• Title/Summary/Keyword: 스마트학습

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Implement of Mobile Learning Contents using u-smart tourist information2.0 (u-스마트 관광정보2.0를 이용한 모바일 학습 콘텐츠 구현)

  • Sun, Su-Kyun;Lee, Seung-Woo
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.243-250
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    • 2015
  • Mobile learning content implementing is IT tourism convergence study that IT convergence IT and tourism. Learning to increase the effectiveness of mobile learning content for each learning module, It proposed u-smart tourist information 2.0 systems. Mobile learning content, implementation is u-smart tourist information 2.0 can use the system. Convergence/integration of design patterns and XML is so interesting to students. This is the maximum benefit which is taught classes for each learning module divided into learning the Design Pattern NCS. As a result, the learner. In particular, attendance has come out better the effect of learning and improved. Another advantage is tourism, information content information quality mobile learning content for and construct a tourist information content that you can do in real time. Also, mobile learning content, implementation in the next NCS expected to use a lot of help in learning. This study is the result of increased learning the analysis of the lessons learned. Implement mobile learning content gives fun and interesting to the learner to ten design process using the u-Smart Tourist Information class 2.0.

Implementation of Application for Vocabulary Learning through Analysis of Users Needs Using Smart Phone (학습자 요구 분석에 따른 스마트폰 어휘 학습용 어플리케이션의 구현)

  • Lee, Ji-Seon;Choi, Jae-Hyuk
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.43-53
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    • 2012
  • The spread of smartphones, many educational applications have been developed. However, the existing educational applications, learning the simple and uniform, due to the way the needs of learners are given feedback after learning did not reflect the present problem is how. In this paper vocabulary learning applications to implement the existing application using the learners' needs, survey analysis, and analysis results to reflect the learner's motivation to continue the learners to self-built learning objectives according to the stages of learning tailored to the training schedule set up and made a systematic feedback learning vocabulary was designed and implemented applications.

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Smartphone Applications/System Design Plan for Class Activation (수업 활성화를 위한 스마트폰 앱·시스템 설계 방안)

  • Lim, Kyung-Hee;Kim, Mi Ryang
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.213-223
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    • 2021
  • In this study, a smartphone utilization system was designed to explore ways to use smartphones owned by more than 95% of Korean teenagers in school classes. First, the necessary functions were selected based on the factors related to adolescents and the factors of distraction, dependence, motivation, and cooperation in the preceding studies on the use of smartphone classes, and then three versions of the application were composed according to the educational roles of students, teachers, and parents. By using these applications, students can learn self-study, motivate learning, and actively interact, teachers can be more closely with students and facilitate lessons while giving detailed feedback, and parents can check the student's safe learning using smartphones. It is hoped that this measure will help to increase the educational effect by activating the use of smartphones in school classes.

Design and Development of Learning Object based on EPUB for Smart Learning (EPUB기반의 스마트러닝 학습객체 설계 및 개발)

  • Byeon, Jaehee;Moon, Nammee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.337-339
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    • 2011
  • 본 연구에서는 EPUB기반의e-Book 콘텐츠를 스마트러닝환경에서학습객체로 활용하고자한다. 이를 위해e-Book의 표준인 EPUB을 분석하여 SCORM의 콘텐츠 모델을 적용하여 확장 설계하였으며, 더블린코어와 LOM 메타데이터를 Collection Map을 이용하여 EPUB 기반의 학습객체메타데이터인ELOM을 설계하였다. EPUB기반의 학습객체가 LMS에서 추적관리가 가능하도록 SCORM2004의 CMI 데이터 모델을 바탕으로 학습객체 특성에 맞는 기본 데이터 모델을 정의하였다. 설계된 학습객체의 운용 가능성을 평가하기 위해 EPUP기반 오픈소스 콘텐츠인 모비딕의 bodymatter를 학습객체로 재구현한 후 ADL의 SCORM2004 $4^{th}$ Test Suite1.1.1을 이용하여 검증하였다. 본 연구에서 설계된 ELOM은 스마트 스크린으로 확장하여 적용할 수 있다.

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User Expectation Values for Smart Device based Education Service Design (스마트 디바이스 기반 교육서비스 디자인을 위한 사용자 기대 가치)

  • Choi, Hojeong;Yoon, Young Sun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.1
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    • pp.1-13
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    • 2015
  • The purpose of this paper is to find out what values users pursue from a smart device based education service. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and user interviews. Thirteen user expectation values were developed from the results of the survey: individually customized learning, anytime anywhere learning, learning for career, learning through interaction, learning from diverse resources, learning through cooperation, learning through interchange, self-directed learning, learning within actual context, learning with feedback, learning in spare time, learning with motivation & compensation, and step-by-step learning. In addition, the results of the survey also showed that the user expectation values of women, high school students and people who responded that they knew the smart device based education service very well were higher than those of other users.

Design of the Smart Planner System for Students based on a Mobile Web App (모바일 웹앱 기반 학생용 스마트 플래너 시스템의 설계)

  • Ahn, Sungwoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.460-463
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    • 2013
  • 스마트 기기의 보급 활성화로 최근 주목받고 있는 스마트교육은 다양한 영역을 포함하고 있지만 주로 스마트 디바이스를 활용한 학습방법과 교육콘텐츠 개발 등 학습역량을 높이는데 집중되어 있다. 그러나 성공적인 교육을 위해서는 무엇보다도 학교생활 전반에 걸쳐 학습자와의 소통과 교감이 우선되어야 한다. 이를 위해서 대학과 일선 학과에서는 학생들과 소통을 위해 오프라인 기반 게시판이나 홈페이지를 활용해왔지만 더 이상 스마트 기기에 익숙해져 있는 학생들과 효과적으로 소통을 할 수 있는 수단이 되지 못하고 있다. 본 논문에서는 이러한 문제를 해결하기 위해서 모바일 웹앱기반 학생용 스마트 플래너 시스템을 제안한다. 제안하는 시스템은 학과의 프로그램 공지와 같은 단순 정보 전달에 국한되지 않고 학생이 스스로 학사일정을 체크하면서 자기 관리를 할 수 있는 수단을 제공해준다. 또한 다양한 학과 프로그램에 학생들이 자발적으로 참여할 수 있도록 유도하기 위한 인센티브 시스템 운영, SNS를 활용한 상호 커뮤니케이션을 포함하고 있다.

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Design and Prototype Implementation of a Smartphone Functional Application for Learning Chinese Language (중국어 학습을 위한 스마트폰 기능성 어플리케이션 설계 및 프로토타입 구현)

  • Maeng, Soo Yeon;Lee, Eun Ryoung
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.265-272
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    • 2016
  • Recently Chinese education market and social interest has been extended. Accordingly, smart learning based on smartphone applications became part of new educational paradigm. Also, there are more active research and development of applications for the Chinese language education. In this paper, we designed and implemented the smartphone functional application prototype for learning basic Chinese characters. Expression of Chinese characters, the comparison, listening in pronunciation, voice recording and listening, related content learning, and implement testing presented using casual user interface. In the future study, we will develop the prototype with user interface for learning Chinese conversation and individual index of evaluation can be effective learning Instrument without additional tools.

Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

The Development and Effectiveness of the Smart System for Supporting Instructional Materials (스마트 교수-학습 자료 지원 시스템의 개발 및 효과 분석 연구)

  • Lee, Miwha;Ham, Sungbong
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.399-408
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    • 2015
  • The purpose of this study was to design and implement the smart system for supporting instructional materials employing characteristics of smart education and flipped learning and to examine the effects of the system on students' achievement and satisfaction in elementary education. The system was developed on the basis of the curriculum with the design strategies of the smart system. The results of the analyses showed that the achievement of the students was increased over the series of the tests. It was also found that the system positively influenced students' self-directed learning time and their satisfaction in social studies education. The implications of the results of the study and suggestions for the future study were discussed.

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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