• Title/Summary/Keyword: Smart-Learning App

Search Result 81, Processing Time 0.026 seconds

A Case Study on Design Classes using Blended Learning -Focused on Team Project and Smart Device App-based Learning- (혼합학습(Blended Learning)을 적용한 디자인 수업 실증사례 연구 -팀 프로젝트와 스마트디바이스 앱 기반 학습을 중심으로-)

  • Kim, Jin Hee;Kim, Hye Kyun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.2
    • /
    • pp.271-284
    • /
    • 2021
  • This study presents the educational utility of blended learning by analyzing the effectiveness of learning after class by blending team project learning and smart device app-based learning methods. Qualitative analysis and survey analysis were conducted and the results were as follows. First, team project activities based on task resolution were conducted freely through detailed activities such as sharing roles, planning meetings, and coordinating opinions. Team activities were carried out with respect and consideration, team member bonding, and a sense of responsibility. Second, the smart device app is recognized as a medium for work and communication, and fast feedback has been made, making it highly impactful on classroom activities. Third, in terms of learning satisfaction, most learners showed an interest in the course and were satisfied with the project results. The smart device app was used as a learning and communication medium for personal and team activities and was analyzed as a blended method applicable to classes that conduct practical activities as an efficient tool to further activate project activities.

A Research of the Compatibility for the HybridApp-Based Smart-Learning Contents in the Heterogeneous Smart Platform (이기종 스마트 플랫폼 상에서의 하이브리드앱 기반 스마트러닝 콘텐츠 호환성에 관한 연구)

  • Kook, Joongjin;Park, Byoung-Ha
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.8 no.1
    • /
    • pp.11-16
    • /
    • 2013
  • With the development and general use of a variety of Android/iOS-based smart phones and smart pads, the existing e-learning contents need to be changed in such a way that they can be carried out on different smart device platforms. This paper shows what changes are needed for that aim, and, in particular, for the compatibility of different platforms by designing and implementing Android/iOS-based smart learning contents in the form of a hybrid app. This paper will hopefully help you consider what elements are required to develop smart-learning contents on a variety of platforms for mobile devices.

Cultural Heritage Experiential Learning Smart-Phone APP Using LBS (LBS를 활용한 문화유산 체험학습 스마트폰 APP)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.821-828
    • /
    • 2013
  • This paper proposed CHELS-App that Smart-phone APP optimized cultural heritage experiential learning is configured can learning and sightseeing at the same time with experience the cultural heritage and enjoying the mission through quests to take advantage of the Smart-phone. CHELS-App is provide a guide maps by using the location-based service and cultural commentary(commentary, photos, quizzes, games, cartoon) with capability of event push about the Jongmyo Shrine as world heritage, and configured with capability of experience diary create and foot stamp through these experiences.

Design of Mobile Learning Contents using u-smart tourist information (u-스마트 관광정보를 이용한 모바일 학습 콘텐츠 설계)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
    • /
    • v.12 no.3
    • /
    • pp.383-390
    • /
    • 2014
  • In recent years, the convergence of IT and IT sightseeing tour has emerged as a fusion of academic disciplines in the future. Convergence study of social data analysis, raising the heat. Social Network Services (SNS) being utilized in many areas of marketing and to apply the case study is also increasing. This study is based u-smart tourist information systems for mobile learning content design. This is the pattern of things in the template library for things to increase the effectiveness of the learning content to mobile learning content to be converted to a. Design of mobile learning content using u-smart things smart phone app (App) and XMI to go through the design process of utilizing the heat. Future through the design process by implementing a mobile learning content to meet information quality tourist information content to create mobile learning content and learning things that can be content to live it up advantage.

A Study on Educational App Development using the App Authoring Tool (앱 저작도구를 이용한 교육용 앱개발 연구)

  • Kim, Eun-Soo;Park, Joon-Seok
    • Journal of Digital Convergence
    • /
    • v.10 no.5
    • /
    • pp.1-6
    • /
    • 2012
  • This study is for using applications on smart devices at school class which designed by professor himself due to nonexistent of applications which related to textbook or course work even though fast developing smart devices and plenty of educational applications are in rapid ubiquitous environment. That is reason to make a learning environments of study course work anywhere at anytime and also make smooth communication between professor and learner with the smart devices advantages of being free of location and time. Also develop the application with the tools which the computer beginner can handle easily and quickly without contracting the work to commercial firms, it will lead to save money and time, be easily updated and modified from place of study, and increase the effectiveness and efficiency of study.

Affordance Planning Strategy for Mathematics App development for Senior citizen using Smart-devices (스마트 기기 활용 시니어 수학 앱 개발을 위한 어포던스 설계 전략)

  • Ko, Ho Kyoung
    • Communications of Mathematical Education
    • /
    • v.30 no.1
    • /
    • pp.85-99
    • /
    • 2016
  • The research was carried out to be part of a mathematics app stimulation that enables the elderly to learn mathematics by using Smart devices. Particularly appropriate method / function that leads to learning is very important for people who are not accustomed to Smart devices like the elderly. The research was conducted to build affordance strategy based on the consideration of characteristics of senior learners. It aims to achieve both the goals of education through mathematics learning materials provided by smart devices and also to improve user convenience. It suggests cognitive, physical and sensory features and factors to improve affordance of Smart learning system.

Personal Smart Travel Planner Service

  • Ki-Beom Kang;Myeong Gyun Kang;Seong-Hyuk Jo;Jeong-Woo Jwa
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.385-392
    • /
    • 2023
  • The smart tourism service provides tourists with personal travel planner services and context-awareness-based tour guide services. In this paper, we propose the personal travel planner service that creates my travel itinerary using the smart tourism app and the travel planner system. The smart tourism app provides recommended travel products and POI tourist information used to create my travel itinerary. The smart tourism app also provides the smart tourism chatbot service that allows users to select POI tourist information easily and conveniently. The travel planner system consists of the smart tourism information system and the smart tourism chatbot system. The smart tourism information system provides users with travel planner services, recommended travel products, and POI tourism information through the smart tourism app. The smart tourism chatbot system consists of named entity recognition (NER), dialogue state tracking (DST), and Neo4J servers, and provides chatbot services as a smart tourism app. Users can create their own travel itinerary, modify the travel itinerary while traveling, and then register it as a recommended travel product to users, including acquaintances.

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
    • /
    • v.5 no.2
    • /
    • pp.66-72
    • /
    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

Remote Multi-control Smart Farm with Deep Learning Growth Diagnosis Function

  • Kim, Mi-jin;Kim, Ji-ho;Lee, Dong-hyeon;Han, Jung-hoon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.9
    • /
    • pp.49-57
    • /
    • 2022
  • Currently, the problem of food shortage is emerging in our society due to climate problems and an increase population in the world. As a solution to this problem, we propose a multi-remote control smart farm that combines artificial intelligence (AI) and information and communication technology (ICT) technologies. The proposed smart farm integrates ICT technology to remotely control and manage crops without restrictions in space and time, and to multi-control the growing environment of crops. In addition, using Arduino and deep-learning technology, a smart farm capable of multiple control through a smart-phone application (APP) was proposed, and Ai technology with various data securing and diagnosis functions while observing crop growth in real-time was included. Various sensors in the smart farm are controlled by using the Arduino, and the data values of the sensors are stored in the built database, so that the user can check the stored data with the APP. For multiple control for multiple crops, each LED, COOLING FAN, and WATER PUMP for two or more growing environments were applied so that the user could control it conveniently. And by implementing an APP that diagnoses the growth stage through the Tensor-Flow framework using deep-learning technology, we developed an application that helps users to easily diagnose the growth status of the current crop.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.8
    • /
    • pp.416-434
    • /
    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.