• Title/Summary/Keyword: Chatting language

Search Result 34, Processing Time 0.02 seconds

Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • Proceedings of the KSPS conference
    • /
    • 1997.07a
    • /
    • pp.176-178
    • /
    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

  • PDF

Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.10
    • /
    • pp.209-220
    • /
    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.

Analysis of the Importance and Satisfaction of Viewing Quality Factors among Non-Audience in Professional Baseball According to Corona 19 (코로나 19에 따른 프로야구 무관중 시청품질요인의 중요도, 만족도 분석)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.2
    • /
    • pp.123-135
    • /
    • 2021
  • The data processing of this study is focused on keywords related to 'Corona 19 and professional baseball' and 'Corona 19 and professional baseball no spectators', using text mining and social network analysis of textom program to identify problems and view quality. It was used to set the variable of For quantitative analysis, a questionnaire on viewing quality was constructed, and out of 270 survey respondents, 250 questionnaires were used for the final study. As a tool for securing the validity and reliability of the questionnaire, exploratory factor analysis and reliability analysis were conducted, and IPA analysis (importance-satisfaction) was conducted based on the questionnaire that secured validity and reliability, and the results and strategies were presented. As a result of IPA analysis, factors related to the image (image composition, image coloration, image clarity, image enlargement and composition, high-quality image) were found in the first quadrant, and the second quadrant was the game situation (support team game level, support player game level, star). Player discovery, competition with rival teams), game information (match schedule information, player information check, team performance and player performance, game information), interaction (consensus with the supporting team), and some factors appeared. The factors of commentator (baseball-related knowledge, communication ability, pronunciation and voice, use of standard language, introduction of game-related information) and interaction (real-time communication with the front desk, sympathy with viewers, information exchange such as chatting) appeared.

Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company (소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구)

  • Kim, Yoosin;Kwon, Do Young;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.4
    • /
    • pp.89-105
    • /
    • 2014
  • After emergence of Internet, social media with highly interactive Web 2.0 applications has provided very user friendly means for consumers and companies to communicate with each other. Users have routinely published contents involving their opinions and interests in social media such as blogs, forums, chatting rooms, and discussion boards, and the contents are released real-time in the Internet. For that reason, many researchers and marketers regard social media contents as the source of information for business analytics to develop business insights, and many studies have reported results on mining business intelligence from Social media content. In particular, opinion mining and sentiment analysis, as a technique to extract, classify, understand, and assess the opinions implicit in text contents, are frequently applied into social media content analysis because it emphasizes determining sentiment polarity and extracting authors' opinions. A number of frameworks, methods, techniques and tools have been presented by these researchers. However, we have found some weaknesses from their methods which are often technically complicated and are not sufficiently user-friendly for helping business decisions and planning. In this study, we attempted to formulate a more comprehensive and practical approach to conduct opinion mining with visual deliverables. First, we described the entire cycle of practical opinion mining using Social media content from the initial data gathering stage to the final presentation session. Our proposed approach to opinion mining consists of four phases: collecting, qualifying, analyzing, and visualizing. In the first phase, analysts have to choose target social media. Each target media requires different ways for analysts to gain access. There are open-API, searching tools, DB2DB interface, purchasing contents, and so son. Second phase is pre-processing to generate useful materials for meaningful analysis. If we do not remove garbage data, results of social media analysis will not provide meaningful and useful business insights. To clean social media data, natural language processing techniques should be applied. The next step is the opinion mining phase where the cleansed social media content set is to be analyzed. The qualified data set includes not only user-generated contents but also content identification information such as creation date, author name, user id, content id, hit counts, review or reply, favorite, etc. Depending on the purpose of the analysis, researchers or data analysts can select a suitable mining tool. Topic extraction and buzz analysis are usually related to market trends analysis, while sentiment analysis is utilized to conduct reputation analysis. There are also various applications, such as stock prediction, product recommendation, sales forecasting, and so on. The last phase is visualization and presentation of analysis results. The major focus and purpose of this phase are to explain results of analysis and help users to comprehend its meaning. Therefore, to the extent possible, deliverables from this phase should be made simple, clear and easy to understand, rather than complex and flashy. To illustrate our approach, we conducted a case study on a leading Korean instant noodle company. We targeted the leading company, NS Food, with 66.5% of market share; the firm has kept No. 1 position in the Korean "Ramen" business for several decades. We collected a total of 11,869 pieces of contents including blogs, forum contents and news articles. After collecting social media content data, we generated instant noodle business specific language resources for data manipulation and analysis using natural language processing. In addition, we tried to classify contents in more detail categories such as marketing features, environment, reputation, etc. In those phase, we used free ware software programs such as TM, KoNLP, ggplot2 and plyr packages in R project. As the result, we presented several useful visualization outputs like domain specific lexicons, volume and sentiment graphs, topic word cloud, heat maps, valence tree map, and other visualized images to provide vivid, full-colored examples using open library software packages of the R project. Business actors can quickly detect areas by a swift glance that are weak, strong, positive, negative, quiet or loud. Heat map is able to explain movement of sentiment or volume in categories and time matrix which shows density of color on time periods. Valence tree map, one of the most comprehensive and holistic visualization models, should be very helpful for analysts and decision makers to quickly understand the "big picture" business situation with a hierarchical structure since tree-map can present buzz volume and sentiment with a visualized result in a certain period. This case study offers real-world business insights from market sensing which would demonstrate to practical-minded business users how they can use these types of results for timely decision making in response to on-going changes in the market. We believe our approach can provide practical and reliable guide to opinion mining with visualized results that are immediately useful, not just in food industry but in other industries as well.