• Title/Summary/Keyword: 교육용 APP

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Design and Implementation learning English words Smart-phone application for Elementary school students on Android platform by Focus on form (형태초점교수법 기반 초등학교 영어 단어 학습 스마트폰 어플리케이션 설계 및 구현)

  • Kim, Seung-Jun;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.223-231
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    • 2012
  • Recently, We need a change of our education, Owing to trend of smart phone, approaching Digital Natives. We need some Teaching-Learning method, materials, softwares which realize Student-centered, Customized education more than E-learning, U-learning. Thus, In demand of This, This study will suggest a creative idea that how to design and produce smart-phone application which refers to 800 English words in elementary school recommended The Ministry of Education, Science, and Technology in Android Platform.

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Implementation of a Scheme Mobile Programming Application and Performance Evaluation of the Interpreter (Scheme 프로그래밍 모바일 앱 구현과 인터프리터 성능 평가)

  • Dongseob Kim;Sangkon Han;Gyun Woo
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.3
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    • pp.122-129
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    • 2024
  • Though programming education has been stressed recently, the elementary, middle, and high school students are having trouble in programming education. Most programming environments for them are based on block coding, which hinders them from moving to text coding. The traditional PC environment has also troubles such as maintenance problems. In this situation, mobile applications can be considered as alternative programming environments. This paper addresses the design and implementation of coding applications for mobile devices. As a prototype, a Scheme interpreter mobile app is proposed, where Scheme is used for programming courses at MIT since it supports multi-paradigm programming. The implementation has the advantage of not consuming the network bandwidth since it is designed as a standalone application. According to the benchmark result, the execution time on Android devices, relative to that on a desktop, was 131% for the Derivative and 157% for the Tak. Further, the maximum execution times for the benchmark programs on the Android device were 19.8ms for the Derivative and 131.15ms for the Tak benchmark. This confirms that when selecting an Android device for programming education purposes, there are no significant constraints for training.

Development of a Korean Language Learning App using Case Frame Dictionary (문형 정보를 이용한 한국어 교육 앱 개발)

  • Kang, Myung Yun;Lee, Guy Dong;Kim, Bogyum;Lee, Jae Sung
    • Annual Conference on Human and Language Technology
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    • 2014.10a
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    • pp.179-182
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    • 2014
  • 본 논문에서는 외국인을 대상으로 보다 쉽고 재미있게 우리말을 배울 수 있도록 도와주는 교육용 앱 소프트웨어를 제안한다. 이 앱에서는 사용자가 입력한 문장을 형태소 분석하여 용언 및 서술어를 중심으로 어형 및 문형의 올바른 사용법을 제시함으로써, 우리말의 용법을 쉽게 이해할 수 있도록 한다. 또한 제안한 방법을 음성인식을 활용한 스마트폰 앱으로 개발함으로써 사용자의 접근성 및 편의성을 높였다.

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App. Development to support Learning Korean-Writing for Preschoolers in Multi-Cultural Families (다문화가정 유아를 위한 한글쓰기 교육용 앱 개발)

  • Kim, Juhyun;Nam, Kiwon;Kim, Gunyoung;Bae, Junwoo;Kim, Sungsuk;Chang, Youngeun
    • Annual Conference of KIPS
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    • 2018.05a
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    • pp.191-192
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    • 2018
  • 최근 우리 사회에도 다문화가정이 증가하고 있다. 만약 부모가 한국어에 익숙하지 않다면, 그 자녀들도 유아기 한글 학습에 지장을 받을 수 있다. 이에 따라 다문화가정 유아의 특성을 반영한 한글교육 프로그램이 필요하다. 본 연구는 그 초기 단계의 연구 결과물을 담고 있다. 즉, 학습 콘텐츠 개발자-서버 관리자-학습자를 위한 시스템을 설계하였고, 지금까지 개발된 한글쓰기 교육용 앱의 초기 버전을 개발 완료하였다.

Effectiveness of Learning Flow and Academic Achievement on Learning Activities with Real-Time Feedback utilizing a Smart Clicker App in Higher Education (대학교육에서 스마트 클리커 앱을 활용한 실시간 피드백 학습활동이 학습몰입 및 학업성취에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5543-5552
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    • 2014
  • The advancement of smart-phones and their market expansion has led to the development of numerous educational applications (apps). In this study, learning activities were designed for real-time feedback utilizing a smart clicker app for effective communication between the instructors and students, and to provide educational results, such as learning flow and academic achievement. These strategies were applied in the actual educational fields, and 70 college students were taking classes with the same curriculum. Experiments involving an experimental group and control group were conducted. The results of the t-test were follows. In terms of learning flow, a significant difference was observed between the two groups, but not in terms of academic achievement.

Design of Education Service for 1:1 Customized Elderly SmartPhone using Generative AI applicable in Local Governments (지자체에서 활용할 수 있는 생성형 AI를 이용한 1:1 맞춤형 노인 스마트폰 교육 서비스 설계)

  • Min-Young Chu;Yean-Woo Park;Soo-Jin Heo;Seung-Hyeon Noh;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.133-139
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    • 2024
  • In response to the challenges posed by a super-aged society, local authorities are conducting educational programs on smartphone usage tailored for the elderly. However, obstacles such as the limitations of one-to-many education and suboptimal learning outcomes for the elderly have hindered the efficacy of smartphone education. This study suggests an educational service intended for direct application in offline settings, considering the identified problems. Through the utilization of generative AI, the proposed app identifies specific challenges encountered by users during actual smartphone use, offering personalized exercises to facilitate customized and repetitive learning experiences for individual users. When integrated with existing local government education initiatives, this app is anticipated to enhance the efficiency of smartphone education by providing personalized, one-on-one training that is efficient in terms of time and content.

Design of Programming Education with App Inventor (앱 인벤터를 활용한 PBL 프로그래밍 교육 설계)

  • Jeon, SeongKyun;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.237-240
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    • 2014
  • 오늘날 학생들에게 스마트폰은 일상생활에서 빼놓을 수 없는 친숙한 기기이지만 단순한 오락 위주의 활용에 그치는 경우가 대부분이다. 스마트폰을 손안의 작은 컴퓨터라는 관점에서 본다면 이는 더욱더 안타까운 실정이다. 왜냐하면 스마트폰은 그 동안 물리적 현실적 제약조건을 벗어나 다양한 교육활동을 가능하게 할 수 있는 교육 도구로써도 의미가 있기 때문이다. 이에 본 연구에서는 앱 인벤터를 활용한 PBL프로그래밍 교육을 연구하고자 한다. 앱 인벤터를 통해 학생들은 실제로 활용가능한 앱을 만들 수 있다는 점은 다른 교육용프로그래밍 언어와 차별화된 점이라 할 수 있다. 이러한 장점을 적극 활용하여 학생들의 흥미와 관심을 지속적으로 유지시키며 프로그래밍 교육을 할 수 있다는 점에서 의미가 있다고 생각한다.

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A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
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    • v.30 no.2
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    • pp.132-142
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    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

Implementation of Sexual Violence Prevention Education App (성폭력 예방 교육 시스템의 구현 사례 연구)

  • Kim, Donguk;Kwak, Jeonghoon;Sung, YunSick;Park, HyungJin;Park, KyungMin
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1322-1323
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    • 2015
  • 최근에는 다양한 형태의 성폭력을 발생하면서 이를 방지하기 위한 교육이 따라가지 못하고 있는 실정이다. 모바일 기기의 보급이 활성화되면서 모바일 기기 기반의 교육 프로그램이 만들어지기 시작하고 있으며 성폭력 방지를 위한 어플리케이션이 하나의 좋은 교육 프로그램 형태가 될 수 있다. 이 논문에서는 성폭력 예방 교육을 위한 시스템 제작 사례를 소개한다. 제안한 시스템은 플래시 기반으로 제작되었으며 클라이언트는 개인용 컴퓨터 및 각종 모바일 장치에서 수행된다.