• Title/Summary/Keyword: mobile learning

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Stragery UX design on Mobile learning (모바일 러닝에서 학습자 중심의 UX디자인 설계전략)

  • Choi, Eun-young;Song, Ye-Rim
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.210-212
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    • 2017
  • A design which would let its users optimize their learning experiences accordingly to the diversification of learning platforms is needed. Especially with the expansion of mobile learning, a heuristic evaluation was used to evaluate the usability in order to provide learners with various learning methods and experiences according to the unique characteristics a mobile possesses. Therefore, we could conclude that systematic factors like information display, intuitiveness and conciseness do have a significant effect on users' attitudes.

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Longitudinal Relationship between Addictive Use of Mobile Phones and Learning Activities for Elementary School Students : Multiple and Complex Group Analysis across Gender (초등학생의 휴대전화 중독적 사용과 학습활동의 종단적 관계 검증 : 성별 간 다집단 복합 분석)

  • Jun, Sang-Min
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.267-279
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    • 2015
  • The study aimed to examine the longitudinal relationship between addictive use of mobile phones and learning activities for elementary school students and to analyze (1)temporal changes of the addictive use of mobile phones and learning activities, (2)temporal relationship between them, and (3)multiple and complex group analysis across gender on the relationship. For the study, 3-year longitudinal data(2010-2012) of the Korean Children and Youth Panel Survey and autoregressive cross-lagged modeling were used. The findings showed that the addictive use of mobile phones and learning activities had a significant positive effect on the future selves of children over time. The addictive use of mobile phones influenced positively subsequent learning activities, but, the learning activities did not affect the addictive use of mobile phones. Further, there were no significant gender differences in the longitudinal relationship. The study provided the useful data to make guidelines on how to protect mobile phone addiction for elementary school students.

Importance-Performance Analysis of Influential Factors on Students' Mobile Learning Satisfaction (사이버대학생이 인식하는 모바일러닝 만족도의 영향요인에 대한 중요도-실행도 차이 분석)

  • Joo, Young-Ju;Jung, Bo-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.484-496
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    • 2013
  • With diffusion of various mobile devices, mobile learning has been one of the dominant learning styles in education fields. The purpose of this research is to examine the difference between students' perceived importance-performance of mobile learning satisfaction. The researchers reviewed the literature looking for variables which affect influential factors of students' mobile learning satisfaction such as system, contents, service, use, and outcome. As a result of t-test, the performance is lower than the importance of all the influential factors. Also, according to the result of Importance-Performance Analysis(IPA) matrix, it was noted that system factor is the most crucial factor in improving mobile learners' satisfaction. This result implies that offering technical support and simplifying the navigation design for mobile learning are urgently required.

Mobile Augmented Reality for Smart-Learning System (모바일 증강현실을 활용한 스마트러닝 시스템)

  • Lee, Jae-Young;Kim, Young-Tae;Lee, Seok-Han;Kim, Tae-Eun;Choi, Jong-Soo
    • Convergence Security Journal
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    • v.11 no.6
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    • pp.17-23
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    • 2011
  • In this paper, we propose 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. 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. 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 camera for image-based AR without other sensor.

Effective Image Retrieval for the M-Learning System (모바일 교육 시스템을 위한 효율적인 영상 검색 구축)

  • Han Eun-Jung;Park An-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.658-670
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    • 2006
  • As the educational media tends to be more digitalized and individualized, the learning paradigm is dramatically changing into e-learning. Existing on-line courseware gives a learner more chances to learn when they are home with their own PCs. However, it is of little use when they are away from their digital media. Also, it is very labor-intensive to convert the original off-line contents to on-line contents. This paper proposes education mobile contents(EMC) that can supply the learners with dynamic interactions using various multimedia information by recognizing real images of off-line contents using mobile devices. Content-based image retrieval based on object shapes is used to recognize the real image, and shapes are represented by differential chain code with estimated new starting points to obtain rotation-invariant representation, which is fitted to computational resources of mobile devices with low resolution camera. Moreover we use a dynamic time warping method to recognize the object shape, which compensates scale variations of an object. The EMC can provide learners with quick and accurate on-line contents on off-line ones using mobile devices without limitations of space.

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Mobile Cloud Computing: Challenges for Mobile Learning (모바일 클라우드 컴퓨팅: 모바일러닝을 위한 도전)

  • Kook, Joong-kak
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.273-274
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    • 2013
  • 모바일 기술의 발전과 폭발적인 성장으로 모바일 서비스에 관심이 높아만 가고 있다. 최근 새로운 IT 트랜드로 모바일 클라우드 컴퓨팅(MCC: Mobile Cloud Computing)이 새롭게 떠오르고 있다. 특히, 모바일 러닝을 위한 미래의 새로운 IT 서비스가 기대되고 있다. 현재, 모바일 기기의 한계점(장애물) 때문에 극복해야 할 문제들이 산재해 있다. 이들 문제가 되는 잠재적인 장애물을 다루고 있다.

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A Literature Review of Mobile Activities in Teaching and Learning Science: With Regard to Support for Learners' Agency (과학 교수학습 모바일 활동에 대한 국내 문헌 분석 -학습자 주체성 지원에 관하여-)

  • Kim, Hyojoon;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.40 no.5
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    • pp.451-462
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    • 2020
  • According to the online learning environment, learning activities using mobile technology have emerged as a major concern. The features of mobile technology show potential supporting the emergence of learners' agencies in science education. In this study, 22 research literature on mobile activities in science teaching and learning published in Korea from 2011 to April 2020 were selected. First, the framework of Suarez et al. (2018) was revised and the types of mobile activities were categorized and investigated. Second, the emergence of agencies was examined in the context of science teaching and learning. And also, the relevance of mobile activity types ('Access to content', 'Data collection', 'Peer-to-peer communication', 'Contextual support') to support learners' agency dimension ('goals', 'content', 'action', 'strategy', 'reflection', 'monitoring') was analyzed. The first analysis show that science teaching and learning through mobile activities are changing from traditional to student-centered. Through these activities, students become more involved in learning and get the opportunity to become agents of learning. As a result of the second analysis, it has been confirmed that the emergence of learners' agencies has been supported and strengthened through mobile activities. Whereas, it needs to look upon the relationship between learners' agency and mobile activities in the overall context of science class. This consideration led to implications for the use of mobile technology in future science education and the transition to student-centered education.

Real-Time Path Planning for Mobile Robots Using Q-Learning (Q-learning을 이용한 이동 로봇의 실시간 경로 계획)

  • Kim, Ho-Won;Lee, Won-Chang
    • Journal of IKEEE
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    • v.24 no.4
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    • pp.991-997
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    • 2020
  • Reinforcement learning has been applied mainly in sequential decision-making problems. Especially in recent years, reinforcement learning combined with neural networks has brought successful results in previously unsolved fields. However, reinforcement learning using deep neural networks has the disadvantage that it is too complex for immediate use in the field. In this paper, we implemented path planning algorithm for mobile robots using Q-learning, one of the easy-to-learn reinforcement learning algorithms. We used real-time Q-learning to update the Q-table in real-time since the Q-learning method of generating Q-tables in advance has obvious limitations. By adjusting the exploration strategy, we were able to obtain the learning speed required for real-time Q-learning. Finally, we compared the performance of real-time Q-learning and DQN.

Applying Basic Word Lists and Contents for Elementary School English Education by Mobile Games (초등학생용 모바일 영어어휘 게임을 위한 어휘목록 및 콘텐츠 적용 방법 제시)

  • Jeong, Dong-Bin;Kim, Hyun-Jung;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.35-48
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    • 2010
  • The purpose of the present study was to suggest basic word lists and contents of English for mobile games and to propose how to apply basic word lists to mobile games for English vocabulary learning because it is possible that some potential advantages of mobile games can provide elementary school students with new learning environment for English vocabulary learning. To support this idea, firstly, the basic word lists were selected from essential word lists in the national English curriculum, the word lists from textbooks, and five randomly chosen word books. Secondly, mobile games were examined and appropriate mobile games for learning English words was selected. Lastly, the basic word lists for mobile games were applied to the selected game.

The Effects of Mobile Learning Factors and Training Transfer on the Effective Organisational Learning in Malaysian Oil and Gas Industry

  • Chee, Sua Wui;Saudi, Mohd Haizam Mohd;Lee, Chong Aik
    • Asian Journal of Innovation and Policy
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    • v.7 no.2
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    • pp.310-337
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    • 2018
  • Adoption of mobile learning (m-learning) is not new in Malaysian oil and gas industry, with heavy investment into research and development to train the workers. Nevertheless, the low application of learnt skills on the job remains an emergent research area where there is a missing link on the effects of m-learning and effective organisational learning and implication on its training transfer. The result of this quantitative research revealed that all variables in m-learning were found to have a positive relationship with the effective organisational learning, and there is evidence of training transfer as a mediator of the relationship between self-directed learning, training design, work environment and effective organisational learning. However, there were some discrepancies in the extend of training transfer between trainee characteristics and organisational learning. As such, some important issues emerged which challenge the importance of evaluating workers' readiness and transfer for a successful implementation of m-learning towards developing effective organisational learning.