• Title/Summary/Keyword: mobile learning contents

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Developing a Mobile Tutorial Tools Using 3D Modeling Technology on Tooth Carving for Dentistry (3D모델링 기술을 활용한 모바일 튜토리얼 방식의 치아카빙 실습지원도구 개발)

  • Park, Jong-Tae;Park, Sa-Beom;Lee, Jeong Eun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.546-557
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    • 2016
  • Tooth carving practice is required for novice learners in dentistry to understand dental morphology and acquire clinically underlying skills. Tooth carving practice is more effective when sequential models can be observed. The purpose of this study is to suggest a tooth carving practice model and to develop a mobile practice supporting tool based on tutorial providing 3D modeling information about steps of tooth carving. As a result, tooth carving practice model consists of the class activity including tooth information lecture and practice and mobile seamless learning connecting learners' practice and regular learning with the mobile tutorial tool. The mobile tutorial tool is implemented with tooth morphology dictionary, tooth carving practice/training tutorial, and 3D tooth modeling. The experts' evaluation on the developed contents shows that the content and function are valid(content validity: 5.0, interface validity: 4.53). Therefore, the mobile tutorial tool is suitable for supporting mobile seamless learning for tooth carving practice. Further researches are expected to be conducted to develop instructional models utilizing ICT and mobile contents in dentistry.

Design and Development of m-Learning Service Based on 3G Cellular Phones

  • Chung, Kwang-Sik;Lee, Jeong-Eun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.521-538
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    • 2012
  • As the knowledge society matures, not only distant, but also off-line universities are trying to provide learners with on-line educational contents. Particularly, high effectiveness of mobile devices for e-Learning has been demonstrated by the university sector, which uses distant learning that is based on blended learning. In this paper, we analyzed previous m-Learning scenarios and future technology prospects. Based on the proposed m-Learning scenario, we designed cellular phone-based educational contents and service structure, implemented m-Learning system, and analyzed m-Learning service satisfaction. The design principles of the m-Learning service are 1) to provide learners with m-Learning environment with both cellular phones and desktop computers; 2) to serve announcements, discussion boards, Q&A boards, course materials, and exercises on cellular phones and desktop computers; and 3) to serve learning activities like the reviewing of full lectures, discussions, and writing term papers using desktop computers and cellular phones. The m-Learning service was developed on a cellular phone that supports H.264 codex in 3G communication technology. Some of the functions of the m-Learning design principles are implemented in a 3G cellular phone. The contents of lectures are provided in the forms of video, text, audio, and video with text. One-way educational contents are complemented by exercises (quizzes).

Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

The effect on Aesthetics of Mobile Edu-games Contents (모바일 에듀게임 콘텐츠의 심미성에 대한 효과 연구)

  • An, Kyung-Whan;Hwang, Myeong-Cheol;Kim, Jai-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.6
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    • pp.169-173
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    • 2009
  • We analyzed in this study on aesthetic areas of Mobile Edu-games Contents developers and users respectively in Mobile Platform. As a result, it indicates that through the aesthetics of Edu-games and the effectiveness of animation layout, women developers and users take more interest in storytelling and animation layout than men developers and users. We can estimate that Edu-games Contents in portable mobile platform is popular as it often contains easy learning materials and fun activities can enhance effective learning.

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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.

Types and Themes of Mobile Application Contents in Primary Science Learning Derived From Teachers' Perspectives (교사의 관점에서 제안된 초등 과학 영역의 모바일 앱 콘텐츠 유형 및 주제)

  • So, Hyo-Jeong;Yoon, Hye-Gyoung;Choi, Hyungshin
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.488-497
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    • 2016
  • Given the potential of mobile applications to create new learning opportunities beyond the prevalent use of digital textbooks and Internet lectures, this study aims to derive types and themes of mobile application content that can be effectively integrated with the school curricula. Twenty primary school teachers participated in this study that examines teachers' perceptions about the advantages and disadvantages of printed and digital textbooks' modality, the advantages and disadvantages of mobile learning, and the themes relevant to develop mobile applications. Findings indicate that it is necessary to develop activity-centered applications for vertical use rather than theme-centered applications for horizontal use. In addition, while most ideas derived from teachers center on multimedia access, there was lack of ideas that leverage the affordances of mobile devices for collaborative interaction and location-awareness. Lastly, to promote the diffusion of mobile learning in school environments, this study suggests the need to overcome teachers' epistemology that perceives mobilization against inquiry activities.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.195-201
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    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

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Design of Mobile Learning Contents using u-smart tourist information (u-스마트 관광정보를 이용한 모바일 학습 콘텐츠 설계)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.383-390
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    • 2014
  • In recent years, the convergence of IT and IT sightseeing tour has emerged as a fusion of academic disciplines in the future. Convergence study of social data analysis, raising the heat. Social Network Services (SNS) being utilized in many areas of marketing and to apply the case study is also increasing. This study is based u-smart tourist information systems for mobile learning content design. This is the pattern of things in the template library for things to increase the effectiveness of the learning content to mobile learning content to be converted to a. Design of mobile learning content using u-smart things smart phone app (App) and XMI to go through the design process of utilizing the heat. Future through the design process by implementing a mobile learning content to meet information quality tourist information content to create mobile learning content and learning things that can be content to live it up advantage.

Trends and Future Directions of Corporate e-learning Contents (기업교육 이러닝 콘텐츠의 동향과 발전 방향)

  • Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.2
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    • pp.65-72
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    • 2018
  • Purpose - One of the biggest problems in the e-learning distribution process is the lack of quality content and learners' discredit in e-learning content. In order to respond to the various demands of the corporate education field appropriately, it is necessary to search for directions of new e-learning models that are out of traditional e-learning contents. The purpose of this study is to identify recent trend issues related to corporate e-learning and to suggest directions for development. Research design, data, and methodology - Based on the literature review, trend issues that should be considered important in corporate e-learning were derived. Online survey was conducted to evaluate the importance-feasibility of each issue to 13 experts on e-learning and corporate education. The contents of the questionnaire are as follows: 1) recognition of importance and feasibility of trend issues to be considered important in the future corporate education field; 2) factors to be considered in developing future e-learning contents. Results - Six trends derived from a comprehensive literature review. The most important e-learning trends for corporate education field were 'mobile learning', 'micro learning', 'blended learning', 'social learning', 'adaptive learning', 'engaged learning'. As a result of evaluating the importance and feasibility of each issue, experts point out that 'mobile learning' and 'micro learning' should be actively considered for introduction and utilization at present. In addition, 'social learning' and 'blended learning' need to be actively considered in the near future. On the other hand, experts recognized that 'adaptive learning' and 'engaged learning' need to be prepared from a long-term perspective. Conclusions - There are two main reasons for this result. First, in corporate e-learning, it is important to 1) be able to update on time, 2) the connection with the workplace is important. Second, it requires realistic verification of the expected performance of the learning model. To be considered part of the future are as follows: First, the value and effectiveness of the new e-learning type should be studied. Seconds, e-learning contents should be developed through adopting SAM or Agile methodology. Through this process, we would be able to enhance the quality in e-learning content.

Design and Implementation of Learning System for Generating Multimedia Contents at On-Line$\cdot$Mobile Environment (온라인$\cdot$모바일 환경에서 멀티미디어 컨텐츠 생성을 위한 학습 시스템의 설계 및 구현에 관한 연구)

  • Lee Hyun Chang;Choi Kwang Don
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.217-222
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    • 2005
  • The on-line and mobile communication technologies provide an environment to make users share information on the rove. However learning on a file received from on-line or mobile internet environment is able to read only, According to this, users cannot use various learning methods to make multimedia contents for learning like coloring and underlining considerable parts. Also, in case of storing, it cannot be stored in a standard file format HTML. Therefore, in this paper, we suggest a new learning platform to be able to change text contents in a web documents and implement a prototype system to process learning system in on-line environment

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