• Title/Summary/Keyword: English Learning Application

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Does Social Media Use Increase or Decrease Learning Performance? A Meta-Analysis Based on International English Journal Studies

  • Park, Ki-ho;Ren, Gaufei
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.293-311
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    • 2019
  • Purpose This paper is to make a meta-analysis of the relationship between the social media use and learning performance as well as its potential moderating variables to clarify the differences in research conclusions in existing literatures, and refine the situational and method factors that affect the relationship between them. Methodology Meta-analysis used in this study can combine the quantitative data from different empirical studies, focus on the same research problem, and finally reach a research conclusion. Findings The results show that social media use and learning performance have a moderating positive correlation. The moderating effect test of usage scenarios shows that social media types, usage groups, application platforms and discipline fields have moderating effects on the relationship between social media use and learning performance. The moderating effect test of the research method found that measurement models, data attributes and learning performance indicators also had moderating effects on the relationship between social media use and learning performance.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

A Study on the improvement of English writing by applying error indication function in word processor (워드프로세서의 영어문장 어법오류 인식개선을 통한 영어구문작성 향상방안에 대한 연구)

  • Yi, Jae-Il
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.285-290
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    • 2020
  • This study focus on improving the text language proficiency regarding users' written text. In order to tone up accuracy improvement in writing, Computer Assisted Language Learning(CALL) can be primarily used as one of the most efficient tools. This study proposes a English Grammar Checking Application that can improve the accuracy over the current applications. The proposed system is capable of defining the difference between a Noun and a Noun Phrase which is critical in improving grammar accuracy for those who use Englilsh as a foreign language in English writing.

A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.3-12
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    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.

Effects of Individual Self-Regulated Cognitive Strategies and Public Education on Academic Achievement : Application of the Hierarchical Linear Model (개인의 자기조절 인지전략과 공교육 수업제도가 학업성취에 미치는 효과 : 위계적 선형모형의 적용)

  • Lee, Ju-Rhee
    • Korean Journal of Child Studies
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    • v.30 no.4
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    • pp.87-97
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    • 2009
  • This study used Hierarchical Linear Modeling analysis to investigate the effects of individual self-regulated cognitive strategies and public education on middle school students' academic achievement. Participants were 6389 (boys 3287, girls 3102) middle school students from the 2005 data of the Korea Education Longitudinal Study. Results were as follows : (1) there were significant differences among different schools in middle school students' academic achievement, i.e. 20% of variance in English achievement and 15% of variance in mathematics achievement were explained by school differences. (2) Students' elaboration and meta-cognitive strategy influenced academic achievement positively. (3) Predictor variables by ability grouping, supplementary class, and/or self-learning class had no significant effects on students' academic achievement.

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A Study on Design & Application of VR Technology Based English Learning System (음성인식기술 기반 영어학습 체제 설계와 적용에 관한 연구)

  • Seo, Young-Gon;Kim, Chang-Joo
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.195-206
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    • 2004
  • 본 연구는 음성 인식 기술을 적용해서 시범적으로 영어 학습 제품을 제작하고 이것을 현장에 적용한 후 설문과 관찰을 통해 결과를 해석하는 Pilot Test로 계획되었다. 본 연구의 목적은 음성 인식 영어 학습 제품 사용 후, 학생들의 학습태도 변화를 확인하고, 실험에 참가한 회원, 학부모, 교사의 만족도를 조사하고, 영어 교육학 전공자를 통해서 음성인식 영어 학습 제품의 완성도를 조사 분석하는 것을 목적으로 한다. 본 연구를 통해 도출된 data 들은 음성 인식 기술의 제품 적용 가능성을 검증해 주고, 향후 사업화 추진을 위한 근거 자료나 기초 자료로서의 역할을 할 것으로 기대한다.

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Development of an English Study Application using Deep Learning-based lmage Recognition techniques (딥러닝 기반 이미지 인식 기술을 활용한 영어 학습 애플리케이션 개발)

  • Kim, Yoo Jung;Kim, Ju Yeon;Lee, Yu bin;Lee, Ki Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.151-154
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    • 2017
  • 본 논문에서는 사용자의 주변사물을 인식하여 영단어로 알려줌으로써 사용자가 실생활에서 영단어를 능동적으로 학습할 수 있도록 돕는 애플리케이션을 개발한다. 본 애플리케이션은 사용자가 카메라로 촬영하거나 사진첩에서 선택한 이미지를 인식하여 사진 속 물체의 영어 단어와 한국어 뜻을 알려주며, 단어의 발음 또한 확인할 수 있고, 직접 단어장에 저장하여 다시 학습할 수 있도록 한다. 이를 위해 TensorFolw를 활용한 딥러닝 기반 이미지 인식 기술을 사용하였으며, 추후 TensorFolw를 통하여 모델을 추가적으로 훈련시킴으로써 이미지 인식의 정확도를 높일 수 있다. 그 외 영어-한국어 번역, 텍스트-음성 변환 등 부가 기능을 통해 사용자가 다양한 방식으로 영단어를 학습할 수 있도록 한다.

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.

A Study on the Effect of Teachers' Recognition and Application of 2015 Revised National Curriculum on Their Educational Information Needs: Focusing on High School Common Subjects (교과 교사의 2015 개정 교육과정 적용과 인식이 교육정보요구에 미치는 영향: 고등학교 공통 과목을 중심으로)

  • Gye, Minjeong;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.36 no.1
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    • pp.169-190
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    • 2019
  • This study aims to identify the effects of teachers' recognition and application of 2015 revised national curriculum on their educational information needs in high schools. Several in-depth interviews and a questionnaire survey with the teachers, who were in charge of teaching common courses, such as Korean language, mathematics, English, social studies, and science, in general public high schools in Incheon, were executed for the purpose. As a result, the teachers' recognition and application affected their educational information needs in part. Especially, new demands on small sized copies and learning information sources were identified which were related to the application of 2015 revised national curriculum. Based on the results, we proposed several improvements of school library operations, such as small sized local consortium for sharing resources and providing referral services, in order to strengthen the gateway role of school libraries.

A Study on the Use of Process Drama to Improve Korean Speaking Ability: Focusing on a Unit Design of Sejong Intermediate Korean Conversation Coursebook (한국어 말하기 능력 향상을 위한 과정극(process drama) 활용에 대한 고찰 -'세종한국어 회화 중급' 교재의 과제 단원 개발을 중심으로-)

  • Lee, Junghee;Park, Hae-ok
    • Journal of Korean language education
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    • v.29 no.1
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    • pp.199-222
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    • 2018
  • This study attempts to apply process drama in teaching Korean speaking. For that goal, the first part of the study introduces the main features of process drama exploring the possible use of teaching Korean speaking, and the second part presents a concrete example of developing a unit of the Sejong intermediate Korean conversation coursebook which was designed using a process drama method. Process drama is a process-oriented drama activity which progresses only with the teacher and students' spontaneous participation. With its unique meaning-oriented interaction paradigm, it has been suggested as an effective way of teaching and learning a foreign language. Since it emphasizes students' spontaneity, cooperation, and authentic communication, it commonly provides plenty of opportunities for students to interact in a meaningful context. Despite its effectiveness in teaching speaking, it has rarely been used in KFL contexts. Considering the limited opportunities to practice speaking in KFL classrooms, using a communication-rich activity such as process drama would be an optimal solution. This study, therefore, examines possible application of process drama in teaching Korean speaking, and introduces sample speaking materials designed for KFL intermediate learners.