• Title/Summary/Keyword: Application(App)

Search Result 731, Processing Time 0.024 seconds

Study for Mathematics App development for Senior (스마트 기기 활용 시니어 수학 자료 개발 연구)

  • Ko, Ho Kyoung;Lee, Hyeungju
    • Communications of Mathematical Education
    • /
    • v.30 no.3
    • /
    • pp.309-333
    • /
    • 2016
  • This study is part of app development research based on user centered design which targets silver generation learners. The mathematical contents provided by Senior math application focus on Numeracy issues. In order to finalize the user interface and the mathematical contents which is for developing the mathematic application, teaching experiment was carried out through 9 senior learners. Also CIPP program evaluation model was used for monitoring the result of this teaching experiment. Factors such as 'educational objectives' 'requirement analysis' 'educational environment' 'curriculum' 'learning content' 'learning matter' 'interaction' 'program administration' 'supporting environment' 'satisfaction' 'study result' 'substantiality of learning' were checked and as a result the Senior Mathematic application was developed through these feedbacks.

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
    • /
    • v.16 no.2
    • /
    • pp.223-231
    • /
    • 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.

  • PDF

A Study on Tools for Agent System Development The Performance Comparison of Web Applications Written Using Python and Go in Google App Engine-based Cloud Environment (앱 엔진기반의 클라우드 환경에서 Python 및 Go로 작성된 웹어플리케이션의 성능 비교)

  • Kang, Min-Ji;Woo, Byul;Lee, Do-Young;Jo, Seoung-Hyun;Moon, Bong-Kyo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.04a
    • /
    • pp.10-13
    • /
    • 2015
  • Google App Engine(GAE)은 플랫폼 서비스 형태(Platform as a Service, PaaS)의 클라우드 인프라이며 GAE를 기반으로 웹어플리케이션을 제작할 수 있도록 다양한 개발 도구를 제공해 준다. 본 논문에서는 Python 및 Go를 이용하여 GAE 상에서 구현한 클라우드 기반의 web application들의 성능을 비교하고자 한다. 각 web application의 주요 기능은 회원가입, 로그인, 채팅 등으로 구성되어 있고 특히, 회원목록이나 채팅 데이터를 처리하기 위하여 GAE에서 제공하는 Google Datastore를 사용하였다. 성능비교를 위하여 Python2.5, Python 2.7 및 Go를 사용하여 통일한 기능의 web application을 구현하였으며 각각의 메뉴에 대하여 서버 로직의 실행과 장고 (Django) 스타일의 HTML 템플릿을 렌더링하는데 걸리는 시간을 구하고 이를 비교 분석하였다.

The Effect of Big Data-based Fashion Shopping Applications on App Users' Continuous Usage Intention

  • Hong, Hyekyung;Shin, Yeonseo;Lee, MiYoung
    • Journal of Fashion Business
    • /
    • v.22 no.6
    • /
    • pp.83-93
    • /
    • 2018
  • The purpose of this research is to investigate the characteristics of big data-based fashion shopping (BDFS) application, perceived usefulness, and expectation confirmation that influence the continuous usage intention of BDFS application users based on the expectation-confirmation model. A survey was conducted with female consumers in their 20s, who are living in Seoul and Incheon area and have used BDFS applications, A total of 182 responses were used for the data analysis. Five hypotheses were proposed, and regression analyses were conducted to test those hypotheses. The results indicated that the users' perceived usefulness increased with the increase of accuracy and personalization characteristics of the app and the expectation confirmation. The result suggested that it is essential to provide accurate information for users to feel useful and to develop the personalized offerings and services which can be the biggest strength of the big-data based mobile fashion store. It was also found that continuous usage intention increases with increased perceived usefulness and expectation confirmation. This result suggests that expectations can play a critical role in perceiving the usefulness of BDFS applications and the user's expectation confirmation also significantly affected the users' continuous usage intention.

Developing and Applying Design Principles for Maker Programs Using Virtual Reality : Focusing on the Development of Simulation Application (가상현실 기반 메이커 교육 프로그램 설계원리 개발 및 적용 : 시뮬레이션 앱 구현을 중심으로)

  • Park, Taejung
    • Journal of Information Technology Services
    • /
    • v.19 no.6
    • /
    • pp.161-175
    • /
    • 2020
  • The current study aimed to develop the design principles for maker programs using virtual reality and apply them in developing a simulation mobile application. First, through collecting and analyzing the relevant studies and cases eight design principles with four components were derived. Then, these initial design components and principles were revised and improved in accordance with evaluations of an expert panel composed of three professors/researchers, two teachers, and two IT industrial experts. Based on the revised design principles, a VR simulation app for maker education was developed and evaluated on whether the principles were properly applied to the app development by the expert panel. The finalized eight design principles, as a research outcome, can contribute to the design and development of various types of educational programs that can replace the actual making experience even in educational fields where it is difficult to build maker spaces or provide materials and equipment. In the near future, empirical studies are expected to develop customized maker programs considering the characteristics, levels, and needs of students and verify their educational effectiveness.

A Study on the Development of an Educational APP using Image Recognition Technology (이미지 인식 기술을 이용한 교육용 APP의 개발과 활용에 관한 연구)

  • Kim, Jong-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.473-475
    • /
    • 2022
  • In this paper, as children's smartphone penetration and usage time increase, the need for educational application development is increasing.Therefore, in this paper, we propose an idea for the development of an application service that is optimized for children and designed to be easily used by children by applying image recognition technology. Using image recognition technology, we propose a service that helps children easily take pictures of objects with their smartphone's camera and easily identify appropriate search results for them. Through this, even in an environment where it is difficult to receive direct guidance from a teacher due to online classes, children can easily study on their own initiative or find a subject they want to learn more about and learn.

  • PDF

A Group Social Diet Application Based on Motion Game (효과적인 다이어트를 위한 모션 게임 기반의 그룹 소셜 다이어트 앱의 개발)

  • Lee, JaeWon;Lee, MinSuk
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.7 no.4
    • /
    • pp.181-186
    • /
    • 2012
  • Obesity is one of the biggest problem in modern society. Smartphone could be a good tool to handle this problem. In this paper, we propose a new smartphone app to recommend diet, to offer a physical practice by motion games. Our Android smartphone application encourages friends to join group fitness programs. It interfaces with social network services and smart-TV.

Remote medical Smart healthcare system for IoT-based multi-biometric information measurement (IoT기반 다중 생체정보 측정을 위한 원격 의료 스마트 헬스케어 시스템)

  • Sim, Joung-Yong;Seo, Hyun-Gon
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.10
    • /
    • pp.53-61
    • /
    • 2020
  • Recently, as the uncontact service is activated in earnest due to the Corona 19 virus, the necessity of system development to provide non-face-to-face contact remote medical service has increased. In this study, we propose a smart healthcare system, Rm_She(Remote Medical Smart Healthcare System). Rm_She can collect and manage various vital signs information by connecting various healthcare products that detect bio-signals based on IoT to one application. The health check app (HC_app) is used to connect vital sign measurement devices to a wireless LAN and receive vital sign values from the HC_app. Then, the vital signs are output to the user on the smartphone, and the corresponding information is transmitted to the healthcare management server. The healthcare server receives the measured values and stores them in a database, and the stored measured values are provided as a web service so that medical staff can remotely monitor them in real time.

Development and Application of the Mathematically Gifted Student Learning Program Utilizing App Inventor for Self-directed Learning Ability (자기주도적 학습능력의 향상을 위한 앱인벤터 활용 수학영재프로그램의 개발과 적용)

  • Lee, Jae-Jun;Yoo, In-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.1-8
    • /
    • 2016
  • Strengthening self-directed learning ability is established as one of the goals of gifted education in Korea. In addition, it should be noted that self-directed learning can be realized in variety of ways as favorable conditions and environments are fostered to provide gifted education utilizing program. in the recent days. But, gifted learning programs for programming are programmed for information gifted student. Therefore, we have analyzed in this study the effects of improvement on self-directed learning ability of mathematically gifted student through class utilizing app inventor program for self-directed learning ability. Built up from the 4th and 5th grade to elementary math one class for gifted children complete by making math quiz, we use the app inventor to activity. The result of experiment showed very significant difference in the post-survey to less than .002 in the pre-survey in terms of three domains, which are intrinsic motivation, the openness of learning opportunities and autonomy which corresponds to sub-elements of self-directed learning ability. We could verify from the result of the study that mathematically gifted student learning program utilizing app development activity have positive effects on self-directed learning ability of mathematically gifted students.

Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.4
    • /
    • pp.530-544
    • /
    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.