• Title/Summary/Keyword: Language Learning Contents

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Analysis of the Current Status of Edutech in Korean Language Education

  • JinHee KIM;HoSung WOO
    • Fourth Industrial Review
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    • v.3 no.2
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    • pp.11-17
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    • 2023
  • Purpose - Recently, in the field of language education, interest in edutech has increased due to difficulties in classroom teaching due to COVID-19. Accordingly, we would like to analyze research topics related to e-learning before and after COVID-19 and examine the implications for the future Korean language education field. Research design, data, and methodology - This study organized a list of papers to be analyzed by searching for e-learning terms applicable to Korean language education in RISS. The collected data was electronically documented, keywords were extracted using text mining techniques, and word frequencies were checked, and then viewed through cloud visualization. Result - It was confirmed that research on e-learning in the field of Korean language education has increased rapidly in 2021 and 2022. In particular, extensive research on online learning methods has been actively conducted due to the difficulties of face-to-face learning in the COVID-19 era. There have been many studies on teaching and learning methods, such as flipped learning, hybrid learning, blended learning, mobile learning, and smart learning. Conclusion - Since the research so far has mainly focused on online class management methods. Therefore, future research suggests that efforts should be made to develop educational contents and teaching methods using specific ICT technologies. These efforts will contribute to advancing smart education that future education aims for.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • v.16 no.3
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

Auditory and Language Training Service Model and Serious Game Contents Design for the hearing-impaired (청각장애인을 위한 청능훈련 서비스모델 및 기능성 게임콘텐츠 설계)

  • Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.467-474
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    • 2011
  • Auditory and language train for the hearing-impaired is an essential course improving conversational capability with non-deaf and accompanying the financial burden and the physical fatigue of parents or a teacher. To reduce these problems, web-based training contents have been developed. But these contents have been developed without consideration of individual difference such as various levels of residual hearing and the learning capability of hearing-impaired. Therefore, it is important that appropriate training progress for each hearing-impaired should be designed by evaluating and analyzing the personal status, residual hearing, learning capability and training achievement. This paper suggests auditory and language training service model for the hearing-impaired, which is planning and managing an auditory and learning training based on personal evaluation. In addition, this paper suggests a design method for a serious game content planing based on this service model.

Analysis of the effect of the top-down teaching method for training of developing contents based on smart media

  • Ku, Jin-Hee
    • International Journal of Contents
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    • v.7 no.4
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    • pp.64-69
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    • 2011
  • Recently, as smart devices are distributed more and more, the need for education of developing contents based on smart media increases. In order to develop contents based on smart media, it is necessary to learn new programming language as well as to understand the structure of platforms as device-manufacturers and communication companies have different platforms. Generally, the problem in education of programming is that it can provide learning to understand the language stage by stage, but it is difficult to suggest a clear result such as completion of learner's project from macroscopic and integrated approach. Especially, there is a difficult of learning several programming languages due to the characteristics of platforms in developing smart contents. Accordingly, in the education of programming for developing smart contents, it is not appropriate to use the traditional teaching method of programming which conducts projects from an integrated point of view after learning the grammatical elements of the language. This paper aims to suggest the top-down teaching method as an effective teaching method for developing contents based on smart media, and to analyze the effect after developing and applying the suggested teaching model.

Designing the Content-Based Korean Instructional Model Using the Flipped Learning

  • Mun, Jung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.15-21
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    • 2018
  • The purpose of this study is to design a Content-based Korean Class model using Flipped learning for foreign students. The class model that presents on this paper will lead the language learning through content learning, also it will be enable the student more active and to have an initiative in the class. Prior to designing a Content-based Korean Class model using Flipped learning, the concepts and educational significance and characteristics of flip learning were reviewed through previous studies. Then, It emphasizes the necessity of teaching method adapting Flipped learning to Content-based teaching method in Korean language education. It also suggests standards and principles of composition in Contents-based teaching method using Flipped learning. After designing the instructional model based on the suggested standards and principles, it presents a course of instruction about how learning methods, contents and activities should be done step by step. The Content-based Korean class model using the Flipped learning will be an alternative approach to overcome the limitations of teacher-centered teaching methods and lecture-teaching methods which are the dominant of present classroom environment.

Development and Application of Robot Contents for Symbolic Vocal Language Learning of Young Children (상징적 음성언어 교육을 위한 유아 로봇 콘텐츠 개발 및 적용)

  • Kim, Jeong-Ho;Han, Jeong-Hye;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.205-214
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    • 2009
  • The vocal language which is a symbolic vocal language described external sounds or expressed shape of things in nature, phenomenon, movement, shape of state provided images which can be envisioned in minds and created the mood for the whole writings. As the instructive ways of symbolic vocal language, the activities which refrain one-way translation for lexicon definition and stimulate the thoughts of students and interesting activities such as songs and comic books which students can understand by themselves are needed. Therefore, in this study, these symbolic vocal language is to be developed as the contents of robot for Symbolic Vocal language learning activities and after study activities, the possibility of using robot for education is to be reviewed, comparing changes in definitive areas and achievement after study activities. After the Symbolic Vocal language learning activities using robot and computer, as results of testing three achievement types of words simulated sound, shape, and movement, in study on words simulating sound and shape there was no significant difference. But The study activities simulating words used robot showed significant difference in terms of interest, confidence, and understanding.

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Differentiation of Aphasic Patients from the Normal Control Via a Computational Analysis of Korean Utterances

  • Kim, HyangHee;Choi, Ji-Myoung;Kim, Hansaem;Baek, Ginju;Kim, Bo Seon;Seo, Sang Kyu
    • International Journal of Contents
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    • v.15 no.1
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    • pp.39-51
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    • 2019
  • Spontaneous speech provides rich information defining the linguistic characteristics of individuals. As such, computational analysis of speech would enhance the efficiency involved in evaluating patients' speech. This study aims to provide a method to differentiate the persons with and without aphasia based on language usage. Ten aphasic patients and their counterpart normal controls participated, and they were all tasked to describe a set of given words. Their utterances were linguistically processed and compared to each other. Computational analyses from PCA (Principle Component Analysis) to machine learning were conducted to select the relevant linguistic features, and consequently to classify the two groups based on the features selected. It was found that functional words, not content words, were the main differentiator of the two groups. The most viable discriminators were demonstratives, function words, sentence final endings, and postpositions. The machine learning classification model was found to be quite accurate (90%), and to impressively be stable. This study is noteworthy as it is the first attempt that uses computational analysis to characterize the word usage patterns in Korean aphasic patients, thereby discriminating from the normal group.

C-language Learning Contents Supporting Web-based Compiling and Running (웹기반 컴파일과 실행을 지원하는 C언어 교육콘텐츠 개발)

  • Kim, Seong-Hyun;Kim, Young-Kuk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.796-800
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    • 2006
  • In this paper, we developed an e-loaming contents for C programming language using Linux and open source software, not using commercial integrated development tool like Microsoft's Visual Studio. In most programming language courses, students study or practice the programming language by editing source code compiling and running the executable code by commercial software like Visual Studio which installed on each PC. This way of learning has some difficulties in total cost of purchasing software and using other PCs which donot have proper software installed. To overcome this situation and enable loaming anywhere, with any device, at anytime, we propose a way of utilizing Linux and open source software in Web-based learning environment. In this environment students can input their source code on the form of broweser and get the result instantly from the server.

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An Internet-based Self-Learning Educational System for Efficient Learning Process of Java Language

  • Kim, Dong-Sik;Lee, Dong-Yeop;Park, Sang-Yoon
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.709-713
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    • 2004
  • This Paper Presents an Internet-based Java self-learning educational system which consists of a management system named Java Web Player (JWP) and creative multimedia contents fer Java language. The JWP Is a Java application program free from security problems by the Java Web Start technologies that supports an Integrated learning environment including three Important learning Procedures: Java concept learning Process, Programming practice process and assessment process. This JWP enables the learners to achieve efficient and Interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP fur providing user-friendly language practice environment enabling such as coding, editing, executing and debugging Java source files on the Web. The assessment process with various items helps the learners not only to increase their academic capability but also to appreciate their current degree of understanding. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. The proposed system can be used for an efficient tool for learning system on the Web.

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