• Title/Summary/Keyword: 영어교육과정

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Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

Analysis of multimedia use in English education at the secondary school level (제7차 중등 영어 교육과정에서 멀티미디어 적용 실태와 분석)

  • Maeng, Un-Kyoung
    • English Language & Literature Teaching
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    • v.11 no.4
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    • pp.237-259
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    • 2005
  • Secondary English Education in Korea is implemented according to the 7th National Curriculum. The 7th National English Curriculum pursues to achieve communicative competence considering individual differences. According to the research, using various multimedia in English education enhances English proficiency and allows effective individual-based learning. The purpose of this study is to investigate the implementation of applying multimedia in English education within the framework of the 7th National Curriculum. For this purpose, a questionnaire-based survey was conducted in 2005 with 145 secondary English teachers in Kyunggy Province. The results showed that multimedia was not integrated in English education effectively, and individual based-learning was not implemented effectively, either.

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Development and Application of RPG based learning contents for English low-achiever of elementary school (초등학교 영어과 학습 부진아를 위한 RPG 게임 기반 학습 콘텐츠 개발 및 적용)

  • Oh, Young-Bum;Jeong, Hee-Jae
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.335-344
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    • 2011
  • The purpose of this paper is to develop RPG based learning content for English low-achievers at elementary school and to verify the educational effectiveness of this content. Design strategies were elicited by reviewing curriculum and literature. Educational RPG was developed based on ADDIE model. The researchers implemented them in four 5th-grade English low-achievers for two months. Free writing, interviews and observations of the homeroom teacher were conducted to verify the effectiveness of the content. As a result, English low-achieving students became interested in RPG itself, raised their expectations and became more satisfied in learning. When students completed missions while playing games, they gained satisfaction and were challenged by the new missions. This had a positive effect on learning motivation, or "continuing motivation" as mentioned by Keller.

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An Analysis of Technical English Writing and Research Ethics of Graduate Students in Science and Engineering Colleges: The Case of Seoul National University (이공계열 대학원생의 영어 논문 작성 실태 및 연구윤리에 관한 인식 조사: 서울대학교 사례를 중심으로)

  • Park, Eunmee;Chang, Ji-Yeon;Lee, Heewon
    • Journal of Engineering Education Research
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    • v.16 no.1
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    • pp.15-26
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    • 2013
  • The present study was conducted to investigate science and engineering graduate students' proficiency in technical English writing and their perceptions of research ethics. Given that graduate students in science and engineering colleges usually write journal articles as well as dissertations in English, this study examined their experience of and preparation for technical English writing, writing practices, and research ethics including plagiarism. The results of the study show that it is very necessary to intensify education on research ethics and to provide educational training in proper citation practices. These findings can be used as a basis for the development of future academic curricula and other support resources to improve science and engineering graduate students' technical English writing.

ShK: A Mobile Contents for Studying English Stories of Children (ShK: 모바일 어린이 영어동화학습 콘텐츠)

  • Hwang, Yun-Jung;Yang, Yu-Ran;Kim,, Ji-Ae;Park, Young-Ho;Kim, Mok-Ryun;Yoon, Yong-Ik;Lim, Soon-Bum;Lee, Jong-Woo
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.159-168
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    • 2009
  • Recently, the mobile retention and use rates for the children are increasing. And early-childhood english education is all the rage. Thus, we propose a mobile contents for studying english stories of children. The proposed content provides children with studying english via a mobile phone in anywhere, anytime. We call the proposed contents "ShK". ShK is an abbreviation for "Say, hi Kids!". ShK induces a motive and interest about studying through a storytelling and avatars. And parents of students can manage studying contents of children through a private web site. Thus, "Say, hi Kids!" will became the epochal ubiquitous english educational contents for children.

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On Exploiting New Methods of Language Acquisition Offered by the Internet (인터넷이 제공하는 언어 습득의 새로운 방법 활용)

  • Choi, Mi-Hee Michelle
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.111-116
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    • 2013
  • Instructive lessons in the language classrooms are extremely constrictive to language learners in improving their English skills, thus, the use of technology in education plays an important role in a language classroom. Results of language proficiency improvement of the learners vary depending on the extent of supplementary materials offered by the internet delivered to the learners. The purpose of the present study is to explore and propose a new approach of language acquisition offered by the internet. This study presents effective methods of using the internet in carrying out the written work. In this paper, we show that the relationship between participation of the learners in the class activities and improvement of English writing skills are mutually proportional.

English visual word recognition of Korean: lexical access and word length effect (한국인의 영어단어 재인과정:어휘접근과 단어길이효과)

  • 이윤형;최원일;정유진;남기춘
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.279-284
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    • 2000
  • 시각적으로 제시된 영어 단어 재인시에 주로 단어빈도와 단어길이가 영향을 준다고 알려져 있다. 그러나, 단어빈도와 관련된 연구는 체계적으로 이루어져 왔지만 단어길이와 관련된 연구는 체계적으로 이루어지지 않은 편이다. 또한, 단어빈도와 단이길이에 따라 단어가 성 어휘집(mental lexicon)에 어떻게 표상되어 있으며, 상호간에 어떠한 관계가 있는 것인지에 대해서는 아직 구체적으로 알려져 있지 않다. 본 연구의 목적은 첫째, 단어길이와 빈도가 시각적으로 제시된 영어단어 어휘접근에 어떠한 영향을 미치는지 알아보아 단어길이효과가 어휘접근단계에서 영향을 미치는지 알아보고자 하며 둘째, 단어길이와 빈도가 미국인과 한국인의 어휘접근시 어떤 차이를 보이는지 알아보아 한국인과 미국인의 영어단어 정보처리의 차이를 살펴보고자 하는 것이다. 단어 명명과제와 어휘판단과제를 사용한 실험결과 한국인과 미국인에게 모두 단어 길이와 빈도가 어휘접근에 영향을 주었다. 그러나, 한국인의 경우는 상대적으로 어휘판단과제에서 보다는 단어명명과제에서 어려움을 겪는다는 결과를 보여주었다. 이와 같은 결과를 볼 때 한국인이 영어단어 어휘에 접근할 때에도 미국인과 유사한 방식으로 처리를 하는 것으로 보인다. 그러나, 한국인의 경우는 미국인보다 조음과정에 상대적으로 더 어려움을 느끼는 것으로 보이며, 이것은 영어교육시 단순한 어휘암기보다 음운부호를 산출하고 단어를 말하는 능력을 향상시키는 방법을 좀 더 강조해야 한다는 것을 시사한다.

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The Importance of Meetings in Convergent English Translation Capstone Design (융합적인 영어번역 캡스톤 디자인에서 미팅의 중요성)

  • Oh, Seong-Rok
    • Journal of the Korea Convergence Society
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    • v.8 no.8
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    • pp.247-253
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    • 2017
  • This study is strategically researched to regain the signification of capstone design by correcting the errors neglected the importances of meetings in the convergent English translation capstone design. For this, intial-meetings were designed to be students-centered except for explaining some basic knowledge and information. Mid-meetings were completely students-centered for the students to present their ideas, debate the contents and give feedbacks to one another. Final-meetings were also students-centered for the students to adjust and confirm the results. To validate the importance of students-centered meetings, the qualitative study has been done through interviewing students. In the interviews, almost all of them said they had motivation, confidence, and self-efficacy. Finally attempting capstone design in the future, students-centered meetings should be considered important. Hopefully this kind of capstone design will be used and studied continuedly and lively as a useful method in the field of English education.

A Study on the reestablishment of English Part of Speech and Sentence Structural Elements (영어 품사 및 문장요소 용어 재확립에 대한 고찰)

  • Yi, Jae-Il
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.43-48
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    • 2019
  • This study examines the problem of incorrect usage of grammatical terms that are quite common in English grammar teaching process and suggests ways to revise and improve the errors. Parts of speech and sentence elements are indispensable for any grammatical explanation. These grammatical terms are a core part of the grammar, but they are frequently used without being verified correctly and interchangeably with no distinction. These terms refer to different things, and when they are used interchangeably, they cause confusion in the establishment of grammar cognition. In result, there is a crucial need to discuss and improve the definitions of the grammatical terms defined in the English teaching process for proper improvement in effective English education.

The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.