• Title/Summary/Keyword: m-Bizmaker

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The Effect of Learning Flow and Learning Satisfaction from App Programming Education Using m-Bizmaker (m-Bizmaker를 활용한 앱 프로그래밍 교육이 학습몰입 및 학습만족도에 미치는 영향)

  • Han, SoonJae;Kim, SungSik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.2
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    • pp.41-48
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    • 2018
  • This study aims to present a method for app programming education by analyzing the effect of Learning Flow and Learning Satisfaction from app programming education using m-Bizmaker in specialized high school students. Currently, SW education to increase computational thinking is actively carried out in schools that are leading SW education school and various SW education methods are being applied. In particular, the app programming education could continue when the learner is engaged in Learning Flow and Learning Satisfaction with the learning. And according to survey results, it has been proved that the app programming education using m-Bizmaker is effective to improve some factors of Learning Flow(control sense, loss of consciousness) and Learning Satisfaction in specialized high school students.

The Effects of App Programing Education Using m-Bizmaker on Creative Problem Solving Ability (m-Bizmaker를 활용한 앱 프로그래밍 교육이 창의적 문제해결력에 미치는 영향)

  • Han, Soon-jae;Kim, Sung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.25-32
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    • 2016
  • This study aims to suggest app programming education plan by analyzing the effects of app programming education using m-bizmaker on the creative problem solving ability in specialized high school students. Currently, The South Korean government is preparing to conduct SW education in primary and secondary schools. Developing smartphone apps that are familiar to students can be seen as a very effective tool of SW educational measures. In general, app development can only be achieved through specialized training on how to use the app programming language. So, many students think the app programming is difficult areas before creating apps because tired of learning how to an app programming language. As a result of applying app programming education using m-Bizmaker, which is one of the app authoring tools, to the class, it is desirable as an app programming education plan. And according to survey results, it has been proved that the app programming education plan using m-Bizmaker is effective to improve creative problem solving ability.

A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.183-190
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    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

A Development of M-Learning Contents for Improving the Learning Ability of Military Education (군 교육의 학습 능력 향상을 위한 M-러닝 콘텐츠 개발)

  • Chang, Jeong-Uk;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.25-32
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    • 2012
  • In this paper, we proposed a development of M-learning smart-trainer content for improving the learning ability of military education. Learners of time and space constraints beyond quickly and accurately can learn with the goal, each subject by partial learning, and repetition, the whole learning quickly and easily by selecting efficiently to help you learn a m-Bizmaker with applications was designed. Experiment targets the military company of two, first aid courses were conducted for the evaluation. Traditional collective comparison group teaching methods, the proposed content, teaching methods applied in the experimental group were selected. The proposed learning applications using smart instructor for verification of learning, with which to compare, test subjects were compared with each of 49 subjects, the results p<.005 level, there was difference among the two groups. Therefore, the proposed application using a smart trainer after class proved that contribute to improving achievement.

The Smart Learning System for English Language Using Hangeul (한글을 이용한 스마트 영어 학습 시스템)

  • Kwon, Seung-tag;Kim, Yong-seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.6
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    • pp.1157-1163
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    • 2015
  • In this paper, we developed a Web App that operates in a mobile device. Also, we designed and developed an electronic dictionary of English words and sentences are expressed by English pronunciation with hangeul. The database using English words, Hangeul code with pictures, vocabulary definitions, speech sound files, and many sentences are created in this system. We developed the English learning system using HTML5 and m-Bizmaker software tools.

Development of a Customer Management Application and a Mobile Advertisement Model based on PUSH Technology (PUSH 기술 기반 모바일 광고 모델 및 고객관리 앱 개발)

  • Yang, Gi-Chul
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.193-199
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    • 2015
  • PUSH technology is a technology that can transfer server information without user's request and it is very useful in various areas along with mobile applications. This paper suggest a suitable application model that can utilizes the PUSH technology and mobile devices by finding a useful area. For this, AdMan, a mobile application which can utilize the PUSH technology and mobile devices has been developed. AdMan is a mobile application that developed once and can be able to run on both Android and iOS based mobile devices, since it was developed by using a tool called m-Bizmaker. AdMan is a customer management and advertisement system that can bring big efficiency by utilizing the PUSH technology and mobile application under the today's mobile environment, and it is a good model of ICT technology application of modern society. As an application that can maximize the utilization of the PUSH technology and mobile devices, AdMan can realize better effectiveness if it run on a PUSH server.

Non-Majors' Experimental Results on Efficiency of Smart Phone Application Development using an Authoring Tool (저작도구를 활용한 비전공자의 스마트폰 어플리케이션 개발 효율성에 대한 실험적 고찰)

  • Chang, Young-Hyun;Park, Dea-Woo;Jun, Su-Kyung;Baek, Jae-Eun;Byun, Hye-Jin;Yu, Wan-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.123-126
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    • 2011
  • 본 논문에서는 한국형 스마트 앱 저작도구로 미국, 일본, 한국에서 세계특허를 획득한 원더풀소프트의 M-Bizmaker를 이용하여 식품영양학과와 비서행정과 등 비전공자 회사원과 학생이 협력하는 관계에서도 중급수준의 비즈니스 앱 개발이 단기간에 가능하며 최고의 효율성을 검증할 수 있음을 확인하였다. 즉 저작도구인 M-Bizmaker를 이용하면 초중고, 대학, 일반인까지 모든 계층에서 초단기 1일 교육을 통하여 개인의 아이디어와 개성을 살린 앱을 제작할 수 있다는 결론을 도출하였다. 비전공자들이 제작한 스마트 앱의 수준은 본문에서 설명한 것 같이 단체의 일반홍보, 식단관리, 그래프를 이용한 취업현황, 구글맵 연계 주소 관리, 자동전화걸기, 사진 등의 이미지 관리, 친구 찾기와 같이 구성원을 등록하여 용이하게 관리할 수 있고, 설문조사도 쉽게 할 수 있다. 현재 세계 모바일 시장은 애플, 구글 등 미국시장이 세계시장을 선도하고 있는 상황으로 구글의 앱인벤터, 애플의 앱쿠커 등의 저작도구가 베타버젼으로 존재하지만 세계특허 수준의 한국형 저작도구인 비즈니스용 전문개발인 M-Bizmaker와는 기술수준에서 많은 격차가 존재하므로 국가적 차원에서 앱 저작도구 기술개발 인력 양성에 투자한다면 다가오는 미래에는 우리나라가 세계시장을 선도할 수 있을 것이라 사려 된다.

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

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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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.

Implementation of A Game Based on Android Smart Phone (안드로이드기반 스마트폰 게임 구현)

  • Lee, Kyu-Jin;Koo, Min-Jeong;Han, Woo-Chul;Chang, Young-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.135-138
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    • 2011
  • 본 논문은 안드로이드 기반 스마트폰의 간편 내기게임을 구현한 논문이다. 스마트폰 앱개발시 DB를 이용하여 빠른 시간내에 기획에서부터 모바일 배포까지 신속한 제작 및 이해를 돕고자 본 구현을 완료하였다. 화면을 통해 본인이 원하는 게임을 선택한 후 기 등록된 정보의 문제를 풀이하여 고득점자가 우승하는 형식으로 진행된다. 등록된 정보의 양과 우승자를 선정하기 위한 조건을 추가하여 보다 흥미있고 다각화된 게임으로 확장도 가능하다. 본 게임은 m-Bizmaker로 제작되었으며, 학생들의 아이디어를 손쉽게 스마트폰을 구현하여 보고 사업화하는 용도로 활용가능하다.

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