Browse > Article
http://dx.doi.org/10.5392/IJoC.2016.12.1.054

A Study on Integrating Digital Application into Foreign Language Education  

An, Jeong-Whan (Comparing language literature of Korean-Japanese Hannam University)
Lee, Su-Chul (Comparing language literature of Korean-Japanese Hannam University)
Publication Information
Abstract
The purpose of this paper is to discover how the use of digital applications can affect students' attitudes toward positive classroom participation and performance in learning a foreign language. Participants of this study were 128 students who took a foreign language class at a high school in central Korea. To find out students' perceptions and attitudes toward the effect of using a digital application for their foreign language study, online questionnaire and focus-group interview were conducted. Our research findings revealed that these students could engage in active language learning and experience learning improvement while studying a foreign language with digital applications. The improvement was possible by creating more interactive activities and quizzes. In addition, the digital application provided students immediate feedback. It gave students and teachers various motivations beyond the traditional 'chalk and talk' format of text-only-classes. This study provides an overview of the usefulness of digital application. In addition, it provides understanding for students' perceptions and involvement using digital application in a foreign language classroom.
Keywords
Digital Applications; PingPong; Foreign Language Education; Classroom Interactivity; Creativity; Knowledge Building;
Citations & Related Records
연도 인용수 순위
  • Reference
1 R. J. Blake, Brave New Digital Classroom: Technology and Foreign Language (2nd Ed.), Georgetown University Press, 2013.
2 D. Bruff, Teaching with Classroom Response Systems: Creating Active Learning Environments, Vanderbilt University, Jossey-Bass, 2009.
3 M. R. Musselman, A Critical Analysis of Teaching with Student Response Systems in Middle School Classroom, Master of Arts in Education Administration Murry State University, 2005.
4 "App Review: PingPong," http://goo.gl/wKKNv1
5 A. Nonis and B. O'Bannon, "Technology and Teacher Preparation: Creating Learning Environments for Increasing Student Involvement and Creativity," 2001. http://goo.gl/dyCYOK
6 K. O. Jeong, “Integrating the Social Networking System as the Course Management Platform,” International Journal of Software Engineering and Its Applications, vol. 9, no. 12, 2015, pp. 155-164.   DOI
7 "EverNote," https://evernote.com/
8 "PingPong: Simple, Interactive, Free Q&A App for Teachers," Dec. 2013. http://goo.gl/xj12K9, Hubert Nguyen