• 제목/요약/키워드: Mobile-Learning

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모바일 러닝 애플리케이션 이용과 영향 요인 연구: 중국과 한국 사용자 비교 연구 (Investigating the Use of Mobile Learning Applications and Their Influencing Factors: A Comparative Study of Chinese and Korean Users)

  • 범을문;이애리
    • 지식경영연구
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    • 제20권4호
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    • pp.149-168
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    • 2019
  • In the era of the Fourth Industrial Revolution, digital transformation is emerging in the education and learning fields. As the use of the mobile Internet and mobile devices has become a daily life, mobile learning that supports a variety of learning in a mobile environment is drawing attention. Mobile learning applications (apps) are expected to expand their use by providing a convenient learning environment anytime, anywhere. This study investigates the use of mobile learning apps in English education, which is one of the most popular learning areas, and empirically examines the factors that influence the continuous use of mobile learning apps. In particular, it analyzes the differences between Chinese and Korean users. The results of this study provide theoretical and practical implications to promote the development of mobile apps suitable for mobile learning environments and the sustainable user growth in mobile learning.

Investigation of Learner Recognition to Introduction of Mobile Learning: A Study Targeting Officers at the Ministry of Health and Welfare in Korea

  • Jin, Sunmi;Hyun, Seunghye
    • International Journal of Contents
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    • 제10권3호
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    • pp.26-34
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    • 2014
  • Mobile learning is a practical learning method for busy adult learners because the mobility of digital devices can overcome the drawbacks of e-learning. However, research is strongly lacking in the theoretical exploration of mobile learning effects and functions and its empirical research. Moreover, the research of learning characteristics and learners' requirements must be considered before applying and disseminating mobile learning into the educational field. To address this shortcoming, this study conducted an online survey with 1,542 officers of the Ministry of Health and Welfare Affairs (MHWA) regarding learner recognition to mobile learning. The analysis of learners' attitudes toward mobile learning, based on age and position, indicated that subordinate workers appeared to place more value on mobile learning. Many participants preferred mobile learning because of its mobility and the effectiveness of anywhere and anytime. However, some participants continue to misunderstand mobile learning and its necessity. Therefore, consideration of learning effectiveness, the form of the content, and learner-centered learning must be reviewed in advance. This study could lead to practical implications of mobile learning.

고등학생의 모바일 러닝 실태 및 인식 분석 (A Study on Actual Conditions and Awareness of High School Students' Mobile Learning)

  • 조규락
    • 컴퓨터교육학회논문지
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    • 제15권6호
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    • pp.53-64
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    • 2012
  • 본 연구는 최근 모바일 러닝에 대한 요구가 높아지는 상황에서 고등학생들의 모바일 기기와 모바일 러닝에 대하여 현 실태와 인식을 독립변인(성별, 학년별, 계열별)에 따라 비교 분석한 것이다. 연구방법은 설문지를 통한 조사연구였고, 통계는 백분율과 t/F분석을 이용하여 분석하였다. 먼저 모바일 기기와 모바일 학습의 실태에 있어서 독립변인에 따라 차이를 보이는 결과가 있었다. 또한 2010년은 모바일 러닝에 있어서 중요한 기준 연도가 될 수 있으며, 고등학생들은 자투리 시간에 모바일 러닝을 하지는 않는 것으로 나타났다. 모바일 학습방법에 있어서는 아직 앱을 이용하여 다운로드 하는 방식은 아직 보편화되지는 않은 것으로 나타났다. 다음으로 모바일 러닝에 대한 인식도에 있어서는 사용능력 측면에서, 학습 수행력 증진 측면에서, 모바일 기기의 지속적 관심 측면에서 통계적으로 유의미한 차이를 보였다.

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Seamless Mobile Learning: Possibilities and Challenges Arising from the Singapore Experience

  • SO, Hyo-Jeong;KIM, Insu;LOOI, Chee-Kit
    • Educational Technology International
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    • 제9권2호
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    • pp.97-121
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    • 2008
  • The purposes of the present study are to describe the design of mobile learning scenarios based on learning sciences theories, and to discuss implications for the future research in this area. To move beyond mere speculations about the abundant possibilities of mobile learning and to make real impact in K-12 school settings, it is critical to conduct school-based research grounded on the learning sciences theories. Towards this end, this paper describes school-based mobile learning projects conducted by a research team at the Learning Sciences Lab in Singapore, and then discusses the possibilities and challenges of mobile learning to further inform future research. Specifically, this paper explores the affordances of mobile technology, such as portability, connectivity and context-sensitivity, to design seamless learning scenarios that bridge formal and informal learning experiences. The authors present a framework for re-conceptualizing different types of learning based on physical settings and intentionality, and then describe two seamless learning scenarios, namely 3Rs and Chinatown Trail, which were implemented in one primary school in Singapore. In conclusion, the authors discuss the affordances of seamless mobile learning for enhancing one's lived experiences to build a living ecological relationship between the person and the environment, and how mobile technology can play a critical role for enabling such lived experiences.

Development of Sound Design Strategies for Promoting Self-regulated Learning Behaviors in Mobile Learning Environments

  • KIM, Taehyun
    • Educational Technology International
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    • 제13권1호
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    • pp.101-144
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    • 2012
  • Students mostly precede their learning without any direct support of instructor in e-learning and mobile educational environment. Many useful strategies and tools to facilitate self-regulated learning behaviors in e-learning environment have been introduced, yet, the limit has been reached by only suggesting self-regulated strategies with visual information in the most researches. Accordingly, this research is intent to propose the sound design strategies that facilitate learner's self-regulated learning behaviors in mobile learning environment. To achieve the objective of the research, two research questions are presented. First, what are the sound design strategies that facilitate the self -regulated learning behaviors in mobile learning environment?. Second, what are the results of evaluating the developed sound design strategies in terms of facilitating self-regulated learning behaviors?. To solve these research questions, the literature reviews on characteristics of mobile learning, concepts and features of self-regulated learning and sound were done to establish the sound design strategies. Through formative research method targeting instructional designers, sound design strategies were modified and supplemented. The research to validate these was performed and to verify the effect of the derived sound design strategies, the usability test aimed at instructional designer and learners was conducted. The final sound design strategies through this research process were six general design strategies and the sixteen detailed strategies. This research is meaningful because this offers the basic research on sound information design which has been lacking and help upgrade the upper limit of instructional design which mainly focused on visual information in mobile learning environment that shows information in a small screen.

Analysis of the Structural Relationships among Self-efficacy, Experience, Mobile Learning Quality, and Learner Satisfaction in Universities

  • LEE, Jong-Yeon;PARK, Sanghoon
    • Educational Technology International
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    • 제17권2호
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    • pp.203-228
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    • 2016
  • This study was designed to determine the factors affecting learner satisfaction and examine the relationships of these factors in mobile learning linked to pre-existing e-learning in universities. In the structural model used, three mobile learning quality factors are the endogenous variables, namely, system quality (SYQ), information quality (INQ) and service quality (SEQ) perceived by students, and learner satisfaction (LS), whereas students' self-efficacy (SE) and experience (EX) in mobile learning are the exogenous variables. The subjects were 900 students who registered for mobile learning courses offered by a private university in Seoul, Korea. The results indicated that SE in mobile learning had positive effects on SYQ, INQ, and SEQ. Furthermore, SE influenced LS when analyzed without quality factors as parameters. Mobile learning EX directly affected INQ, but not SYQ or SEQ. EX likewise had a direct effect on LS when analyzed without quality factors as parameters. Meanwhile, both SYQ and INQ showed a positive effect on LS, but not SEQ. SE and EX affected LS indirectly when SYQ and INQ were used as parameters. This study addresses the importance of increasing SE, EX, SYQ, and INQ to increase LS in mobile learning in universities

캐릭터 애니메이션 기반 모바일 외국어 어휘 학습 앱 효과 분석 (An Analysis on Learning Effects of Character Animation Based-Mobile Foreign Language Vocabulary Learning App)

  • 김인숙;최민서;고혜영
    • 한국멀티미디어학회논문지
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    • 제21권12호
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    • pp.1526-1533
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    • 2018
  • This study aims to provide implications for mobile foreign language vocabulary learning app by analyzing the effects of mobile vocabulary learning app based on character animation. For this purpose, we applied the learning application designed with character animation and text, and the application designed with text only to two groups of learners, and analyzed the effect. As a result, we found that application designed with character animation and text was useful in recognition frequency and duration concerning learning. Regarding learning outcomes, we found that it is useful not only in memory but also in learning interest and motivation. This study provides implications for learning method and design development of mobile-based foreign language vocabulary learning application which actively using recently.

사이버대학 성인학습자의 모바일러닝 활용실태 분석 및 학업성취도에 대한 모바일러닝 관련 인식의 영향 탐색 (An analysis of the mobile learning usages of adult learners and the effects of their perceptions of mobile learning to their learning achievements in a cyber-university)

  • 이의길
    • 컴퓨터교육학회논문지
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    • 제17권3호
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    • pp.65-74
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    • 2014
  • 본 연구는 사이버대학 성인학습자의 모바일러닝 시스템 활용실태를 분석하고 이들의 모바일러닝 관련 인식이 학업성취도에 미치는 영향을 탐색하였다. 2013학년도 1학기 국내 한 사이버대학에 등록한 재학생중 1,118명을 연구대상으로 선정하여 이들의 인구학적 정보, 모바일러닝 활용실태 및 이에 대한 인식수준(모바일 자기효능감, 용이성, 유용성, 만족도), 학업성취도를 수집하여 분석에 활용하였다. 연구목적에 따라 연구결과를 정리하면 다음과 같다. 첫째, 연구대상자들은 선행연구의 결과와 비교할 때 최신 모바일기기를 활용하여 보다 적극적으로 모바일러닝에 참여하는 것으로 나타났다. 또한 학습보조자료의 제공, 동영상강의에 대한 확충 등이 보완사항으로 제시되었다. 둘째, 연령이 높은 연구대상자들의 모바일러닝에 대한 전반적 인식수준이 낮은 집단에 비하여 높은 것으로 나타났다. 셋째, 현 상황에서 모바일러닝 관련 변인이 학업성취도에 기여하는 정도는 제한적이었다. 특히 모바일러닝의 유용성과 학업성취도 간 관계를 고려할 때 모바일러닝의 질적 수준을 높이기 위한 노력이 꾸준히 이루어져야 할 것으로 보인다.

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스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향 (The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

영어 어휘 학습을 위한 모바일 콘텐츠의 설계 및 구현 (Design and Implementation of a Mobile Contents for Learning English Vocabulary)

  • 이재석;배인한
    • 인터넷정보학회논문지
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    • 제5권4호
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    • pp.43-51
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    • 2004
  • 이동 통신과 휴대용 컴퓨터의 통합은 개인과 집단에게 언제 어디서나 학습할 수 있는 기술 개발 기회를 제공하였다. 본 논문에서는 교육용 모바일 콘텐츠를 위한 학습 모델을 제시하고, 영어 어휘 학습을 위한 모바일 콘텐츠를 구현한다. 그 모바일 콘텐츠는 두 부분: 어휘 학습, 어휘 평가로 구성된다. 어휘 학습에서는 모바일 학습자에게 영어 어휘를 제시할 뿐만 아니라 원어민의 발음도 제공한다. 그리고 학습 성취도는 게임 형식의 퀴즈 프로그램에 의해 평가된다. 따라서 영어 어휘 학습을 위한 제안된 원형 시tm템은 에듀테인먼트 모바일 학습을 위한 개인 모바일 시스템의 견본으로써 설계되고 구현되었다.

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