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Development of Mobile Application Prototype Inducing Learner's Attention

학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입 개발

  • 노경의 (한국방송통신대학교 이러닝학과) ;
  • 이찬행 (경기대학교 진성애교양대학) ;
  • 박지수 (전주대학교 컴퓨터공학과) ;
  • 손진곤 (한국방송통신대학교 컴퓨터과학과)
  • Received : 2022.04.27
  • Accepted : 2022.06.26
  • Published : 2022.09.30

Abstract

As non face-to-face classes carry on discussion about learner's attention continues. To improve learning effect learner's attention is important whether non face-to-face classes or face-to-face classes. In this study a mobile application prototype inducing learner attention is developed taking account of learner emotion that is one of the factors affecting learner attention. When learner selects one of the four emotions displayed in the application, it shows the activity inducing the learner's attention related to the selected emotion. In order to evaluate the usability of the developed application, 32 middle and high school students are asked to run the application and then conduct a survey using 5 point Likert scale. The survey result indicates that there is a possibility that the developed application in this study induces learner attention as showing that the result point of 'I can pay attention' and 'I feel psychological stable' is respectively 3.56 and the result point of 'I feel useless thought disappear' is 3.6.

비대면 수업이 지속되면서 학습자의 주의집중에 관한 논의가 계속되고 있다. 대면수업이나 비대면 수업에 상관없이 학습 효과를 높이기 위해서는 학습자의 주의집중이 중요하다. 본 연구에서는 학습자의 주의집중에 영향을 주는 요인 중 하나인 학습자 감정을 고려하여 학습자의 주의집중을 유도하는 모바일 애플리케이션 프로토타입을 개발한다. 학습자가 애플리케이션에 표시된 4가지 감정 중 하나를 선택하면 선택한 감정과 연관된 학습자의 주의집중을 유도하는 활동을 보여준다. 개발한 애플리케이션의 사용성을 평가하기 위해 중·고등학생 32명을 대상으로 애플리케이션을 실행하게 한 후 리커트 5점 척도 설문을 진행한다. '나는 집중력이 생긴다'와 '나는 심리적 안정감이 든다'는 문항의 점수는 각 3.56점, '나는 잡념이 사라진다'는 문항의 점수는 3.6점의 결과를 보임으로써 본 연구에서 개발한 애플리케이션이 학습자의 주의집중을 유도할 가능성이 있다는 것을 보여준다.

Keywords

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