• 제목/요약/키워드: Screen English

검색결과 34건 처리시간 0.022초

Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 1997년도 7월 학술대회지
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    • pp.176-178
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    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

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의사소통 전략 교수를 위한 트위터와 무들 활용 사례 연구 (A Case Study of Utilizing Twitter and Moodle for Teaching of Communication Strategies)

  • 조인정
    • 한국어교육
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    • 제25권1호
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    • pp.203-234
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    • 2014
  • This paper demonstrates how to incorporate the teaching of communication strategies into a large class of English-speaking learners of the Korean language. The method proposed here was developed to overcome the difficulty of conducting language activities involving communicative interactions amongst students and also between teacher and students in a large classroom. As a way of compensating the minimal opportunities for interactions in the classroom, students are given the task of expressing in Korean the English translations of authentic Korean comics via Twitter, which was later replaced with the feedback feature on Moodle, and then their Korean expressions are collected and projected onto a big screen. These collected expressions by students naturally differ from one another, helping students to realize that it is possible for them to express the same message or meaning in many different ways. The results of two separately conducted questionnaires show that this method is an effective way of providing students with significantly increased chances of producing 'comprehensible output' that requires them to think of how to communicate with their limited knowledge of the Korean language. Many students also commented that the teachers' feedback on errors provides them with the opportunity to learn about common errors as well as their own errors.

Traumatic Repetition and Writing as Awakening in Iris Murdoch's The Black Prince

  • Kim, Il-Yeong;Ryu, In Sang
    • 영어영문학
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    • 제57권3호
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    • pp.495-513
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    • 2011
  • Murdoch's novel, The Black Prince, is not, as most critics have suggested, an autobiographical novel. It is about the inner life or rather trauma of Bradley Pearson, an artist who repeatedly dreams about a shabby paper shop which used to be run by his "unsuccessful" parents. In this respect, Freudian concept of trauma is helpful since it can explain Bradley's present repetition of his past traumatic experience, while allowing us to understand the nature of his trauma which reveals itself not only through his repeated nightmares but also through the women who are represented as diverse versions of his mother, the origin of Bradley's trauma. Caruth's concept of traumatic awakening and traumatic survival is also instrumental in understanding the nature of the traumatic experience which Bradley undergoes in this novel. Induced by Loxias's address, Bradley makes a confession of "the sins," which makes possible his traumatic survival as well as traumatic awakening, which is transmitted not only to Loxias but also to us the readers. In this sense, the significance of Bradley's awakening is not confined to his past only, but becomes a matter of a social dimension. The meaning of Bradley's writing lies in this fact.

모바일 플랫폼 교육 콘텐츠 지원을 위한 손 글씨 기반 텍스트 인터페이스 설계 (Design of Handwriting-based Text Interface for Support of Mobile Platform Education Contents)

  • 조윤식;조세홍;김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제27권5호
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    • pp.81-89
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    • 2021
  • 본 연구는 모바일 플랫폼 환경에서 언어 기반의 교육 콘텐츠 지원을 위한 텍스트 인터페이스를 제안한다. 이는 손 글씨를 통해 단어를 작성하는 입력 구조로 딥 러닝을 활용한다. 모바일 플랫폼 콘텐츠의 버튼, 메뉴 등을 활용한 GUI (Graphical User Interface)와 화면 터치, 클릭, 드래그 등의 입력 방식을 기반으로 손 글씨를 사용자로부터 직접 입력하여 처리할 수 있는 텍스트 인터페이스를 설계한다. 이는 EMNIST (Extended Modified National Institute of Standards and Technology database) 데이터 셋과 훈련된 CNN (Convolutional Neural Network)을 사용하여 알파벳 텍스트를 분류하고 조합하여 단어를 완성한다. 최종적으로 영어 단어 교육 콘텐츠를 직접 제작하여 제안하는 인터페이스의 학습 지원 효과를 분석하고 만족도를 비교하기 위한 실험을 진행한다. 동일한 교육 환경에서 기존의 키 패드 방식의 인터페이스와 제안하는 손 글씨 기반 텍스트 인터페이스를 서로 체험한 사용자들이 제시하는 영어 단어를 학습하는 능력을 비교하고, 인터페이스를 조작하여 단어를 작성하는 과정에서의 전체적인 만족도를 분석, 확인하도록 한다.

객체지향 기법을 이용한 시소러스 관리 시스템의 개발에 관한 연구 (Development of a Thesaurus Management System based on the Object-Oriented Technique)

  • 박계숙
    • 정보관리학회지
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    • 제13권2호
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    • pp.5-18
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    • 1996
  • 시소러스를 구축하기 위해서는 새로운 단어의 입력, 수정, 삭제 및 단어간 관계생성 등의 동적인 변하에 신속 정확히 대용할 수 있도록 시소러스 관리 시스템이 개발되어야 한다. 본 연구에서 개발한 시소러스 관리 시스템은 객체지향적 구조로 데이터베이스를 설계하였으며, GUI화면을 제공하여 이용자 인터페이스를 향상시켰다. 또한 시소러스를 구축하는데 있어서 동일한 영문 용어의 다양한 한글표기로 인한 정보검색 효율 저하 문제를 해결하기 위해 동의어의 확장에 역점을 두었다.

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The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • 제10권2호
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

Computerized English Pronunciation Testing

  • Lim, Chang-Keun;Kang, Seung-Man
    • 대한음성학회:학술대회논문집
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    • 대한음성학회 2000년도 7월 학술대회지
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    • pp.241-254
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    • 2000
  • The past decade has witnessed the abundant use of computer in testing language skills such as listening and reading. Compared with these language skills, we have experienced little use of computer in testing a speaking skill including pronunciation. This is largely due to limitations of the current computer technology. One of such limitations for testing pronunciation is to store and automatically evaluate what the learner utters. Due to this limitation, the computer simply stores what the learner utters and raters evaluate it afterward on a certain rating continuum. With the advent of voice recognition technology, however, the computer has been able to test pronunciation in a systematic way. This technology enables the computer to identify, visually show, and evaluate the learner's intonation pattern by means of autocorrection. The evaluation is expressed in terms of the degree in which the learner's intonation pattern overlaps with that of the native speaker of the target language. In particular, the degree is numerically displayed on the screen, and this numeral is considered as the score of the learner's utterance under our testing framework.

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안드로이드 기반의 LOCK-TOEIC 어플리케이션 개발에 관한 연구 (LOCK - TOEIC Application Development Study-based Android)

  • 옥준현;강구열;강동훈;이종현;문송철
    • 서비스연구
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    • 제3권2호
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    • pp.61-74
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    • 2013
  • 최근 스마트폰의 보급 및 확산으로 인해 많은 어플리케이션들이 개발되며 또한 전파 되고 있다. 이러한 어플리케이션이 우리나라 고유의 높은 교육율과 만나서 탄생하게 된 것이 교육용 어플리케이션 이며, 특히 스마트폰으로 간편하게 학습할 수 있는 언어 교육 위주의 어플리케이션이 늘어나는 추세이다. 본 연구에서는 영어를 중심으로 하여 수많은 영어 교육중 대학생들이 취직하는데 실질적으로 필요로 하는 토익 학습 어플리케이션 개발을 목표로 하고 있으며 본 어플리케이션을 통해 언제 어디서든 토익 공부를 가능케 하여 토익 고득점을 맞게 하는 것이 목표이다. 락스크린 학습을 추가하여 스마트폰 화면을 켤 때마다 반복적, 강제적으로 문제를 풀 수 있도록 하고 그 외에 보안에도 도움이 되도록 하였다. 검증된 실제 토익 기관과 연계하여 문제들을 제공함으로써 문제의 신뢰도가 높으며, 이러한 문제를 반복적으로 학습함으로서 반복 학습 효과를 기대할 수 있는 안드로이드 기반의 학습 Mobile Application을 연구, 개발 하였다.

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자기주도 학습식 골프의 운동자세 트레이닝 시스템 연구 (The research of posture training system in self-directed learning golf)

  • 고연화
    • 디지털융복합연구
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    • 제11권6호
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    • pp.151-157
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    • 2013
  • 본 연구는 사용자 스스로 자신이 원하는 운동자세의 기준을 설정하고 설정된 기준 자세와 자신의 자세를 비교할 수 있게 하며, 자신의 자세에 대한 평가를 스스로 가능하게 하여 자기 주도 학습을 통해 자신의 운동자세를 능동적으로 익힐 수 있게 하는 운동자세 트레이닝 시스템이다. 이 시스템은 사용자의 운동자세를 촬영하여 사용자 운동자세 동영상 데이터를 생성하는 카메라부 사용자 운동자세 동영상 데이터 및 사용자 운동자세 동영상과 비교하기 위한 비교 대상 자세 동영상 데이터를 저장하며, 사용자 입력에 따라 사용자 운동자세 동영상 데이터 및 비교 대상 자세 동영상 데이터를 동시에 재생할 수 있는 비교 화면을 제공하는 운동자세 트레이닝 서버; 및 운동자세 트레이닝 서버와 네트워크를 통해 연결되며, 사용자 입력을 상기 운동자세 트레이닝 서버로 전달하고, 운동자세 트레이닝 서버에서 제공하는 비교 화면을 제공받아 디스플레이하는 사용자 단말을 포함한다.

지하철 안내전광판의 디자인 가이드라인 제안 -서울 메트로를 중심으로- (A Proposal of Design Guidelines for Subway Guide Board -Focusing on Seoul Metro-)

  • 정수현;김승인
    • 디지털융복합연구
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    • 제18권10호
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    • pp.437-442
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    • 2020
  • 서울시 지하철 객실에 설치된 안내전광판은 현재 한국어·영어·중국어·일본어 4개 국어로 역사와 전동차 내 설치된 LCD 모니터를 통해 주요 정보나 운행정보를 알리는 안내방송을 실시하고 있다. 하지만, 지하철 객차 안내 화면이 운행 정보보다 광고를 더 비중 있게 표시하는 탓에 이용자들이 혼란을 겪고 있다. 연구 방법으로는 현재 서울 지하철에 설치된 안내전광판의 현황과 문제점을 파악하고 개선된 새로운 안내전광판 시안을 제시해 서울시 지하철을 주로 이용하는 이용객 10대부터 60대까지 67명을 대상으로 온라인 설문조사를 실시하였다. 연구 결과, 탑승한 노선마다 화면 디자인이 달라 필요한 정보만을 제공하는 안내전광판 통일이 필요하다. 특히 이용객이 각지에서 이동하기 위해 지하철을 여러 번 환승하므로 안내전광판 디자인은 광고전광판이 아닌 긴급 재난안내나 승하차 정보의 기능을 해야 한다.