@inproceedings{morgado-da-costa-sio-2020-callig,
title = "{CALLIG}: Computer Assisted Language Learning using Improvisation Games",
author = "Morgado da Costa, Lu{\'\i}s and
Sio, Joanna Ut-Seong",
editor = "Lukin, Stephanie M.",
booktitle = "Workshop on Games and Natural Language Processing",
month = may,
year = "2020",
address = "Marseille, France",
publisher = "European Language Resources Association",
url = "https://aclanthology.org/2020.gamnlp-1.8",
pages = "49--58",
abstract = "In this paper, we present the ongoing development of CALLIG {--} a web system that uses improvisation games in Computer Assisted Language Learning (CALL). Improvisation games are structured activities with built-in constraints where improvisers are asked to generate a lot of different ideas and weave a diverse range of elements into a sensible narrative spontaneously. This paper discusses how computer-based language games can be created combining improvisation elements and language technology. In contrast with traditional language exercises, improvisational language games are open and unpredictable. CALLIG encourages spontaneity and witty language use. It also provides opportunities for collecting useful data for many NLP applications.",
language = "English",
ISBN = "979-10-95546-40-5",
}
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<abstract>In this paper, we present the ongoing development of CALLIG – a web system that uses improvisation games in Computer Assisted Language Learning (CALL). Improvisation games are structured activities with built-in constraints where improvisers are asked to generate a lot of different ideas and weave a diverse range of elements into a sensible narrative spontaneously. This paper discusses how computer-based language games can be created combining improvisation elements and language technology. In contrast with traditional language exercises, improvisational language games are open and unpredictable. CALLIG encourages spontaneity and witty language use. It also provides opportunities for collecting useful data for many NLP applications.</abstract>
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%0 Conference Proceedings
%T CALLIG: Computer Assisted Language Learning using Improvisation Games
%A Morgado da Costa, Luís
%A Sio, Joanna Ut-Seong
%Y Lukin, Stephanie M.
%S Workshop on Games and Natural Language Processing
%D 2020
%8 May
%I European Language Resources Association
%C Marseille, France
%@ 979-10-95546-40-5
%G English
%F morgado-da-costa-sio-2020-callig
%X In this paper, we present the ongoing development of CALLIG – a web system that uses improvisation games in Computer Assisted Language Learning (CALL). Improvisation games are structured activities with built-in constraints where improvisers are asked to generate a lot of different ideas and weave a diverse range of elements into a sensible narrative spontaneously. This paper discusses how computer-based language games can be created combining improvisation elements and language technology. In contrast with traditional language exercises, improvisational language games are open and unpredictable. CALLIG encourages spontaneity and witty language use. It also provides opportunities for collecting useful data for many NLP applications.
%U https://aclanthology.org/2020.gamnlp-1.8
%P 49-58
Markdown (Informal)
[CALLIG: Computer Assisted Language Learning using Improvisation Games](https://aclanthology.org/2020.gamnlp-1.8) (Morgado da Costa & Sio, GAMESandNLP 2020)
ACL