LEARN: Language automated Evaluation by generating Answers / Questions from caRtooNs

Avatar for Cheng Lock Donny SOH
Cheng Lock Donny SOH    
Associate Professor

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Avatar for Miao XIAOXIAO
Miao XIAOXIAO
Researcher
Avatar for Ian MCLOUGHLIN
Ian MCLOUGHLIN    
Professor

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Avatar for Rong TONG
Rong TONG    
Assistant Professor

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Avatar for Muhamed Fauzi Bin ABBAS
Muhamed Fauzi Bin ABBAS    
Assistant Professor

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Avatar for David Miguel Sanan BAENA
David Miguel Sanan BAENA    
Assistant Professor

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Avatar for Weihan GOH
Weihan GOH    
Associate Professor

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Avatar for Indriyati ATMOSUKARTO
Indriyati ATMOSUKARTO    
Associate Professor

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Avatar for Oran Zane DEVILLY
Oran Zane DEVILLY    
Assistant Professor

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Avatar for May LIM
May LIM    
Associate Professor

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Avatar for Nitin INDURKHYA
Nitin INDURKHYA
Researcher
Avatar for Suryani Binte ATAN (NIE)
Suryani Binte ATAN (NIE)
Researcher
Avatar for AW Guat Poh (NIE)
AW Guat Poh (NIE)
Researcher
Avatar for Kartini Binte ANWAR (NIE)
Kartini Binte ANWAR (NIE)
Researcher
Avatar for Dharmaraj SUNDARARAJ (NIE)
Dharmaraj SUNDARARAJ (NIE)
Researcher
Avatar for Dr. RISHABH (ConveGenius)
Dr. RISHABH (ConveGenius)
Researcher

The ‘LEARN: Language automated Evaluation by generating Answers / Questions from caRtooNs’ platform is an AI agent that aims to enhance Mother Tongue Language (MTL) home-based learning for Primary 1 and 2 students, with the goal of increasing oral proficiency by 20% in two years. 

The project focuses on developing an AI platform to engage students in realistic, coherent and meaningful short conversations. By leveraging advanced technology, LEARN will assist students in various MTL oral tasks and improve their language skills. LEARN aims to revolutionise MTL education by providing personalised support.

The project encompasses the development of two web applications. One application is dedicated to teachers, enabling them to create various tasks, while the other is designed for students and parents. The student application will be accessible through both mobile and web-based browsers, ensuring convenience and usability. To enhance student motivation, LEARN incorporates a robust gamification element. The aim is to instill a desire to learn and, consequently, improve students’ MTL proficiencies. 

Additionally, the technical framework of the project is highly modular, allowing for easy integration of cutting-edge technologies. This flexibility enables the swift adoption of the latest advancements in the rapidly evolving field of AI research. 

Screenshot of the "LEARN" digital educational platform by the Singapore Institute of Technology (SIT), featuring an interactive classroom illustration where a student is highlighted with a red bounding box next to an exercise selection interface.

 

Diagram showing four project work packages: WP1 (Visual Dialogue Engine), WP2 (Speech Engine), WP3 (Automated Evaluation Engine), and WP4 (Gamification), each paired with illustrative icons representing AI conversation, speech, assessment, and engagement.

 

Through active engagement with stakeholders, development of user-friendly applications, gamification strategies, and adaptable technical infrastructure, LEARN positions itself as a comprehensive and dynamic solution to advance MTL education. By leveraging the collaborative efforts of teachers, schools, and students/parents, LEARN is poised to make a lasting impact on the language learning landscape.