• Title/Summary/Keyword: 외국어학습

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Development of XML-Based Web Courseware for Foreign language Learning Using Web Casting technique (웹캐스팅 기법을 이용한 XML 기반의 외국어학습 웹 코스웨어 구현)

  • 윤호군;김천호;김지연;김현기;강환수;정화영
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.568-570
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    • 2000
  • 컴퓨터를 이용한 인터넷의 급속한 발전에 따라 이를 교육에 응용하려는 노력은 최근 몇 년 동안 지속적으로 진행되어 왔다. 이는 인터넷 이용인구의 급속한 증가로 인하여 웹 상에서의 가상교육 및 원격교육에 관한 필요성이 증대되었고, 이를 실용화하려는 노력은 여러 가지 방법을 통하여 논의되어 왔다. 따라서, 웹 코스웨어는 인터넷을 통한 원거리 학습자들에 대하여 학습욕구를 충족시키기 위한 목적으로 구현 및 개발되었다. 그러나, 이를 이용하려면 사용자의 시스템이 정보를 제공하는 서버와의 정보교환을 위하여 온라인 상태를 유지하였으며, 학습자가 서버에서 갱신되는 학습정보를 받아 보려면 온라인 상에서 학습자의 시스템이 서버로 접속이 이루어져야만 확인이 가능하였다. 본 논문은 이에 관하여 XML(eXtensible Markup Language)을 기반으로 한 웹 캐스팅 기법으로 웹 코스웨어를 구현하였으며 이를 위하여 CDF(Channel Definition Format) 형식을 이용하였다. 즉, 채널을 용하여 학습자가 자율적으로 채널을 선택하면, 학습자가 원하는 정보를 자동적으로 갱신되도록 하였다. 또한, 기존의 웹 코스웨어는 정보를 제공하는 서버의 학습내용이 변화될 때다 일일이 확인을 하여야 하는 반면 본 논문에서는 갱신되어진 내용을 학습자에게 자동적으로 업데이트되도록 하였다.

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Word Spell: Associative-Phonological Learning Method for Second Language Learners (Word Spell: 외국어 학습자를 위한 단어 학습 방안, 연상 및 연음 효과를 중심으로)

  • Hong, Woneui;Moon, Sungwon;Gweon, Gahgene
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.10
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    • pp.457-464
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    • 2014
  • Foreign language learners want to remember newly learned vocabularies for as long as possible. As demand for learning English as a second language grows, effective ways of memorizing English vocabularies also attract much interest so that various methods and apparatus are developed in order to support effective memorization. In this research, we introduce a new way of memorizing English vocabularies and evaluate the performance compared to an existing qualified method. Our study result shows that learners who memorize English words using our suggested method maintained a higher retention rate than those who studied using the existing method. From this research, we expect to gain new insights of effective way in learning English vocabularies.

Recognition of Classification of Traffic Sign Images Using CNN (CNN을 활용한 교통 표지판 이미지 분류 인식)

  • MunJeong Kim;Sinrock Chae;EunKi Hong;Min Hwangbo;Yoo-Jin Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.317-318
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    • 2023
  • 본 논문에서는 CNN(Convolutional Neural Network)을 활용하여 자율주행 자동차가 각 국가별 교통 규칙 및 도로 표시를 이해하고 정확한 주행을 할 수 있도록, Deep Neural Network 시스템을 설계하고 구현하는 방법을 제안한다. 연구 방법으로는 한국도로교통공단(koroad)에서 제공하는 교통안전표지 일람표 이미지를 학습하여, 차량이 자율주행을 하기 위해 요구되는 표지판을 인식할 수 있도록 하였다. 본 논문에서 설계한 학습 시스템으로 도로교통표지판의 인식에 성공했으며, 이를 통해 자율주행차량이 표지판을 인식할 수 있으며, 시각장애인 및 고령운전자를 위한 지원 역시 가능하다고 사료된다.

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Role of Self-Theories in English as a Foreign Language: A Comparison between Korean and Pakistani Students (EFL 학습자의 자기이론: 한국과 파키스탄 비교연구)

  • Aziz, Mudassar;Shin, Tae-Seob
    • Korean Journal of Comparative Education
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    • v.23 no.5
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    • pp.1-18
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    • 2013
  • Self-theories regarding general intelligence and English ability were measured from two countries (Korea and Pakistan) and their relationships with self-reported overall academic achievement and English language achievement were examined. No significant mean differences between the two countries were found regarding college students' self-theories. There were significant mean differences in overall academic achievement and English achievement between the two countries. Both the overall academic achievement and English achievement were significantly correlated with various self-theories while taking both samples together. Achievement measures were predicted by self-theories of general intelligence and English language ability. The current study highlighted the relationship between self-theories about general intelligence and English language ability and their relationship with self-reported achievement in two cultural contexts. This research also introduced new instruments to measure self-theories that can be used in studying self-theories in different domains.

The way of displaying English words to facilitate phonological loops of working memory on the digital screen (디지털 스크린에서 작업기억의 음운고리를 촉진시키는 영어단어 제시 방법)

  • Kwon, Youan
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.99-106
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    • 2014
  • The first purpose of the present study is to investigate the way of displaying English words to facilitate phonological loops on the digital screen, and the second purpose is to test whether or not the more effective display type can increase learning rates equally in both low and high foreign language motivation group. To achieve these aims, two experiments were conducted. Experiment 1 showed that 3 times display condition generated higher performances in recall and recognition test than 1 time display condition did. In Experiment 2, we recruited high motivated group and low motivated group in foreign language learning, and assigned each member into 3 times display condition and self-pace condition. The results of Experiment 2 showed that the performance in the low motivated group was higher in the self-pace condition than in 3 times display condition, while this difference was not found in high motivated group. The present results suggest the display type increasing usage of phonological loops in digital screen environments.

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Review / e-러닝 활성화 세미나

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.12 s.127
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    • pp.146-148
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    • 2003
  • 인터넷 입시 과외를 비롯 외국어학습, 대학 정규과정 등 각종 e-러닝(e-Learning) 학습 프로그램이 빠른 속도로 번지고 있다. 또한 기업 연수현장에도‘사이버 바람’이 거세게 불고 있다. 이런 배경에서 지난 10월 23일 정보통신부는 한국e-러닝학회, KDI국제정책대학원, 한국정보통신기자협회의 후원 아래‘한국 e-러닝 산업 활성화 전략 세미나’를 개최했다. 국내 e-러닝 비즈니스 관계자 182명이 참석한 이날 행사에는 e-러닝 산업현황 및 성공사례, 비즈니스 모델 등이 발표되고, 게임 및 모바일 관점에서의 서비스 동향도 소개돼 뜻깊은 자리가 됐다.

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Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

An LSTM Method for Natural Pronunciation Expression of Foreign Words in Sentences (문장에 포함된 외국어의 자연스러운 발음 표현을 위한 LSTM 방법)

  • Kim, Sungdon;Jung, Jaehee
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.4
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    • pp.163-170
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    • 2019
  • Korea language has postpositions such as eul, reul, yi, ga, wa, and gwa, which are attached to nouns and add meaning to the sentence. When foreign notations or abbreviations are included in sentences, the appropriate postposition for the pronunciation of the foreign words may not be used. Sometimes, for natural expression of the sentence, two postpositions are used with one in parentheses as in "eul(reul)" so that both postpositions can be acceptable. This study finds examples of using unnatural postpositions when foreign words are included in Korean sentences and proposes a method for using natural postpositions by learning the final consonant pronunciation of nouns. The proposed method uses a recurrent neural network model to naturally express postpositions connected to foreign words. Furthermore, the proposed method is proven by learning and testing with the proposed method. It will be useful for composing perfect sentences for machine translation by using natural postpositions for English abbreviations or new foreign words included in Korean sentences in the future.

The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse (메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과)

  • Jeonghyun Kang;Seulhee Kwon;Donghun Chung
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.155-172
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    • 2024
  • This study investigates the effectiveness of foreign language learning through diverse treatments in virtual settings, particularly by differentiating virtual environments with three textual enhancement techniques. A 2 × 3 mixed-factorial design was used, treating virtual environments as within-subject factors and textual enhancement techniques as between-subject factors. Participants experienced two videos, each in different virtual learning environments with one of the random textual enhancement techniques. The results showed that the interaction between different virtual environments and textual enhancement techniques had a statistically significant impact on presence among groups. In examining main effects of virtual environments, significant differences were observed in flow and attitude toward pre-post learning. Also, main effects of textual enhancements notably influenced flow, intention to use, learning satisfaction, and learning confidence. This study highlights the potential of Metaverse in foreign language learning, suggesting that learner experiences and effects vary with different virtual environments.

Design and Development of the Second language Proficiency Method based on Cognitive Ability of Learner (학습자 언어 인지 능력 기반의 외국어 능숙도 측정 방법 설계 및 개발)

  • Yang, Yeong-Wook;Lee, Sae-Byeok;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.363-369
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    • 2013
  • In this paper, the modeling of phenomena that occurs in the brain related language was designed and developed the second language proficiency method. This method based on cognitive ability test in cognitive psychology that is the lexical decision task, the priming task and the verbal span task. The lexical decision task involves measuring how quickly decide stimuli as words or nonwords. This task is divided reading and listening according to stimulus type to the details. The priming task finds the output of the language. This task is divided the translation-priming and the semantic-priming according to stimulus type. The verbal span task finds the short term memory. In this paper, we propose the second language proficiency measurement method using the linguistics cognitive ability of the learner about the second language.