• Title/Summary/Keyword: learnability

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Analysis of the Illustrations in the Textbook of English I in the High School (고등학교 영어 I 교과서 삽화 분석)

  • Kim, Ha-Kyung;Park, Chi-Hong
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.622-633
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    • 2014
  • This study delineates the process of analyzing the illustrations in high school English I textbook. The goal of this study is to shed light on the issues related to producing better English textbooks. The methods include analysis of the illustrations in the textbook developed under the 2009 Revised National Curriculum and surveys of teachers and students' awareness about them. This study classified common features in the illustrations to devise four analysis criteria: cultural aspects, expression styles, expression techniques, and linguistic functions of the illustrations. The questionnaire was made for both teachers and students. The questions in the survey of teachers were about the relevance to the contents, the layout and formation, learners' interest, cognitive aspects, easiness of teaching and learning, and connectivity with language functions. In the survey of students, familiarity, interest level, learnability, favored expression technique and expression material were considered. The result of the surveys showed that the teachability and learnability are key factors in developing illustrations for English textbooks, and they should look familiar to the students.

A Study on Learnability of Search and Sort Algorithm in Elementary School Computer Education (초등학교 컴퓨터교육에서 검색과 정렬 알고리즘 학습가능성에 관한 연구)

  • Lim, Min-Young;Jeong, Sang-Mok;Han, Byoung-Rae
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.289-298
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    • 2006
  • Computer education is important to learn functions of computers, and it is necessary to enhance the ability such as high-power intelligence ability, originality, and positive thoughts on the future. In other words, not only is it important to learn functions to calculate using computers but also it is important to understand the principle of the way computers calculate and enlarge other abilities to solve other problems through understanding of the principle. Accordingly, this study aims to teach search and sort of data structure to a primary-school children. In addition its purpose is to design teaching and learning methods and teach according to the methods and find out whether primary-school children can understand the contents. Intelligent field was assessed through equivalent test before and after the test and emotional field through students' impressions after a lesson. The test showed that search and sort algorithm of data structure could be taught to children. That is, it presented the learnability of search and sort of data structure as a learning element of elementary school computer education.

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Usability Evaluation of Mobile Banking Applications in Digital Business as Emerging Economy

  • Hamid, Khalid;Iqbal, Muhammad Waseem;Muhammad, Hafiz Abdul Basit;Fuzail, Zubair;Ghafoor, Zahid Tabassum;Ahmad, Sana
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.250-260
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    • 2022
  • Mobile Banking Applications (MBAPs) is one of the recent fads in mobile trading applications (Apps). MBAPs permit users to execute exchanges of money and many more whenever it might suit them; however, the primary issue for mobile banking Apps is usability. Hardly any investigation analyzes usability issues dependent on user's age, gender, exchanging accomplices, or experience. The purpose of this study is to determine the degree of usability issues, and experience of mobile banking users. The survey employs a quantitative method and performs user experiment on 240 participants with six different tasks on the application's interface. The post experiment survey is done with concerning participants. On the other hand, banking experts and Information Technology (IT) expert's group is also involved after the experiment. Expert's opinions about existing mobile banking Apps and suggestions for improving usability of MBAPs are collected through physical means (like questionnaire and interview) and online means like Google form. After that comparison of the opinions of users and experts about MBAPs is performed. The experimentation measures the tasks usability of various mobile banking apps with respect to its effectiveness, efficiency, trustfulness, learnability, memorability and satisfaction. The usability testing was led at different Universities and the outcomes acquired show that there are privacy and trust issues with their mobile banking apps. There is also a gap between users and experts which should be minimized by applying customized usability models, modes concept like other application software and also by adding complete features of banking in MBAPs. It will benefit mobile banking apps users, developers and usability engineers by providing user-friendly which are up to the mark of user's requirements.

Usability Analysis of Public Libraries' Metaverse Platform (메타버스 내 공공도서관 사용성 분석)

  • JungJo Na;Soyeon Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.275-294
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    • 2023
  • This study aims to analyze usability of public libraries' metaverse platform. This study also examines factors that affect usability and immersion of metaverse platform of Gangbuk culture information library, Hanbat library in Daejeon, and Mapo Central library. In order to conduct this study, 60 college students participated in online survey and experiment. There was a statistically significant positive relationship between learnability and usability, and between GUI and immersion in every library. Learnability and usability of Gangbuk culture information library were statistically significantly higher than other libraries. On the other hand, GUI score and immersion of Hanbat library was significantly higher than other libraries. However, given that there were few users connected to metaverse platform, there was no significant difference in interactivity among libraries. This study examines characteristics (including strengths and weaknesses) of metaverse platform of each library. It is expected that the results of this study could contribute to the improvement of usability of public library's metaverse platform.

A Study on Development of Group Dynamics-based Debate Instructional Model Using a New Technology

  • SUNG, Eunmo;JIN, Sunghee;KIM, Yoonjung
    • Educational Technology International
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    • v.11 no.2
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    • pp.77-103
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    • 2010
  • The purpose of this study was to develop an instructional model using new technologies aiming to secure students' learnability and to enhance the public school values in the rural districts. The present study attempts to suggest a practical e-learning instructional and learning model named Group Dynamics- based Debate Instructional Model', which utilizes unique technology environment conditions in most. To develop the model, concepts of group dynamics and debate-based instructional models were reviewed. And in-service teachers in two public schools in a certain rural district were interviewed in order to collect and analyze their needs for a teaching and learning model with which they utilizes unique technology conditions as environment in most. Based on literature review and the need analysis, a group dynamics-based debate instructional model has been suggested in terms of conceptual model. And then expert assessment composing of five in-service teachers from the model schools was implemented twice in order to acquire the suggested model validation, followed by the model validation by a group of experts. Then a revised group dynamics-based debate instructional model has been finally suggested. The group dynamics-based debate instructional model is expected to build up members' affective connection in the process, to generate group value, or collective intelligence, and to establish positive discussion culture. Furthermore, beyond of just utilizing the existing materials, learners are encouraged to develop and collect their own materials and data such as expert's interview, or public news for their argument or refutation. In doing so, learners enhance their learnability as well as accountability, prompting self-directed learning, and establishing appropriate discussion culture resulting in positive learning outcomes.

The evaluation of Word Processors by Learning Model (학습모형을 이용한 워드프로세서의 평가방법 개발)

  • 손일문;홍상우;이상철
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.41
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    • pp.203-212
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    • 1997
  • The interface of computer software has to promote human-computer interaction. The one quality of interface to promote HCI should be evaluted with regard to user's information processing. The usability of interface is one of the main components of it's quality, and it is straightforwardly concerned with learnability, especially when users want to use a software at the first stage. In this paper, word processors, wide spreadly used in OA environments is studied in respect to menu structure on the interface. An cognitive menu structure is suggested by user's conceptual network of the main functions of word processor. Two word processors is selected to compare with the cognitive menu structure and to evalute learnabilities by teaming model.

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Japanese Adults' Perceptual Categorization of Korean Three-way Distinction (한국어 3중 대립 음소에 대한 일본인의 지각적 범주화)

  • Kim, Jee-Hyun;Kim, Jung-Oh
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2005.05a
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    • pp.163-167
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    • 2005
  • Current theories of cross-language speech perception claim that patterns of perceptual assimilation of non-native segments to native categories predict relative difficulties in learning to perceive (and produce) non-native phones. Perceptual assimilation patterns by Japanese listeners of the three-way voicing distinction in Korean syllable-initial obstruent consonants were assessed directly. According to Speech Learning Model (SLM) and Perceptual Assimilation Model (PAM), the resulting perceptual assimilation pattern predicts relative difficulty in discrimination between lenis and aspirated consonants, and relative ease in the discrimination of fortis. This study compared the effects of two different training conditions on Japanese adults’perceptual categorization of Korean three-way distinction. In one condition, participants were trained to discriminate lenis and aspirated consonants which were predicted to be problematic, whereas in another condition participants were trained with all three classes of 'learnability' did not seem to depend lawfully on the perceived cross-language similarity of Korean and Japanese consonants.

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High Speed Character Recognition by Multiprocessor System (멀티 프로세서 시스템에 의한 고속 문자인식)

  • 최동혁;류성원;최성남;김학수;이용균;박규태
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.2
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    • pp.8-18
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    • 1993
  • A multi-font, multi-size and high speed character recognition system is designed. The design principles are simpilcity of algorithm, adaptibility, learnability, hierachical data processing and attention by feed back. For the multi-size character recognition, the extracted character images are normalized. A hierachical classifier classifies the feature vectors. Feature is extracted by applying the directional receptive field after the directional dege filter processing. The hierachical classifier is consist of two pre-classifiers and one decision making classifier. The effect of two pre-classifiers is prediction to the final decision making classifier. With the pre-classifiers, the time to compute the distance of the final classifier is reduced. Recognition rate is 95% for the three documents printed in three kinds of fonts, total 1,700 characters. For high speed implemention, a multiprocessor system with the ring structure of four transputers is implemented, and the recognition speed of 30 characters per second is aquired.

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Streaming Stick Usability Comparison Test (스틱형 OTT 서비스의 사용성 평가)

  • Lee, Hyejin;Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.129-141
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    • 2015
  • This study evaluates user experience of streaming stick service through usability testing. Streaming stick services such as Roku, Chromecast, and Everoncast were tested in ten levels belonging to five usability variables that are composed of efficiency of use, accuracy, meaningfulness, flexibility, and consistency. Each variable has two levels respectively that are responsiveness, minimal action, error prevention, error detection, error recovery, understandability, learnability, substitutivity, predictability, and familiarity in order. Twenty five participants volunteerly joined this research, and the results showed that Roku is superior to another two OTTs in most levels and variables. It implies that participants prefer to remote control, many channels, and personalized service during experiencing the service.

A Study on Frequency Analysis of Websites Quality Evaluation Factors (웹사이트 품질평가 요인들의 빈도분석에 관한 연구)

  • Kwon, Youngjik
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.4
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    • pp.55-66
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    • 2016
  • In this paper, 99 evaluation factors for website quality were derived from 79 research papers. Among them, 19 factors which are quoted in more than 7 research papers are summarized. The followings show such summarized factors: (1) Reliability (2) Ease of use (3) Design (4) Response time (5) Information Quality (6) Learnability (7) Accessibility (8) Effectiveness (9) Navigation (10) Sensibility (11) Accuracy (12) Contents (13) Aesthetic Impression (14) Completeness (15) Sympathy (16) Security (17) Delivery (18) Interaction (19) Responsibility.