewhat helpful, though some felt AI challenge decisions were subjective.
  • Speech recognition errors were frequent, with 35% of speech tokens incorrectly transcribed, including occasional hallucinations during silence.

Summary drafted with AI from the full paper and may contain errors. See the full paper for details.

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