• Title/Summary/Keyword: 스포츠 영어

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Sports English Education as English for Specific Purposes(ESP) (특수목적 영어(ESP)로서의 스포츠 영어 교육: 스포츠관련 분야 학생들의 자기인식을 중심으로)

  • Kim, Ji-Eun;Yoo, Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.509-517
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    • 2014
  • The present study aims to investigate perceptions of university students who are majoring in sports related fields about the introduction of Sports English education. For this purpose, a total of 133 students were surveyed according to a questionnaire asking about their English skills, opinions and attitudes with regard to English study and Sports English class. The main results obtained from this study are as follows: most students' interest in English is relatively low. Hence, students need to be encouraged to have an interest in English taught with special teaching methods; most students do not have confidence in their English; majority of students answered that English study is needed for students of sports. The biggest motivation for the sport students to learn English was 'better communication skills', followed by 'sports exchange opportunities', 'sports diplomacy and international sports events'; majority of students answered that Sports English class which focuses on sports is necessary in terms of their career after graduation. The finding from this study serves as a foundation in developing an ESP program for sports majors.

English Education for International Sports Events (국제 스포츠 행사를 위한 영어교육 방안)

  • Kim, Ji-Eun;Yoo, Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.589-596
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    • 2015
  • The purpose of this study was (1) to examine the present state of English education for the 2018 Pyeongchang Winter Olympics preparations, and (2) to identify the need for an English language training program for international sports events. With these goals in mind, the information was gathered from telephone interviews with educational administration officials who were responsible for international sporting events. For the survey, a total of twenty-six participants responded to a questionnaire designed to gauge their self-perceived English instructional needs for international sporting events. The principal results obtained from this study were: the Pyeongchang Organizing Committee for the 2018 Winter Olympic Games signed an agreement with an official supplier of language training services. In addition, Gangneung city is providing a 'Global Leaders' Academy' and English programs for taxi drivers and citizens. The result of the survey shows that the majority of participants reported that an English language training program is essential for international sporting events and it should be different from general English language education.

A Study on ESP Skating English Education Based on Job Analysis (직무분석 기반 특수목적 빙상 영어 교육에 대한 연구)

  • Kim, Soo-Yeoun;Kim, Ji-Eun
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.256-263
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    • 2016
  • Soo-Yeoun Kim & Ji-Eun Kim 2016. A Study on ESP Skating English Education Based on Job Analysis. This study aims to provide skating ESP(English for Specific Purposes) education model for skating instructors in Korea. For this purpose, a total of twenty-seven professional skating instructors were surveyed according to a questionnaire, which asked about their English skills and perspective of the importance of English study and English skating class. The main results are as follows: most skating instructors' confidence in their English is low; majority of them answered that English study is needed for skating instructors; a majority of them want English teaching that focused on speaking and teaching activities. After that, skating instructors' jobs were analyzed using the DACUM(Developing A Curriculum Method). A DACUM committee extracted the duties and tasks which require English education and conducted a survey that targeted skating instructors. When interpreting the study on ESP Skating English Education based on job analysis, it was evident that the English language would be essential for enabling effective communication with judges during national sports competitions, information exchange with foreign skaters, and for technical skating instructions. (Kookmin University, Catholic Kwandong University)

The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

A general-purpose model capable of image captioning in Korean and Englishand a method to generate text suitable for the purpose (한국어 및 영어 이미지 캡션이 가능한 범용적 모델 및 목적에 맞는 텍스트를 생성해주는 기법)

  • Cho, Su Hyun;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1111-1120
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    • 2022
  • Image Capturing is a matter of viewing images and describing images in language. The problem is an important problem that can be solved by keeping, understanding, and bringing together two areas of image processing and natural language processing. In addition, by automatically recognizing and describing images in text, images can be converted into text and then into speech for visually impaired people to help them understand their surroundings, and important issues such as image search, art therapy, sports commentary, and real-time traffic information commentary. So far, the image captioning research approach focuses solely on recognizing and texturing images. However, various environments in reality must be considered for practical use, as well as being able to provide image descriptions for the intended purpose. In this work, we limit the universally available Korean and English image captioning models and text generation techniques for the purpose of image captioning.

Analysis of the Global Fandom and Success Factors of BTS (방탄소년단(BTS)의 글로벌 팬덤과 성공요인 분석)

  • Yoon, Yeo-Kwang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.13-25
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    • 2019
  • Since reaching the top in the Billboard Main Album Chart 'Billboard 200' with Love Yourself: Tear in May of 2018, BTS once again took first place after just three months in the 'Billboard 200'(September 3, 2018) with the repackaged album Love Yourself: Answer. It opened the doors to the 'Hallyu 4.0' by conquering the main Billboard Chart with a song sung in Korean. BTS rose to the top on the 'Billboard 200' twice, thus being recognized globally for their musical talent(song, dance, promotion, etc.), and took their place in the mainstream music market of the world. BTS moved away from intuitive interaction such as mysticism, abnormality, irregularity, etc. but instead created their own world(BTS Universe) with fans around the world through two-directional communication such as consensus, sharing and co-existence. They are recognized as artists that went beyond being an idol group that simply released a few hit songs that had now elevated popular music to a new form of art. In result, they retained a highly loyal global fan base(A.R.M.Y.) and they are continuously creating good influence with them. This study analyzed the success factors of BTS using the S-M-C-R-E model as follows. ① Sender: BTS'7-person 7-colors fantasy and 'All-in-one storytelling' strategy of producer Bang Shi-hyuk ② Message: Create global consensus of 'you' rather than 'me' ③ Channel: Created real-time common grounds with global fans through social network platforms such as Youtube, Facebook and Instagram ④ Receiver: Formed highly loyal global fandom(A.R.M.Y.) that extends outside of Korea and Asia ⑤ Effect: Created additional economic value and spread good influence

Brand Platformization and User Sentiment: A Text Mining Analysis of Nike Run Club with Comparative Insights from Adidas Runtastic (텍스트마이닝을 활용한 브랜드 플랫폼 사용자 감성 분석: 나이키 및 아디다스 러닝 앱 리뷰 비교분석을 중심으로)

  • Hanna Park;Yunho Maeng;Hyogun Kym
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.43-66
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    • 2024
  • In an era where digital technology reshapes brand-consumer interactions, this study examines the influence of Nike's Run Club and Adidas' Runtastic apps on loyalty and advocacy. Analyzing 3,715 English reviews from January 2020 to October 2023 through text mining, and conducting a focused sentiment analysis on 155 'recommend' mentions, we explore the nuances of 'hot loyalty'. The findings reveal Nike as a 'companion' with an emphasis on emotional engagement, versus Runtastic's 'tool' focus on reliability. This underscores the varied consumer perceptions across similar platforms, highlighting the necessity for brands to integrate user preferences and address technical flaws to foster loyalty. Demonstrating how customized technology adaptations impact loyalty, this research offers crucial insights for digital brand strategy, suggesting a proactive approach in app development and management for brand loyalty enhancement