• Title/Summary/Keyword: 스마트폰 애플리케이션 평가

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Effects of Blended Learning on Abilities to Use Smart-Phone and Applications among Students with Intellectual Disabilities (블랜디드 러닝이 지적장애 학생의 스마트 폰과 애플리케이션 사용 능력에 미치는 효과)

  • Lee, Tae-Su
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.215-222
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    • 2022
  • The purpose of this study was to analyze effects of blended learning on abilities to use smart-phone and applications among students with intellectual disabilities. To do this, 30 students with intellectual disabilities who were enrolled in special school and special classroom in Jellanam-do and Gwanju metropolitan city were selected for this study, and were placed experimental and control groups of 15 students. The experimental group was provided with blended learning in which direct instruction, anchored instruction, experience activities, and community-based instruction were combined, and the control group was provided with traditional teacher-centered lecture style intervention. Pre-, post-, and maintenance evaluations were conducted two weeks after intervention. The collected data was analyzed the repeated two-way ANOVA. In the result of study, the experimental group improved on abilities to use smart-phone and applications than control group. Blended learning is a teaching method that can be a usefully used when educating how to use smart-phone and applications to students with intellectual disabilities.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

An Exploratory Study on the Determinants of Mobile Application Purchase (모바일 앱 구매 결정에 끼치는 영향요인 : 탐색적 연구)

  • Kim, Hee-Woong;Lee, Hyun-Lyung;Choi, Su-Jin
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.173-195
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    • 2011
  • The ability of offering various and abundant mobile applications has emerged as the knowledge of the smartphone has grown in the smartphone market. The mobile application market has emerged as a competitive new market with enormous potential. Although many users download paid or free mobile applications through the app markets such as the Appstore, there is no significant research regarding customer's application purchase yet. Hence, we refer to the purchase motivation of mobile applications among experienced users who have bought paid applications. We conducted the interview with 30 users and suggest four categories of applications (productivity, entertainment, information, and social networking) and also classify the purchase intentions on each category based on the ground theory. The comparison analysis of the interview provides us what factors affect the application purchase. This framework may advance effective mobile application business model development, implicate the strategy for boosting mobile application market.

Design of Portability Test Model for Evaluating Mobile Application on various Mobile Platform (다양한 모바일 플랫폼을 위한 모바일 애플리케이션 이식성 테스트 평가 모델 설계)

  • Park, Hae-Yoon;Choi, S.C.;Kim, B.H.;Choi, J.M.;Yoo, Hae-Young
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.120-125
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    • 2010
  • 최근 스마트폰과 같은 다양한 애플리케이션을 사용할 수 있는 모바일폰의 유행에 힘입어 모바일 애플리케이션 수요가 폭발적으로 증가하고 있다. 이에 따라 모바일 애플리케이션에서의 품질의 중요성도 점차 커지고 있다. 하지만 모바일 애플리케이션은 다양한 플랫폼이나 모바일폰의 제약사항에 따라 호환성이 떨어지는 특성을 가짐으로써, 다른 플랫폼에서 애플리케이션을 재사용시 해당 플랫폼이나 모바일폰의 제약사항에 따라 다시 개발해야하는 제약을 가지게 한다. 이런 재개발은 플랫폼의 특성이 플랫폼 별로 상이함에 따라 개발에 어려움을 겪게 하고, 이는 애플리케이션의 품질을 저하시키는 요인이 될 수 있다. 따라서, 본 논문에서는 모바일 애플리케이션을 개발함에 있어서, 플랫폼에 비종속적인 범용 애플리케이션을 개발하기 위해 고려되어야 하는 이식성 척도들과 기존 애플리케이션의 이식성 품질 평가 방법을 제안한다. 이를 위해, 먼저 애플리케이션을 다른 플랫폼으로 이식할 때 고려되어야 하는 모바일 애플리케이션의 특성들을 확인하고, ISO/IEC 9126에서 정의한 소프트웨어 품질 특성 모델을 참조하는 이식성 척도를 도출함으로써 기존 애플리케이션에서 이식성을 평가하기 위한 방법을 설계한다. 이를 통해 모바일 애플리케이션의 타 플랫폼 이식 가능성을 확인함으로써 다른 플랫폼에서의 재개발 필요성과 노력 정도를 확인할 수 있을 것으로 기대된다. 향후 이를 기반으로 모바일 애플리케이션의 타 플랫폼 이식 시, 수정되어야 하는 부분을 확인할 수 있도록 하는 자동화된 이식성 테스팅 툴을 연구하고자 한다.

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Development of the Evaluation Training Application in Smart-Learning Environment (스마트 러닝 환경에서의 평가학습 애플리케이션 개발)

  • Kim, Jung-A;Kim, Eun-Gil;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.59-65
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    • 2011
  • The purpose of this paper is to develop an application that utilizes educational tools on the Smart-Phone, which will make it possible for student education in any environment. Strengths that a Smart-Phone application has include always being carried by the student, short boot time to open the program and rather than having to use a traditional computer for access. Tests can be taken repeatedly, so students prepare before class and keep their motivation level high, thus raising overall test outcomes.

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A Study on Mobile Services Based on Smartphone Application in Academic Libraries (스마트폰 애플리케이션을 활용한 국내외 대학도서관의 모바일 서비스에 관한 연구)

  • Jung, Jong-Kee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.171-191
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    • 2011
  • The purpose of this study is to introduce the concepts of smartphone and app, to review the theoretical researches and the representative service examples in academic libraries' mobile services based on smartphone apps, and to propose the proper mobile services methods based on smartphone apps in academic libraries of Korea. The ways for mobile app services in academic libraries are like these: 1) Libraries need to prepare the hybrid service system based on the combination of mobile web and app for smartphone. 2) Libraries have the guidelines for choosing apps which are applied to library services. 3) Libraries develop the apps for library marketing and education services and make use of existed apps to their own services. 4) Smartphone application bibliography service(Appography service) needs to be developed and serviced as an academic library service field.

Portability Evaluation Technique of Application for Heterogeneous Mobile Platform (이기종 모바일 플랫폼에 애플리케이션 이식성 평가 기법)

  • Park, Hae-Yoon;Yoo, Hae-Young
    • The KIPS Transactions:PartD
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    • v.18D no.2
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    • pp.123-132
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    • 2011
  • However a mobile application has limited compatibility to other platforms and device. So a mobile application should be rebuilt as particular restrictions of platforms or mobile phones when the mobile application is reused for other platforms. However a mobile application has limited compatibility to other platforms and device. So a mobile application should be rebuilt as particular restrictions of platforms or mobile phones when the mobile application is reused for other platforms. This paper ascertains problems when a mobile application is transplanted for reusing into other platforms, and suggests to evaluation systems of portability's quality that we can check the portability convenience of the existing mobile application. As we confirm its grade that shows convenience of suggested portability, we are able to check problems issued when a mobile application implants to other platforms. Then it is expected that we can check capability of rebuilding and endeavor rate. Also if the method will be considered at the first step of designing a mobile application, it will be the best way to develop the better mobile application that we can easily implant many other mobile platforms.

Exploring User Perceived Usability Characteristics of Applications on Smart Phones: A Grounded Theory Analysis of User Reviews (사용자 관점에서 본 스마트폰 애플리케이션의 특성에 관한 연구)

  • Lee, Jung-Woo;Im, Hun-Hyouk;Kim, Joo-Hyung;Kang, Sun-Ju;Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.615-627
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    • 2012
  • The market penetration of the smart phones has brought significant changes to the related industries. As the mobile phone market as well as the smart phone application market are growing rapidly, competition among small-size application developers has become severe. However, due to the severe competition and expensive market entry costs, the developers argue that it is necessary to develope the applications from the perspective of the users. However, studies on application development from the users' perspectives are still in the early stages and they have not provided various approaches. Therefore, based on the Open Coding method of Ground Theory, this study collected data on applications review from related communities and blogs of Korean web portal sites, and identified indices which users consider important when they use the applications. In addition, we conduct a comparative analysis between those indices by calculating their frequency of exposure. As a result, a total of 30 sub-categories of indicators such as amusement, controllability, versatility and ease of use appeared to be predominant to users and those lower categories were grouped into five categories; sensibility, design, technology, price, and social skills. The results of this study suggest to the application developers the guidelines of user oriented design and development. It can be used to develop the evaluation tool for application usability.

Development of a Smartphone Application for the Measurement of Tree Height and Diameter at Breast Height (수고 및 흉고직경 측정 스마트폰 애플리케이션 개발)

  • Kim, Dong-Hyeon;Kim, Sun-Jae;Sung, Eun-Ji;Kim, Dong-Geun
    • Journal of Korean Society of Forest Science
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    • v.110 no.1
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    • pp.72-81
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    • 2021
  • We developed smartphone application and web application server to acquire and effectively manage tree measurement information. Smartphone applications can measure tree height, diameter at breast height (DBH), azimuth, altitude, slope, and positional coordinates using augmented reality (Google AR core) and motion sensors. The web application server effectively manages and stores measurement information. To evaluate the accuracy of information acquired using a smartphone, 90 Korean pine trees (Pinus koraiensis) were randomly selected from a natural mixed forest, with a total of 90 representative trees randomly collected from a natural mixed forest. Then, height and DBH were measured using a Haglof Vertex Laser Hypsometer and caliper. Comparisons of the results indicated significant results at the 95% level and a very high average correlation of 0.972 for both tree height and DBH. In terms of DBH, the average errors were 0.6745 cm and 1.0139 cm for artificial coniferous and natural mixed forests, respectively.

A Study on Application Usability Evaluation for Smart Toy (스마트토이를 위한 애플리케이션 사용성 평가 연구)

  • Cho, Donghwan;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.11
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    • pp.1391-1396
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    • 2019
  • With the recent increase in the importance of software, software education is required in elementary schools in Korea. At this point, coding education combining play and education using smart toys is widely used. One of the most widely used smart toys is a block type smart toy. In this study, usability evaluation was performed to improve user's usability for block type smart toy with smartphone application. In order to achieve the purpose of this study, a heuristic technique with experts, one of various usability evaluation techniques, was performed. As a result of the analysis, it was found that the buttons and the switch of the menu were not well distinguished, and the cause of the error was not provided to the user. The results of this study can be the basis for improving the usability of applications for smart toy in the future.