• Title/Summary/Keyword: 영어몰입프로그램

Search Result 7, Processing Time 0.021 seconds

A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.1
    • /
    • pp.119-130
    • /
    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.

Effects of Immersive Virtual Reality English Conversations on Language Anxiety and Learning Achievement (몰입형 가상현실 영어 회화 학습이 언어불안감과 학습 성취도에 미치는 영향)

  • Jeong, Ji-Yeon;Jeong, Heisawn
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.321-332
    • /
    • 2021
  • This study developed an English conversation learning program using virtual reality(VR) and mobile devices. Participants learned and practiced English conversational patterns in immersive virtual reality and mobile conditions. In the program, participants learned and practiced nine conversational patterns with virtual characters in four steps. Language anxiety and conversational fluency were measured to examine the effects of this program. Language anxiety questionnaire was administered before and after the experiment. The results showed that language anxiety was significantly reduced after learning in both conditions, and the reduction waa significantly greater in the immersive condition. Conversational fluency was assessed based on the changes in the length, appropriateness, and accuracy of the responses before and after participants learned and practiced conversational episodes. The results showed that the length, appropriateness, and accuracy of the responses were improved in both conditions after learning. The response length was significantly longer in the immersive VR conditions. These results suggest that immersive VR can be an effective tool to enhance English conversational abilities.

Korea-Japan English Camp: A Case Study of English Immersion Program in Korea

  • Park, Joo-Kyung
    • English Language & Literature Teaching
    • /
    • v.12 no.4
    • /
    • pp.91-115
    • /
    • 2006
  • English immersion has emerged in Korea only recently as an innovative approach to learning and teaching English. Lack of real life experience of using English has been one of the biggest obstacles for Korean learners of English and has resulted in an increasing number of children being sent to English-speaking countries and a huge amount of dollar outflow. This recent innovation is expected to be the magic wand to resolve all these problems. However, setting up an immersion program in a typical EFL context like Korea has brought in another set of issues and challenges. The purpose of this paper is to examine the effects of a short-term immersion English program in Korea and provide some empirical data to develop programs that can better cater to the needs of EFL learners. A two-week English immersion program was developed and implemented with 57 Korean and Japanese students whose grade level ranged from 4 to 12. The study results show that the program was successful in terms of changing the participants' attitude toward learning English, improving their English skills, enhancing intercultural understanding and competence, and motivating them for further studies of English and other foreign languages and cultures.

  • PDF

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
    • /
    • v.21 no.5
    • /
    • pp.133-142
    • /
    • 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 Corpus-based Analysis on Primary English Education Research for the Past 20 Years (초등영어교육 연구 논문의 변천: 코퍼스 기반 분석)

  • Choi, Wonkyung
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.2
    • /
    • pp.11-21
    • /
    • 2019
  • It has been about 20 years since the English subject was formally taught in public elementary schools in Korea. The present research aims to analyze the studies regarding 'primary English' implemented in Korea during the time period. I have investigated 6,467 theses or research papers in total that were published in Korea with the help of the corpus programs Utagger and WordSmith Tools. The results show that for the last 20 years the number of overall studies appears to have increased since the year 1997, although the recent trend seems to be in recession. The research scope ranges from 'teaching-learning interaction' to 'curriculum' and 'assessment', which have been steadily investigated for 20 years. Furthermore, researchers sometimes appear to have followed the English education policy by conducting particular investigations like 'immersion program' or 'native English speaking teachers' in a certain time period. Recently, researchers started to have interest in the cutting-edge ICT. In conclusion, the academic field of 'primary English' in Korea has grown in quantity, and the spectrum of research areas has been expanded for the past 20 years. It is hoped that the results of this research will help set a new direction for future research.

Comparative Study on English Proficiency of Children of ESL(English as a Second Language) & EFL(English as Foreign Language) Learning Programs (ESL과 EFL학습프로그램에 의한 아동 영어능력 비교연구)

  • Yoon, Eu-Gene;Chong, Young-Sook
    • Korean Journal of Human Ecology
    • /
    • v.14 no.6
    • /
    • pp.961-972
    • /
    • 2005
  • The purpose of this study is to investigate the improvement of English proficiency of children in the ESL and EFL learning style classrooms through the experiment method. The results of this research are as follows: first, the scores of listening and speaking and the perception of alphabets in the ESL program are higher than that in the EFL program. This means that learning in the ESL style classroom is the better way to improve English skills than in the EFL style classroom, which is common in Korea. Second, there is no difference in the English listening and speaking skills and the perception of the English alphabets between the two gender groups in the ESL & EFL style classrooms. These results suggest that the target language may be used in the English classrooms by the teachers and the students with the materials, books, and equipment are English. Teachers are expected to be in charge of playing decisive roles as demonstrators of speech, models and correctors of pronunciation and providers of materials including TV, VCR, CD players, and cassette recorders, etc.

  • PDF

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
    • /
    • v.28 no.1
    • /
    • pp.129-136
    • /
    • 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.