• Title/Summary/Keyword: Young Learners

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A Study on the methods for improving writing ability through e-learning (영어쓰기능력 향상을 위한 이러닝 활용 방안 연구)

  • Ryu, Da-Young
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.51-60
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    • 2014
  • Modern society is rapidly changing by the Internet, and it is getting influential on the field of education. Learners can learn what they want to learn actively and freely at their desired level at anywhere in their free time by using the internet. The purpose of this study, therefore, is to find out the methods for improving writing ability through e-learning. The results of the study are as follows: First, learners can attend a lecture to improve their writing ability and can get learning materials from on-line course sites, internet websites, communities and blogs. Second, e-learning is learner-centered education, so it stimulates learners learning motivation and interest. Third, learners have an opportunity to express their ideas freely, and they can gain cultural comprehension while they communicate with people in the world by e-mail and chatting.

The Study on Automatic Speech Recognizer Utilizing Mobile Platform on Korean EFL Learners' Pronunciation Development (자동음성인식 기술을 이용한 모바일 기반 발음 교수법과 영어 학습자의 발음 향상에 관한 연구)

  • Park, A Young
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1101-1107
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    • 2017
  • This study explored the effect of ASR-based pronunciation instruction, using a mobile platform, on EFL learners' pronunciation development. Particularly, this quasi-experimental study focused on whether using mobile ASR, which provides voice-to-text feedback, can enhance the perception and production of target English consonants minimal pairs (V-B, R-L, and G-Z) of Korean EFL learners. Three intact classes of 117 Korean university students were assigned to three groups: a) ASR Group: ASR-based pronunciation instruction providing textual feedback by the mobile ASR; b) Conventional Group: conventional face-to-face pronunciation instruction providing individual oral feedback by the instructor; and the c) Hybrid Group: ASR-based pronunciation instruction plus conventional pronunciation instruction. The ANCOVA results showed that the adjusted mean score for pronunciation production post-test on the Hybrid instruction group (M=82.71, SD =3.3) was significantly higher than the Conventional group (M=62.6, SD =4.05) (p<.05).

Interactive Distance Education System based on the Web for Effective Instruction & Learning (효율적 교육학습을 위한 웹기반 대화형 원격교육시스템)

  • Kim, Won-Young;Kim, Chi-Su;Kim, Jin-Su
    • The Journal of Korean Association of Computer Education
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    • v.5 no.3
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    • pp.127-133
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    • 2002
  • In this paper a web-based real-time education system, which is able to support education through multimedia, is suggested for the expansion of learner's creative ability in the school. This system is designed so that it can support three things: 1) a real time interaction between instructors and learners, 2) individual learning through such an interaction, and 3) a coercive distribution of display by instructions for preventing the deviation of learners from learning. Also, this system, which UML is applied to, makes efficient interaction possible through the module for the real-time exchange and management of messages even in the multi-user environment. Through this system, not only the simulation by learners can be made for experiments and practices, but also Questions and respondence can be supported on the procedure of experiments and the analysis of their results. This system is built on constructivism, and aimed at helping the learning progress and knowledge formation of learners.

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A Study of Smart Convergence Design of English Vocabulary Learning Contents Applying the Periodic Repetitive Method (주기적 반복법을 적용한 영단어 학습콘텐츠 스마트 융합 설계 연구)

  • Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.133-140
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    • 2016
  • This paper suggests designing how to acquire English vocabularies on the smart devices based on the research that a ground-breaking English Vocabulary Learning Contents needs developing. The method makes it possible to develop the contents which helps the learners to master English vocabularies effectively on the smart phone. The core idea of this paper is as in the following: 1) English learners learn 30 vocabularies for three minutes 10 times (one is for a new learning and the other nine ones are for reviews about the first learning) a day. 2) Considering Ebbinghaus Forgetting Curve, the reflection study proposes to provide the learners with three times' reviews: one day, 10days, and 30days later from which they learn the first 30 vocabularies. This contents is mainly made up of 5 developing sections (1)to generate App ID, (2)to access App, (3)to set up Alarm, (4)to process Word learning, and (5)to monitor the result of learning. This proposed idea is optimized to enhance the memory by Ebbinghaus Periodic Repetitive Method, which makes the learners satisfied with their English vocabulary learning.

Design and Evaluation of Learning Method Recommendation System using Item-Based Pattern (항목기반 패턴을 사용한 학습 방법 추천 시스템의 설계 및 평가)

  • Kim, Seong-Kee;Kim, Young-Hag
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.346-354
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    • 2009
  • This paper proposes a new learning recommendation system for learning patterns that educators are applying to learners using item-based method. The proposed method in this paper first collects personal learning methods based on learning information that learners are performing through the internet contents site. Then this system recommends a learning method which is estimated most properly to learners after classifying learning elements based on these information. The students of a middle school took part in the experiment in order to evaluate the proposed system, and the students were divided into three groups according to their grades. We gave inter-attribute and intra-attribute weights to learning elements applying to each group for recommending the most efficient method to improve learning achievement. The experiment showed that the learning achievement of learners in the proposed method is improved considerably compared to the previous grades.

Educational Use of Emotion Measurement Technologies (감성측정 테크놀로지의 교육적 활용방안 탐색)

  • Lee, Chang Youn;Cho, Young Hoan;Hong, Hun-Gi
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.625-641
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    • 2015
  • Recent research shows that emotion is closely related to memory and learning. Although a growing number of educators have high interest in affective aspects of learning processes and outcomes, there are few studies to investigate systematically instructional strategies and learning environments based on learners' emotion. Despite the efforts to understand the role of emotion and to facilitate positive emotion for meaningful learning in face-to-face and online environments, it is still a challenging issue to measure emotion in a valid and reliable way. To implement emotion-based education, it is essential to overcome the limitation of self-report surveys on emotion, which rely on the memory of learners. The current study surveyed emotion measurement tools, which are recently developed in education and other domains, in terms of self-report, neurophysiology, and behavioral responses. This study also discussed how emotion measurement tools can be used in authentic learning and teaching situations. Particularly, this study focused on cutting-edge technologies that would enable educators to collect and analyze learners' emotion easily in real-world contexts. This study will contribute to the research about the role of emotion in education and the design of adaptive learning environments that consider the change of learners' emotion.

Perceptions of Distance University Learners' Satisfaction on Online Lecture Content by Age Group (우수 온라인 강의콘텐츠에 대한 원격대학 학습자의 연령별 인식)

  • Jung, Hyeryung;Woo, Younghee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.429-437
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    • 2020
  • In this study, we examine the satisfaction and dissatisfaction factors on the perceptions of online lecture content among open and distance university learners, especially focusing on age groups differences. The result of the study shows that clear differences exist between age groups in regards to the factors which insure excellent course in online learning. For example, young adults in their 20s and 30s determined 'useful for practical life, 'screen sensitive to audiovisual', and 'recently created lectures' as the most influential factors for online learning content satisfaction. However, older age groups in their 40s and above apparently showed a high preference for factors such as 'instructor's enthusiasm and attitude', and 'clear and easy-to-understand explanations.' The findings of the study imply that learners' recognition concerning content satisfaction may differ depending on age groups. Moreover, this study suggests that considering the growing importance of online learning in relation to the COVID-19 pandemic, age groups should be considered in developing online course content.

Fuzzy Set Based Agent System for Adaptive Tutoring (적응형 교수 학습을 위한 퍼지 집합 기반 에이젼트 시스템)

  • Choi, Sook-Young;Yang, Hyung-Jeong
    • The KIPS Transactions:PartA
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    • v.10A no.4
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    • pp.321-330
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    • 2003
  • This paper proposes an agent-based adaptive tutoring system that monitors learning process of learners' and provides learning materials dynamically according to the analyzed learning character. Furthermore, it uses fuzzy concept to evaluate learners' ability and to provide learning materials appropriate to the level of learners'. For this, we design a courseware knowledge structure systematically and then construct a fuzzy level set on the basis of it considering importance of learning targets, difficulty of learning materials and relation degree between learning targets and learning materials. Using agent, monitoring continually the learning process of learners 'inferencing to offer proper hints in case of incorrect answer in learning assesment, composing dynamically learning materials according to the learning feature and the evaluation of assesment, our system implements effectively adaptive instruction system. Moreover, appling the fuzzy concept to the system could naturally consider and ideal with various and uncertain items of learning environment thus could offer more flexible and effective instruction-learning methods.

An Adaptive Tutoring System based on CAT using Item Response Theory and Dynamic Contents Providing (문항반응 이론에 의한 컴퓨터 적응적 평가와 동적 학습내용 구성에 기반한 적응형 고수 시스템)

  • Choi Sook-Young;Yang Hyung-Jeong;Baek Hyon-Ki
    • Journal of KIISE:Software and Applications
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    • v.32 no.5
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    • pp.438-448
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    • 2005
  • This paper proposes an adaptive tutoring system that provides learning materials dynamically according to the learners' teaming character and ability. Our system, in which a learning phase and a test phase are linked together, supports the personalized instruction-learning by providing the teaming materials by level in the learning phase according to the teaming ability estimated in the test phase. We design and implement a tutoring system consisted of an evaluation component and a learning component. An evaluation component uses a computerized adaptive test(CAT) based on item response theory to evaluate learners' ability while a learning component employs fuzzy level set theory so that teaming contents are provided to learners according to learners' level.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.