• Title/Summary/Keyword: 학습용 앱

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Design and Implementation learning English words Smart-phone application for Elementary school students on Android platform by Focus on form (형태초점교수법 기반 초등학교 영어 단어 학습 스마트폰 어플리케이션 설계 및 구현)

  • Kim, Seung-Jun;Kim, Kap-Su
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.223-231
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    • 2012
  • Recently, We need a change of our education, Owing to trend of smart phone, approaching Digital Natives. We need some Teaching-Learning method, materials, softwares which realize Student-centered, Customized education more than E-learning, U-learning. Thus, In demand of This, This study will suggest a creative idea that how to design and produce smart-phone application which refers to 800 English words in elementary school recommended The Ministry of Education, Science, and Technology in Android Platform.

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A Study of System Validity and Development of Evaluation System for Improving Smart Learning (스마트러닝 개선을 위한 평가시스템 개발 및 타당도 연구)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.31-39
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    • 2013
  • We developed a smart learning system by using the 'bring your own device' concept, which means the policy of permitting teacher and learners to bring personally owned mobile devices such as laptops, tablets, smart phones, etc. and applied the system to school classes. In addition, we analyzed the learner's satisfaction related to interfaces, interactions, applications, technical support, and evaluation areas. The evaluation system consists of App program for tablet PC's and smartphones, web program for desktop PC and electronic teaching desk, and server program for evaluation and database. Because all the teaching materials, feedback data and evaluation materials about learners are stored on the server, students can receive the necessary data through real-time feedback using their smartphones and desktop PC's. As a result, it could increase educational achievement with interest in learning.

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A Study on the Effects of Read Along by Google with Primary ELLs' Pronunciation and Affective Domains (구글 Read Along 앱 활용이 초등영어학습자의 발음과 정의적 영역에 미치는 효과)

  • Yoon, Tecnam
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.437-444
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    • 2022
  • The purpose of this study was to investigate the effects of Read Along by Google with primary English learners' pronunciation and affective domains. In order to answer these two questions, a 4-week pilot study was conducted with 24 participants in the 6 th grade. Read Along as a main learning tool was utilized for a reading-aloud activity, and a pre-/post pronunciation test and survey on the affective factors were distributed as a research instrument. The results indicated that a read-aloud activity with Read Along brought a positive impact on the development of learners' pronunciation ability in terms of accuracy and fluency. Participants showed improvement in the post-pronunciation test, compared to the pre-one and there was a significant difference based on the result of the paired samples t-test. Next, the results of the survey on the affective domains illustrated that participants showed overall improvement in learning interest and confidence and there was a significant difference in these factors. Yet, there was not a significant difference in the learning attitude, even though they showed partial improvement.

Characteristics of Science Education Apps Developed by Preservice Elementary Teachers and Elementary Teachers' Thoughts about Education Developing Apps (초등 예비교사가 제작한 과학교육용 앱의 특징과 앱 제작 교육에 대한 초등교사의 생각)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.1
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    • pp.17-33
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    • 2023
  • This study examined inservice elementary teachers' thoughts on the development of educational apps by preservice elementary teachers and implications for TPACK education for preservice elementary teachers. A case study was conducted in which preservice elementary teachers developed a science education app, and the three teachers were surveyed for their thoughts regarding this. The results regarding the characteristics of the developed app by preservice teachers were as follows. First, "inquiry" had the highest value among educational goals intended by the preservice teachers. In addition, the scores for tool-type apps and apps in which interaction between learners and instructors occurs were relatively high. Second, most of the preservice teachers developed apps to meet curriculum goals, but their apps showed low-level characteristics in terms of the constructive and cooperative dimensions. The results of the analysis of the thinking of elementary school teachers regarding the education development apps are as follows. First, elementary school teachers assigned the lowest scores to the effectiveness of the apps, and to this problem, the achievement standard with respect to the curriculum and the evaluation and modification activities fir the apps were proposed. Second, the teachers indicated that it would be appropriate to provide the experience of making apps to directly improve the TPACK of preservice teachers. Third, the respondents thought that preservice teachers should develop block coding literacy to create apps using App Inventor. Fourth, the teachers considered it necessary to emphasize simulated instructions, as well as the experience of collecting and handling data through apps to improve preservice teachers' TPACK app development for educational use.

Analysis of Class Effects by Creativity and Convergence Extracurricular Program Activities (창의융합 비교과프로그램 활동에 따른 수업효과 분석)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.11-21
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    • 2021
  • The aim of this study is to examine the effectiveness of learning by running an extracurricular program to make effective learning of unfamiliar and difficult programming education possible for students in the humanities. Analysis of learning-related data for one semester of lectures that were collected from 70 humanities students in departments A and B, data collected from a creative convergence app development contest extracurricular program, and data obtained through a questionnaire show that extracurricular program activities affect academic performance. The results of the core competency diagnosis test for students that was conducted before and after participating in the curriculum showed that core competencies improved for both A and B departments after participating in the curriculum. This study shows that extracurricular program activities can help individuals improve their abilities, while also providing customized guidance to reclusive students to improve their academic performance. By carrying out customized coaching for each department to develop apps related to the major field rather than general apps, we hope for improvements in ability to solve problems by converging with the major field, computational thinking, and creative thinking, in the future.

Implementation of an interactive globe for infants (상호작용성이 있는 유아용 지구본의 구현)

  • Park, Myeong-Chul;Im, Hye-Jin;Kim, Tae-Hyeong;Jung, In-Gi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.281-282
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    • 2018
  • 본 과제는 지구본에 비행기를 융합한 놀이 및 학습 도구이다. 기존의 지구본은 낮은 연령대의 아이들에게 교육적 효과를 줄 수 있으며, 유아에게 호기심 유발이 적고 국한된 정보를 제공한다는 문제점을 가지고 있었다. 본 과제에서는 유아에게 더 많은 호기심 자극과 정보를 제공할 수 있게 상호작용적 기능이 내장된 스마트 지구본을 제안한다. 본 연구의 결과는 유아 및 아동들에게 교육적 효과를 줄 수 있고, 스마트폰 어플리케이션 연동으로 인한 간단한 거리뷰 및 지도를 나타냄으로써 다양한 목적을 가지고 활용할 수 있을 것으로 기대된다.

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Development of a Mobile Application for Learning Secure C Coding (시큐어 C 코딩 학습용 모바일 앱 개발)

  • Park, Jihee;Woo, Jimin;Cho, Minji;Kim, Myuhng-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.199-202
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    • 2020
  • 정보화시대로 넘어오면서 코딩 역시 중요한 교육으로 자리 잡고 있다. 초등학교는 물론 중, 고등학교도 교육적인 측면에서 프로그래밍을 중요시하고 있으며 C언어나 Java는 더이상 개발자만을 위한 언어로 인지되지 않는다. 하지만 코딩의 결과만 의존할 경우 정보보호를 하는 시큐어 코딩의 요소를 중요하게 여기지 않을 수 있다. 그 결과 DB는 물론 서버 에러를 비롯해 개인정보는 많은 위험에 노출될 수 있다. 기본적인 프로그래밍을 숙지한 개발자를 위해 더욱 안전한 코딩을 교육하고자 시큐어 C 코딩 앱을 기획하게 되었고, 정보보호를 코딩의 중요한 요소로 인지하기를 기대한다.

Development and Enhancement of Automatic Caption Generation System based on Speech-to-Text for the Hearing Impaired (청각장애인을 위한 음성-자막 자동 변환 시스템 개발 및 음성 인식률 고도화)

  • Choi, Mi-Ae;Kim, Seung-Hyun;Jo, Min-Ae;Park, Dong-young;Kim, Yong-Ho;Yoon, Jong-hoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.465-468
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    • 2020
  • 인터넷 미디어, OTT, VOD 등 신규미디어가 비장애인의 정보제공 매체로 널리 확대되나, 자막 서비스를 제공하지 않아 청각장애인의 정보 격차가 더욱 심화되고 있다. 청각장애인의 미디어 접근성 제고를 위해 음성인식 서버 및 스마트 폰·태블릿 앱 간 연계를 통해 음성을 인식하여 자동으로 자막을 생성하고 표시하는 음성-자막 자동 변환 시스템을 개발하였고 음성인식률을 높이기 위해 뉴스/시사/다큐 장르 영상 콘텐츠의 음성에 대해 학습용 데이터를 제작하여 음성인식 성능을 고도화 시켰다. 본 논문에서는 청각장애인을 위한 음성-자막 자동 변환시스템 구성과 음성인식률 비교 평가 결과를 보여준다.

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Development of Self-practice Program for Core Nursing Skills for Undergraduate Nursing Students based on Mobile Application (모바일 앱 기반 간호대학생 핵심간호술 자가학습 프로그램 개발)

  • Kim, Sun Kyung;Eom, Mi-Ran;Lee, Youngho;Go, Younghye
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.343-352
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    • 2021
  • A convergence study was conducted to develop a smartphone application for self-practice of core nursing skills and evaluate its usefulness for undergraduate nursing students. Mobile Application Rating Scale and seven essay questionnaire were used to for usability evaluation among 22 undergraduate nursing students. The score of the information domain was the highest with 4.19(SD 0.79). The subjective quality domain showed the lowest score of 3.08(SD 0.87). Participants' performance confidence score was 8.23(SD 1.60), and learning satisfaction score was 7.89(SD 0.87). Participants reported that the convenience and repetitive self-learning were the strengths of the app. In addition, design and technical supplementation, and lecturer-feedback would improve effectiveness of the current educational app. Findings of this convergent study would be helpful to promote the application of mobile apps for effective self-learning of core nursing skills in undergraduate nursing education. Future resesarch is needed to examine effectiveness study of mobile app on the performance of core nursing skills.

How Gamification Moves Students: A Study on Psychic Anti-entropy and Meme through Analysis of Study Time Management Services (게이미피게이션은 어떻게 학생들을 움직이는가: 학습시간 관리서비스 분석을 통한 심리적 반엔트로피와 밈에 관한 연구)

  • Shin, Jongcheon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.27-40
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    • 2017
  • This study explores the concept of Study Time Management Service(STMS) and the characteristics of gamification elements in STMS, in order to propose the meaning of psychic anti-entropy and the role of a meme as a new gamification element. The goal of gamification in education is to enhance study motivation and lead to flow by integrating similarities between game and study into the study environment. STMS also aims at such a goal. However, it differs in that the external anti-entropy environment, such as blocking apps, is connected with game mechanics or game thinking to give extrinsic motivation. It is also unique in that it uses a meme as a new gamification element to induce intrinsic motivation. In particular, a meme as a kind of guideline for performing study activities induces intrinsic motivation to imitate good study patterns and offers the driving force to sustain psychic anti-entropy state. Therefore, gamification in STMS is to strengthen the external anti-entropy environment by utilizing game mechanics or game thinking, and to maintain the psychic anti-entropy state by utilizing a meme of study patterns.