• Title/Summary/Keyword: 어린이 교육용 앱

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Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use (어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향)

  • Qing, Guo;Han, Hyun-Suk
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.157-167
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    • 2022
  • The purpose of this study is to verify the educational effectiveness of interaction design in mobile APP by observing the impact of interaction design for elementary school education on enhancing learning immersion and continuous use intention, and propose an interaction design scheme based on elementary school education APP. The research methods are literature research and questionnaire survey. Specifically, through the literature research method, the concepts and prior studies on the concept, reviews the continuous use intention and previous research of interaction design. Then, conducts a questionnaire survey on elementary school students in South Korea and China to understand the interaction design, learning immersion, and continuous use intention, and analyzes the relationship between variables.The research result of this study is to observe the influence of interaction design elements within interaction on learning immersion and continuous use intention with elementary school students who are users of elementary school education application as the objects. The results show that interaction design within interaction has a positive impact on improving learning immersion and continuous use intention. It can be thought that this is because in mathematics/science education, it is easy to understand theoretical concepts or explanations, and stories and images will be continued at each stage to help students learn without being bored.In conclusion, this study can confirm that interactive inline design has a positive effect of enabling learners to engage in learning and continue to use.

Dinosaur-Pet App (공룡펫 앱)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.423-424
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    • 2018
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 본 작품은 역사적으로 존재했던 공룡에 대한 이해와 생명에 대한 존중을 알리기 위한 앱으로, 단조로움을 피하기 위해 게임형식으로 퀴즈를 풀어 공룡관련지식을 얻을 수 있도록 개발하였다. 따라서 본 앱은 공룡알부터 어미가 되는 일대기를 앱으로 표현하고자 하였으며 알에서부터 성장까지 중간중간에 정답을 맞추게 함으로써 공룡알이 시간에 따라 점점 성장하는 형식으로 꾸며졌다. 본 앱의 타겟 사용자인 유아기 어린이들의 생명에 대한 애정과 책임감을 강조하였고, 오락적인 측면을 합친 교육용 게임 어플리케이션이다.

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A Study on the Effects of Read Along by Google with Primary ELLs' Pronunciation and Affective Domains (구글 Read Along 앱 활용이 초등영어학습자의 발음과 정의적 영역에 미치는 효과)

  • Yoon, Tecnam
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.437-444
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    • 2022
  • The purpose of this study was to investigate the effects of Read Along by Google with primary English learners' pronunciation and affective domains. In order to answer these two questions, a 4-week pilot study was conducted with 24 participants in the 6 th grade. Read Along as a main learning tool was utilized for a reading-aloud activity, and a pre-/post pronunciation test and survey on the affective factors were distributed as a research instrument. The results indicated that a read-aloud activity with Read Along brought a positive impact on the development of learners' pronunciation ability in terms of accuracy and fluency. Participants showed improvement in the post-pronunciation test, compared to the pre-one and there was a significant difference based on the result of the paired samples t-test. Next, the results of the survey on the affective domains illustrated that participants showed overall improvement in learning interest and confidence and there was a significant difference in these factors. Yet, there was not a significant difference in the learning attitude, even though they showed partial improvement.