• 제목/요약/키워드: Mobile-learning Mobile application

검색결과 238건 처리시간 0.021초

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.

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.

Comparison of Machine Learning Tools for Mobile Application

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
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    • 제10권3호
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    • pp.360-370
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    • 2022
  • Demand for machine learning systems continues to grow, and cloud machine learning platforms are widely used to meet this demand. Recently, the performance improvement of the application processor of smartphones has become an opportunity for the machine learning platform to move from the cloud to On-Device AI, and mobile applications equipped with machine learning functions are required. In this paper, machine learning tools for mobile applications are investigated and compared the characteristics of these tools.

모바일 앱 활용 치아형태학 수업에서의 학습 만족도 제고 요인 (Factors Increasing the Satisfaction with learning in Dental Morphology Class Using the Mobile Apps)

  • 이승희;정효경
    • 한국산업융합학회 논문집
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    • 제25권5호
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    • pp.869-880
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    • 2022
  • This study was conducted on 54 freshmen of the department of dental technology in D University to examine the effect of dental morphological practice mobile application utilization on the students' perception of class and satisfaction with learning. Major results of the study showed that satisfaction and utility towards functions of mobile application strengthened positive perception of dental morphology class, leading to improvement of satisfaction with learning, which suggested that functional convenience and utility in the use of applications were the effective factors for increasing the satisfaction with learning. Those results need to be given important consideration in designing the class using the mobile applications.

이동성 위치기반 증강현실(LBMS-AR)시스템 적용 현장체험 학습활동 프레임워크 개발 (Development of a Field-Experiential Learning Framework using Location Based Mobile-learning AR System)

  • 조재완;김은경
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.85-97
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    • 2019
  • In this study, we developed the Field-Experiential Learning Framework Using the Location Based Mobil-learning System (LBMS) and it is mobile Augmented Reality (AR) for smart learning system which is advanced e-learning. AR is technology that seamlessly overlays computer graphics on the real world. LBMS-AR has become widely available because of mobile AR. Mobile AR is possible to get information from real world anytime, anywhere. Nowadays, there are various areas using AR such as entertainment, marketing, location-based AR. We analysed the result of survey and implemented the functions. Also, for survey about application's effectiveness, we have focus group interview (FGI). Then we demonstrated and explained the application to them. The result of survey about application's effectiveness shows that application have higher utilization in education area. One of the most promising areas is education. AR in education shows lifelike images to users for realism. It's a good way for improving concentration and attention. We utilize only a beacone for image-based AR without other sensor.

모바일 영어 학습을 위한 멀티미디어 교육 시스템의 설계 및 구현 (Design and Implementation of Multimedia Tutoring System for Mobile English Loaming)

  • 김병규;이영석;조정원;최병욱
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅲ
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    • pp.1677-1680
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    • 2003
  • In this paper, we propose the multimedia tutoring system that provides multimedia learning contents for english Loaming on mobile environment. In order to design and implement the system, we have developed mobile multimedia contents from contents modeling based on the types of item, but also mobile interface to provide learning contents for learners effectively under limitation of mobile environment. The contents server in this system creates multimedia learning contents as XML document for each learner and provides those to learners through mobile interface using Wireless Application Protocol at anytime and anyplace.

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Small Cell Communication Analysis based on Machine Learning in 5G Mobile Communication

  • Kim, Yoon-Hwan
    • 통합자연과학논문집
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    • 제14권2호
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    • pp.50-56
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    • 2021
  • Due to the recent increase in the mobile streaming market, mobile traffic is increasing exponentially. IMT-2020, named as the next generation mobile communication standard by ITU, is called the 5th generation mobile communication (5G), and is a technology that satisfies the data traffic capacity, low latency, high energy efficiency, and economic efficiency compared to the existing LTE (Long Term Evolution) system. 5G implements this technology by utilizing a high frequency band, but there is a problem of path loss due to the use of a high frequency band, which is greatly affected by system performance. In this paper, small cell technology was presented as a solution to the high frequency utilization of 5G mobile communication system, and furthermore, the system performance was improved by applying machine learning technology to macro communication and small cell communication method decision. It was found that the system performance was improved due to the technical application and the application of machine learning techniques.

모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로 (Analysis of usability factors for Educational Mobile application)

  • 최은영
    • 만화애니메이션 연구
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    • 통권50호
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    • pp.453-478
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    • 2018
  • 디지털 기기의 확산으로 모바일을 이용하여 교육서비스를 제공하는 모바일 러닝이 확대되고 있다. 특히 PC중심의 온라인 교육에서 모바일 교육으로의 전환은 언제 어디서나 모바일 기기를 이용하여 온라인 교육이 이루어질 수 있도록 교육 서비스를 제공하고 있다. 하지만 이러한 모바일 기기를 이용한 모바일러닝의 확산에도 불구하고 사용자 중심의 콘텐츠 설계가 부족한 아쉬움이 있다. 이에 본 연구에서는 사용자 중심의 콘텐츠 설계를 위한 사용성 평가항목을 도출하고자한다. 이를 위하여 기존의 사용성 평가 및 교육 콘텐츠의 특성을 반영하기 위한 문헌조사를 실시하였으며, 문헌고찰을 이용하여 교육용 모바일 특성에 맞는 평가항목을 도출하고자 하였다. 교육용 모바일 앱은 교육서비스의 특징과 모바일 디바이스 특징을 동시에 가지고 있으므로 교육적 사용성 항목으로 대표할 수 있으며, 이는 학습효과를 높이기 위한 시스템과 콘텐츠 영역으로 나누어 평가항목을 도출할 수 있다. 델 파이 기법을 통해 전문가 15명을 대상으로 사용성과 관련한 설문을 진행하였다. 분석결과, 조작용이성, 학습효율성, 심미성, 학습용이성이 교육적 사용성 평가항목으로 나타났다. 본 연구 결과는 모바일 기반 학습자의 사용성을 향상시킬 수 있는 기반이 될 것으로 기대된다.

The Advantages of M-Learning Using The Combination of Digital Content and Mobile Device In Education Field

  • 마르쿠스 산토스;이병국
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2012년도 춘계학술발표대회논문집
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    • pp.123-126
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    • 2012
  • In general, there are 3 subjects of discussion in education field; namely past, present and future. Related with those facts, there is several information or knowledge that relatively hard to be presented in the real world. In this matter, digital content shows its contribution especially in the education field. Digital content can virtually represent the information or knowledge that seems to be difficult to be visualized in the real world before. In this project, researcher develops a mobile device's application that consist the skeleton's 3D virtual content. This application is expected to solve the above explained problem that usually appears during learning human skeleton in senior high-school's biology class. Besides, the application of digital content will make the learning process become easier because the student will have a visual learning tool. Last, the mobile device that is used in this prototype has offer an important beneficial namely mobility beneficial, so that the user can access the content anytime and anywhere.

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User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • 제4권1호
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.