• Title/Summary/Keyword: 모바일 지원 언어학습

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A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

Design and Implementation of Multimedia Mobile Learning System using MSMIL (MSMIL을 이용한 멀티미디어 모바일 학습시스템의 설계 및 구현)

  • Lim, Young-Jin;Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.3
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    • pp.592-599
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    • 2007
  • The advancement of wireless technology improves the electronic learning by combining with the mobile function, and promotes the expanded transition to the mobile learning. Basically, the mobile learning provides the usefulness in terms of tile and space to provide learners with the access to the educational contents. However, the small display device and limited memory space of mobile device is limiting the access to the learning contents simply to the text-based transmission. This paper designed and implemented the multimedia mobile learning system that reduces the size of parser by define into MSMIL composed only of needed tag to multimedia contents production in the mobile devices by using the SMIL that supports the multimedia object synchronization reduces the data of multimedia learning data and enhances the transmission efficiency by applying the macro method in creating the contents of learning. The results of implementation indicates that it simplifies the designing language, makes the language learning easy, and saves the CPU resources for the parsing by reducing the size of parser.

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

  • Cho, Yunsik;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.81-89
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    • 2021
  • This study proposes a text interface for support of language-based educational contents in a mobile platform environment. The proposed interface utilizes deep learning as an input structure to write words through handwriting. Based on GUI (Graphical User Interface) using buttons and menus of mobile platform contents and input methods such as screen touch, click, and drag, we design a text interface that can directly input and process handwriting from the user. It uses the EMNIST (Extended Modified National Institute of Standards and Technology database) dataset and a trained CNN (Convolutional Neural Network) to classify and combine alphabetic texts to complete words. Finally, we conduct experiments to analyze the learning support effect of the interface proposed by directly producing English word education contents and to compare satisfaction. We compared the ability to learn English words presented by users who have experienced the existing keypad-type interface and the proposed handwriting-based text interface in the same educational environment, and we analyzed the overall satisfaction in the process of writing words by manipulating the interface.

Design and Implementation of the Word Card Learning Content based on Mobile AR (모바일 AR 기반 낱말카드 교육 콘텐츠 설계 및 구현)

  • Jung, Ji-Eun;Chun, JiYoon;Choi, Yoo-Joo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.616-631
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    • 2015
  • This study proposes a mobile Augmented Reality (AR)-based "word card" learning tool for children aged 3 to 5. First, this study suggests a learning structure to improve motivation and immersion of learning, Secondly, it designs and implements the user interface applying the proposed learning structure. Also, it designs a content management tool supporting the production of the content so that instructors can easily manage the contents for various learners. This study is conducted by four steps - reference research, design of "word card" learning content for the learner, design of content management tool for the instructor and the effectiveness verification of the proposed content. The proposed content was designed based on an education content architecture for enhancement of immersion and motivation to study. Moreover, it includes an 'AR content management tool for instructor' designed to easily update AR education content. The class for six children aged 3 to 5 was given to validate the enhancement of immersion to study. Experiment results showed that the proposed content enhanced the study immersion and that special interaction design for early children was necessary.

Development of Mobile Contents for Self-Directed Learning in Wireless Internet (무선인터넷 환경에서 자기주도학습 모바일 콘텐츠 설계)

  • Kim, Dong-Seok;Shin, Pan-Seop
    • Journal of the Korea Computer Industry Society
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    • v.8 no.1
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    • pp.29-40
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    • 2007
  • In this study, current status of technology and realities of usage on wireless Internet for educational applications were examined, and based on related studies and case analysis, 'Matrix OX Quiz' that can be applied at present time was designed and built. Main characteristics of this system are as below: Firstly, an attempt was made to achieve educational effect by offering educational contents that are suitable for wireless Internet era, breaking away form limitations on time and space with previous wired Internet. Secondly, mobile phone was selected as the wireless Internet terminal considering the current wireless Internet usage environment and technology, and improved convenience by supporting WAP form Markup language used by SK telecommunications with the most enrollment at present. Thirdly, self-directed learning capability of students can be improved through lessons utilizing wireless Internet. Especially, responsibilities for teaming can be increased through lessons utilizing wireless Internet, and abilities needed for solving immediate problems can be developed. Therefore, the educational contents built in this study should have sufficient educational effects if wireless Internet becomes widely spread and most students can easily use it in near future.

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