• Title/Summary/Keyword: 영어마을

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Development of Task-based Program: Focused on English Village (과업중심(task-based) 프로그램 개발: 영어마을 중심으로)

  • Im, Hee-Joo
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.440-451
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    • 2013
  • English village in Korea is an unique model for English education and a number of English villages have been established and operated since 2004. Although educators related to English education have acknowledged English village' growth, there is not enough research on development of English village program. The purpose of this study is to develop and implement an effective task-based program in English village in Korea. 'A' English Village is chosen for analysis and Brown's[17] and Long & Crookes'[36] frameworks are adapted for developing task-based English village program. The study included seven steps for program development and explanations and activities for each step are illustrated in detail. Finally, operational considerations for English village program are discussed and some implications of this study will be able to contribute to task-based language teaching for young learners.

Activation plan and Status of English Experience Center (영어체험센터의 현황 및 활성화 방안)

  • Kim, Jeong-O
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.461-470
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    • 2012
  • English as official languages of the world has constantly increased the necessity. Since 1997 the government has adopted English as a regular subject in elementary school and Currently, an English specialist teacher has been employed, and native speakers have been hired in schools. In addition to, Teaching English in elementary schools was common. The importance of English was emphasized not only private organizations but also government, As the early 2000s, local provinces were interested in English education. To reflect the phenomenon is an English village. Seoul, Gyeonggi province and almost all other municipalities built the English village for each region. The English Experience Center and the English village surveyed how they are being operated and also checked students who have completed English Experience Center Research methods is to survey currently running the English Villages, and the experience centers by analyzing the programs. As a result of the programs, most English centers achieved its own purposes. Thus, This study checks Busan, Seoul, Gyeonggi English Village and Jeollanam-do English experience camp used for data analyzes and suggests improvements for English education.

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

A Design and Implementation of Bubble Pang Game Based on Kinect Sensor (Kinect 센서 기반의 Bubble Pang 게임 설계 및 구현)

  • Lee, Won Joo;Lee, Hwa Young;Moon, Bo Ra;Kim, Su Ji;Lee, Jae Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.97-98
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    • 2016
  • 본 논문에서는 XNA Game Studio를 이용하여 Kinect 기반의 Bubble Pang 게임을 설계하고 구현한다. 이 게임은 유아용 게임으로 3개 스테이지 과일마을, 숫자학교, 영어하우스로 구성되어 있다. 게임 캐릭터와 각 스테이지는 유아용에 적합하도록 부드러운 느낌을 주기 위해 전체적으로 둥근 곡선을 이용하여 구현한다. 각 스테이지에서는 게임 캐릭터가 플레이어에게 힌트를 주고, 그 힌트를 참고하여 해답을 찾는다. 또한, Kinect 센서로 얻은 플레이어의 뎁스 정보와 스켈레톤 정보를 이용하여 플레이어의 동작과 게임 캐릭터 동작을 연동시킨다.

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A Consideration on the Major Concepts of Rural Social Geography in Korea (한국 촌락사회지리학의 주요 개념 모색)

  • Jeon Jong-Han
    • Journal of the Korean Geographical Society
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    • v.40 no.3 s.108
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    • pp.353-368
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    • 2005
  • Social geography in Korea has been studied centering around urban social geography which has been developed mainly in English world, and then there have been a few concepts and theories that were tested in the rural social geography of Korean rural landscape. This article tried to grasp the conceptual basis of German social geography, and had views on the rural social geography in the relent English world. As a result, the author concluded that the rural landscape would be a representation of rurality, a component of local and national identity, and thought to be not only a physical reality but social, mental, cultural reality On the basis of this consideration, the author explored major concepts which would correspond with the universality and speciality of Korean rurality. They are as follows: 'lineage group' as a geographical socio-group, the 'regionalization' by social groups, and 'the territoriality of settlement' as a social space.

Re-examining the Everday Play, Our Town in the COVID-19 Era (코로나 시대에서 바라본 일상극, 『우리 읍내』 재조명)

  • Park, Joo Eun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.297-304
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    • 2022
  • The purpose of this study is to examine the characteristics and theatricality of everyday plays in Thornton Wilder's Our Town, and to re-examine this work that makes us recognize the importance of everyday life in the COVID-19 era. This work seeks to find a certain value in very trivial events with the subject matter of everyday life such as birth, love and marriage, and death. Grovers Corners, the background of this work, symbolizes the town and the universe where everyone lives today, and the action spans from 1901 to 1913, and this action shows universality in everyday life that takes place even today. Wilder won a second Pulitzer Prize for this work and is a leading figure in non-realist theater. Using an empty stage as the basic frame, this work shows theatricalism, a theory that acknowledges that the action on the stage is not true and shows that fact to the audience. In addition, he leads actors to act with mime instead of props, stimulating the audience's imagination and making them think of props that are not on stage as if they really exist. This work is an everyday play that makes people realize the importance of everyday life, and it has the effect of creating an opportunity for the audience to reflect on the play and life while keeping a distance.