A Platform for Generating Educational Activities to Teach English as a Second Language

Fuente: arXiv
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Autori principali: Rosá, Aiala, Góngora, Santiago, Filevich, Juan Pablo, Sastre, Ignacio, Musto, Laura, Carpenter, Brian, Chiruzzo, Luis
Natura: Preprint
Pubblicazione: 2025
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author Rosá, Aiala
Góngora, Santiago
Filevich, Juan Pablo
Sastre, Ignacio
Musto, Laura
Carpenter, Brian
Chiruzzo, Luis
author_facet Rosá, Aiala
Góngora, Santiago
Filevich, Juan Pablo
Sastre, Ignacio
Musto, Laura
Carpenter, Brian
Chiruzzo, Luis
contents We present a platform for the generation of educational activities oriented to teaching English as a foreign language. The different activities -- games and language practice exercises -- are strongly based on Natural Language Processing techniques. The platform offers the possibility of playing out-of-the-box games, generated from resources created semi-automatically and then manually curated. It can also generate games or exercises of greater complexity from texts entered by teachers, providing a stage of review and edition of the generated content before use. As a way of expanding the variety of activities in the platform, we are currently experimenting with image and text generation. In order to integrate them and improve the performance of other neural tools already integrated, we are working on migrating the platform to a more powerful server. In this paper we describe the development of our platform and its deployment for end users, discussing the challenges faced and how we overcame them, and also detail our future work plans.
format Preprint
id arxiv_https___arxiv_org_abs_2504_20251
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle A Platform for Generating Educational Activities to Teach English as a Second Language
Rosá, Aiala
Góngora, Santiago
Filevich, Juan Pablo
Sastre, Ignacio
Musto, Laura
Carpenter, Brian
Chiruzzo, Luis
Computation and Language
Artificial Intelligence
Computers and Society
We present a platform for the generation of educational activities oriented to teaching English as a foreign language. The different activities -- games and language practice exercises -- are strongly based on Natural Language Processing techniques. The platform offers the possibility of playing out-of-the-box games, generated from resources created semi-automatically and then manually curated. It can also generate games or exercises of greater complexity from texts entered by teachers, providing a stage of review and edition of the generated content before use. As a way of expanding the variety of activities in the platform, we are currently experimenting with image and text generation. In order to integrate them and improve the performance of other neural tools already integrated, we are working on migrating the platform to a more powerful server. In this paper we describe the development of our platform and its deployment for end users, discussing the challenges faced and how we overcame them, and also detail our future work plans.
title A Platform for Generating Educational Activities to Teach English as a Second Language
topic Computation and Language
Artificial Intelligence
Computers and Society
url https://arxiv.org/abs/2504.20251