• Title/Summary/Keyword: Online English Learning

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The Effect of Online Mentoring on the Self-directed Learning Skills, Emotional Stability and Learning Effect (온라인 멘토링이 자기주도학습 능력, 정서적 안정감, 학습효과에 미치는 영향)

  • Kim, Kyunglee;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.26 no.4
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    • pp.239-248
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    • 2022
  • The purpose of this study is to analyze the educational effect of learning mentoring conducted by EBS for elementary and middle school students, the changes in self-directed learning skills, emotional stability and learning effect were analyzed for 425 students who participated in the EBS learning mentoring. As a result, There was no statistically significant difference in the educational effect according to the mentoring service period, method, and frequency, and there was a statistically significant difference in self-directed learning ability according to the mentoring time. As a result of analyzing the effect of the perception of the mentor on the educational effect, the more positive the mentor and the more positive the mentor role, the higher the self-directed learning ability and emotional stability. As for the learning effect, mentoring satisfaction had the greatest influence on the learning effect of Korean, English, and mathematics. The mentor role was affecting the Korean language and mathematics. Therefore, in order to reduce the learning gap of underprivileged students in the distance learning situation, the EBS learning mentoring project should be continuously promoted, and the mentoring period and the number of students and teachers participating in mentoring should be significantly increased.

Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

Research trend of health life expectancy using oral health indicators (2010-2020) (구강건강지표를 활용한 건강수명 연구경향 분석: 최근 10년간의 논문분석(2010-2020))

  • Jung, Hyunwoo;Yang, Jungyeon;Park, Hee-Jung
    • The Journal of Korean Society for School & Community Health Education
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    • v.22 no.2
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    • pp.75-91
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    • 2021
  • Purpose: The purpose of this article is to clearly describe research trends on health life expectancy using oral health indicators that have been published from 2010 to 2020 then suggest the direction of future research. Methods: Online academic databases in English (PubMed, Web of Science and Embase) were used to find those articles by applying a variety of keywords, including terms (adjusted life year, adjusted life expectancy, dental and oral). We identified relevant articles based on the following classification method of Mathers: (1) health gaps, (2) health expectancies. Results: Among 1,728 articles from the online databases, the final 13 studies satisfied the inclusion criteria and were selected for analysis. Health life expectancy studies indicate that research growth was recently achieved overseas. Among the literature collected in this study, 10 studies using health gap indicators yielded seven Disability-Adjusted Life Year (DALY), and three calculated Quality-Adjusted Life Year (QALY), which differed in the nature of the survey data used in the study measuring DALY and QALY. There are only three health expectancies and the number of papers were smaller than the health gap study. Conclusion: Establishing a foundation to calculate health life expectancy indicators through the development and improvement of oral health level are needed. More studies in the area of health life expectancy estimation research is based on actual prevalence and oral health-related quality of life are also needed.

Development and Validation of an Scale to Measure Flow in Massive Multiplayer Online Role Playing Game (교육용 MMORPG에서의 학습자 몰입 측정척도 개발 및 타당화)

  • Chung, Mi-Kyung;Lee, Myung-Geun;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.59-68
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    • 2009
  • This paper aims to explore the factors of learner's flow and to develop and validate a scale to measure the flow in Massive Multiplayer Online Role Playing Game(MMORPG) for education. First of all, potential factors were drawn through literature review. The potential stage comprises 6 factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment) and 16 subfactors. With total 48 items developed. a survey was carried out among 293 elementary learners who had been participating in a commercial MMORPG for English skills to measure their flow in the MMORPG by utilizing the potential scale. Using the responses collected from 288 respondents, exploratory factor analysis, reliability analysis, and confirmatory factor analysis were performed. The expository factor analysis showed that items within each sub-factors could be bound into one factor. That is, the variables evaluating learner's flow were divided into six factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment). And these factors were interpreted consisting of 16 sub-ones. Reliability estimates indicated that the evaluation tool had good internal consistency. The confirmatory factor analysis did confirm the model suggested by the expository factor analysis. Over fit measures(CFI, NFI, NNFI) showed the good suitability of the model. Findings of this study confirmed the validity and reliability of the scale to measure learner's flow in MMORPG.

Korean Hedge Detection Using Word Usage Information and Neural Networks (단어 쓰임새 정보와 신경망을 활용한 한국어 Hedge 인식)

  • Ren, Mei-Ying;Kang, Sin-jae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.317-325
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    • 2017
  • In this paper, we try to classify Korean hedge sentences, which are regarded as not important since they express uncertainties or personal assumptions. Through previous researches to English language, we found dependency information of words has been one of important features in hedge classification, but not used in Korean researches. Additionally, we found that word embedding vectors include the word usage information. We assume that the word usage information could somehow represent the dependency information. Therefore, we utilized word embedding and neural networks in hedge sentence classification. We used more than one and half million sentences as word embedding dataset and also manually constructed 12,517-sentence hedge classification dataset obtained from online news. We used SVM and CRF as our baseline systems and the proposed system outperformed SVM by 7.2%p and also CRF by 1.2%p. This indicates that word usage information has positive impacts on Korean hedge classification.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

Foreign Customers' Attitudes Towards Overseas Korean Restaurants - Focusing on Korean Restaurant Experiences and Cross-national Differences - (해외 한식당 마케팅 커뮤니케이션 매체 및 한식당 이용에 대한 태도 분석 - 한식당 이용 경험 및 국가별 차이를 중심으로 -)

  • Ahn, Jee-Ahe;Yang, Il-Sun;Shin, Seo-Young;Lee, Hae-Young;Chung, Yoo-Sun
    • Journal of the Korean Society of Food Culture
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    • v.27 no.6
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    • pp.666-676
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    • 2012
  • The purpose of this study was to propose effective marketing communication strategies for overseas Korean restaurants through a multilateral comparison analysis of American, Chinese, and Japanese consumers' attitudes towards communication media and Korean restaurants. The survey was written in English, Chinese, and Japanese, with guideline for surveyors, and conducted using both online and offline methods. Samples were collected from five major cities - Los Angeles, New York, Tokyo, Beijing and Shanghai, which are the foothold for the globalization of Korean food. When it comes to attitudes towards communication media, word-of-mouth showed a high mean value, indicating it as the most useful and reliable media recognized by consumers who visited Korean restaurants. Furthermore, the necessity of recognizing the importance of visual communication in the physical environment of Korean restaurants and specialized websites, featuring restaurants and gourmet food, was observed. Consumers in all three nations chose word-of-mouth as the most useful and reliable media for learning about Korean restaurants. In addition, American consumers highly depended on signage and restaurant exteriors. Chinese consumers highly recognized the usefulness and reliability of offline media, such as newspapers, magazines, and events, while Japanese consumers considered online media, such as gourmet websites, blogs and social networks, as useful and reliable sources. A significantly positive attitude and high value was observed in all who had visited Korean restaurants. American and Japanese consumers had a significantly higher rate of intention to visit Korean restaurants in the future and to tell others about their satisfaction with Korean restaurants. Meanwhile, the average rate of prior preference for Korean restaurants (when choosing restaurants) was the lowest in all three countries. This study is useful for both the Korean government and food enterprises abroad to plan and develop marketing communication strategies properly for overseas Korean restaurants.