• 제목/요약/키워드: English Learning Application

검색결과 88건 처리시간 0.022초

영어 구두 발표 학습을 위한 안드로이드 플랫폼 기반 모바일 콘텐츠 제작 (Mobile Contents for Learning of English Presentation based on Android Platform)

  • 박성원;오덕신
    • 한국컴퓨터정보학회논문지
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    • 제16권5호
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    • pp.41-50
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    • 2011
  • 본 연구에서는 안드로이드 플랫폼 기반에서 영어 프리젠테이션 학습을 위한 모바일 콘텐츠 제작 및 모바일 학습시스템을 개발하였다. 첫째, 안드로이드 플랫폼에서 영어 학습용 콘텐츠를 구동할 수 있게 해주는 콘텐츠 전송시스템을 포함하는 어플리케이션의 개발하였다. 본 연구에서 개발한 어플리케이션은 언어 선택, 학습 모드 선택, 재생, 퀴즈, 사전, 정지 또는 일지정지 그리고 이전 또는 다음 화면으로 이동하는 기능을 제공한다. 둘째, 영어 프리젠테이션 학습을 위한 콘텐츠의 제작하였다. 영어 프리젠테이션 학습을 위한 콘텐츠는 크게 2개의 part(기본 파트 그리고 고급 파트)로 구성되며, Part 1과 Part 2 각각은 9개의 unit 으로 구성되어 총 18개 unit으로 구성되고, 각 unit 별 2-5개의 chapter로 구성되어 총 51개의 chapter로 구성되었다. 본 연구에서 개발한 시스템을 사용해보도록 한 후 사용자가 인지하는 사용자 인터페이스(UI) 만족도와 학습 만족도를 평가를 실시하였다. UI 만족도에 대한 설문 분석 결과, 응답자의 85%가 보통 수준 이상 만족하는 것으로 나타났으며, 학습 만족도에 대한 설문 분석결과, 응답자의 95%가 보통 수준 이상으로 만족하는 것으로 나타났다.

영어 말하기 능력 신장을 위한 스마트 앱 개발 (Development of Smart Application for English Speaking)

  • 류미영;한선관
    • 정보교육학회논문지
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    • 제20권4호
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    • pp.367-374
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    • 2016
  • 본 연구는 초등학생의 영어 말하기 능력 신장을 위한 스마트 앱의 개발을 목적으로 한다. 영어 학습 앱을 개발하기 위해 말하기 듣기의 기초가 되는 반복말하기와 자신의 소리를 녹음하여 듣는 TTS기능을 적용하였다. 개발된 앱의 효과성을 분석하기 위하여 4개월간 수업에 적용하고 말하기 능력 검사와 정의적 영역을 검사를 하였다. 검사결과, 말하기 능력에 있어 4-6학년 초등학생 모두 능력이 신장된 것을 볼 수 있었다. 정의적 영역에서도 대부분의 학생들이 긍정적인 반응을 보였다.

스마트폰 기반 영어 어휘 상황학습 에이전트 개발 (Development of a English Vocabulary Context-Learning Agent based on Smartphone)

  • 김진일
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.344-351
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    • 2016
  • Recently, mobile application for english vocabulary learning is being developed actively. However, most mobile English vocabulary learning applications did not effectively connected with the technical advantages of mobile learning. Also,the study of mobile english vocabulary learning app are still insufficient. Therefore, this paper development a english vocabulary context-learning Agent that can practice context learning more reasonably using a location-based service, a character recognition technology and augmented reality technology based on smart phones. In order to evaluate the performance of the proposed agent, we have measured the precision and usability. As results of experiments, the precision of learning vocabulary is 89% and 'Match between system and the real world', 'User control and freedom', 'Recognition rather than recall', 'Aesthetic and minimalist design' appeared to be respectively 3.91, 3.80, 3.85, 4.01 in evaluation of usability. It were obtained significant results.

Project-based CALL Class: Linking the Theory and Practice

  • Yang, Eun-Mi
    • 영어어문교육
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    • 제10권1호
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    • pp.53-76
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    • 2004
  • This paper introduces a class model based on a course, Internet English, offered by an English department at a university. The course has dual purposes of developing students I English skills and Internet using skills at the same time. In support of using the Internet for language learning, the advantages of project-based language learning and constructivist learning in relation to CALL are explored. The activities in this course, which are basically project-based under the paradigm of constructivist learning perspective, are explained in detail to show the relationship between second language learning theory and teaching application. The way how the four language skills - speaking, listening, reading, and writing - are integrated in this class is described as well. Finally, judgmental evaluation of the course by the students is noted. The results show that a project-based CALL class could be a promising class model to realize an integrative, constructivist, and authentic learning.

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The Application of English Learning Activities based on the Technologies of Web 2.0

  • Lee, Il Seok
    • Journal of Information Technology Applications and Management
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    • 제24권4호
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    • pp.57-69
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    • 2017
  • Due to the development of technology even in learning and education area, many studies have begun to make a new attempts to research by using SNS, breaking away from traditional learning methods. However, the limitations of these studies are restricted only to the use of wireless Internet and writing on Web sites. This study aims to conduct a research on English learning activities that utilize various technologies such as Bigdata, Facebook, Social Network Services (SNS) and English applications. In addition, this study looks into how these modern technologies can be integrated in the classrooms and which activities can be applied in the English classroom. This research is to suggest effective English learning methods through a thorough investigation on the effectivity of various technologies based on the Web 2.0 such as Flickr, blogs, MySpace, and online discussion board within the context of the English learning. To verify the effect of the study, the subjects are divided into experimental and control group. The experiment is proceeded with pre- and post-test. The experimental group is designed to verify the effects using SNS tools such as Facebook, Bigdata, and Online Massive Learning. A survey is conducted to determine the preference of utilizing social networking sites and to analyze the effects in class. The result is that the average scores for experimental group have improved more than the average of control group. The comparison of pre and post-test of the experimental group shows that the significance of the higher and median group was statistically significant at the p<0.01.

.Net Framework를 이용한 영어 이러닝 시스템 (English E-Learning System Based on .NET Framework)

  • 전수빈;정인범
    • 한국정보통신학회논문지
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    • 제16권2호
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    • pp.357-372
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    • 2012
  • 대부분의 이러닝 시스템은 복잡한 가입 절차를 거쳐야 하고 교육과정 또한 여러 부분으로 나뉘어 있어 서비스를 이용하기가 쉽지 않다. 이는 사용자가 학습에 대한 관심을 쉽게 잃게 만들 수 있고 학습 능률도 떨어뜨릴 수 있는 문제점을 가지고 있다. 또한 대부분의 이러닝 과정은 유아 및 초등학생들을 대상으로 하고 있지 않아 보호자 없이는 학습을 원활이 할 수 없는 설정이다. 따라서 본 논문에서는 초등학생들을 대상으로 하는 영어 이러닝 시스템을 설계 및 구현 한다. 제안하는 시스템은 사용자들의 나이가 어리다는 것을 참고하여 사용자 측면의 환경을 최대한 쉽고 흥미롭게 구성 한다. 본 시스템은 3가지의 클래스로 구성되고 사용자들은 능력에 맞게 미리 정해진 코스 정보를 이용하여 각 클래스별로 코스를 진행하게 된다.

영어교육학의 학문적 성격과 연구 범위 (The Scope of English Education as an Academic Discipline)

  • 이흥수
    • 한국영어학회지:영어학
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    • 제3권1호
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    • pp.133-155
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    • 2003
  • The purpose of this paper is to survey the definition and scope of English Education as an academic discipline or science, relating to English linguistics, linguistics and applied linguistics. English Education has come to be regarded as fulfilling its true function when it is based on the solid scientific principles and methods of such related sciences as linguistics, English linguistics, psycholinguistics, sociolinguistics, sociology, psychology and pedagogy. English Education is, therefore, an independent and specialized applied science, interrelated with the sciences mentioned above. Thus, English Education is defined as an academic discipline which is concerned with the concrete teaching and learning of English, and which is based on the scientific methods, applications and evaluations of English. As a science, English Education has three elements: content, process and methods. Content, which concerns input, consists of the fundamental interrelated sciences and English language skills. Process refers to research methodology and analysis. Methods are the application of the theories and the processes.

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

  • 김승준;김갑수
    • 정보교육학회논문지
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    • 제16권2호
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    • pp.223-231
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    • 2012
  • 최근 스마트폰 보급에 따른 디지털 네이티브의 등장으로 교육에 있어서도 이에 걸 맞는 변화가 필요하게 되었다. 기존의 E-Learning, U-Learning 을 보다 학습자 중심, 맞춤형 교육에 근접하도록 실현할 수 있는 교수학습용 자료와 소프트웨어가 필요한 것이다. 이에 따라 초등학생의 발달 단계에 맞는 음성언어 중심의 영어 학습 프로그램을 교육과학기술부가 추천하는 초등학생을 위한 영어 단어를 기반으로 한 스마트폰에서 학습할 수 있도록 어플리케이션을 설계하고 구현하여 초등학교 학교 현장에서의 스마트러닝의 적용 및 발전을 위한 창의적인 아이디어를 제시해 보고자 한다.

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A Role of English Children's Stories in Primary School English Learners' Language Development

  • Kim, Ji-Sun
    • 영어어문교육
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    • 제15권3호
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    • pp.129-150
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    • 2009
  • This paper attempts to examine the effect of children's English stories on the development of Korean EFL primary school learners' listening and speaking competences and their motivation to learn English. This paper also discusses factors of English children's stories that make EFL learners' language learning efficient. Participants were 120 primary school students who attend one of the elementary schools in Chungnam province. They were randomly chosen and divided into two groups: experimental and control groups. In order to collect data, students' listening and speaking proficiency pre- and post-tests and the pre- and post-questionnaires regarding the participants' motivation to learn English were administered. The data were analyzed by ANOVA. The results indicate that the application of English children's stories to EFL learning settings can be an efficient way to improve EFL learners' listening and speaking competences and motivation to learn their target language. The findings of this study suggest that English children's stories provide language learners with interest, meaningful and authentic contexts and enjoyment. The pedagogical suggestion and implications are provided for EFL educators and teachers.

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유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구 (Study on the Model Development for Experiential Learning with Ubiquitous Everyday English)

  • 백현기;김수민;강정화
    • 디지털융복합연구
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    • 제7권3호
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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