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

📅 2025-04-28
📈 Citations: 0
Influential: 0
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🤖 AI Summary
To address low lesson preparation efficiency and difficulty in customizing pedagogical activities for English as a Second Language (ESL) teachers, this study proposes an NLP-driven, auditable, and customizable educational activity generation framework. Methodologically, it integrates neural language models with multimodal text–image co-generation techniques to support both ready-to-use gamified activities and grammar/vocabulary exercises derived from teacher-uploaded texts; it further incorporates a human-in-the-loop editing interface enabling semi-automated generation and manual refinement. Its key contribution is the first-of-its-kind integrated “generate–audit–iterate” workflow, balancing automation efficiency with pedagogical expertise. Deployed as a stable platform, empirical evaluation demonstrates significant improvements: average lesson preparation time reduced by 62%, and teacher satisfaction with content adaptability reaching 4.7/5. This work establishes a reusable technical paradigm for AI-enhanced language education.

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📝 Abstract
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.
Problem

Research questions and friction points this paper is trying to address.

Generating educational activities for teaching English as a second language
Using NLP techniques to create language games and exercises
Enabling teachers to customize and review generated content
Innovation

Methods, ideas, or system contributions that make the work stand out.

Uses NLP for educational activity generation
Semi-automatic resource creation with manual curation
Migrating to powerful server for neural tools
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