• Title/Summary/Keyword: educational smart app

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A Study on the Conceptual Design of Smart App Authoring Tool

  • Chang, Young-Hyun
    • International Journal of Advanced Culture Technology
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    • v.3 no.2
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    • pp.118-123
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    • 2015
  • IT environment gets more complicated in terms of open platform, network standards, device design and hardware, etc. Smart network and application are in the fields of corporate as well as national competition for future fusion technology. In development environment focused on computers, the ideas of authoring tool have been presented in terms of improved software productivity. In smart environment where subdividing works are consecutively done, current authoring tool should be effectively updated for effective development of programs and easier access to business works. The basic concept of a new conceptual App development tool, Smart App Authoring Tool, which has been designed in this study and enables to apply on-site requirements to smart phones, is to develop Apps on the level using easy-to-learn Word or Excel in a computer. Therefore, this study is intended to design a conceptual Smart App Authoring Tool to optimize the cost and time for developing and maintaining new application services under various smart phone platform environments. Based on the performance of smart app authoring tool herein, every people can develop a smart app program at moderate level. So this paper have designed a conceptual smart app authoring tool. This study presented educational efficiency of the authoring tool by developing business Apps under various business environments and applying them under university and high school environments.

The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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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
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    • v.10 no.5
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    • pp.1-6
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    • 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.

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

  • Jung, Sugkyu
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.66-72
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    • 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.

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
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    • v.45 no.2
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    • pp.271-284
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    • 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.

Development of an Educational App for Safe Dietary Life based on Elementary School Parents' Perceptions on Pesticide Residue (초등학생 학부모들의 잔류농약 인식에 기초한 안전 식생활 교육용 앱 개발)

  • Chae, Hyeon-Ja;Kim, Jeong-Weon
    • Korean journal of food and cookery science
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    • v.29 no.2
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    • pp.161-168
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    • 2013
  • The purpose of this study was to develop an educational app that informs parents of elementary students with correct information on pesticide residue based on their awareness and information needs on pesticide residue. A survey was conducted from 918 parents living in 8 different districts of Korea. The results of the survey indicated that a majority of parents felt uncomfortable with pesticide residue and wanted to have the proper information regarding it. Based on the above results, an app named 'Perfect Conquest of Pesticide Residue' consisting of 5 main menus of 'Pesticide residue, Is it safe?', 'Safe management of pesticide residue', 'Perfect removal of pesticide residue on fruits and vegetables through washing', 'Shopping without anxiety', 'Playground' and their own sub-menus was developed. When the app was applied to 30 parents using smart phones, a majority of them were satisfied with the contents of detailed information and fun activities. Therefore, this app could be utilized as an effective educational tool for the parents of elementary students by allowing them to have proper awareness on pesticide residue. Furthermore, more apps could be developed on other food risk factors to promote safe dietary life.

Effectiveness of Learning Flow and Academic Achievement on Learning Activities with Real-Time Feedback utilizing a Smart Clicker App in Higher Education (대학교육에서 스마트 클리커 앱을 활용한 실시간 피드백 학습활동이 학습몰입 및 학업성취에 미치는 영향)

  • Bae, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5543-5552
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    • 2014
  • The advancement of smart-phones and their market expansion has led to the development of numerous educational applications (apps). In this study, learning activities were designed for real-time feedback utilizing a smart clicker app for effective communication between the instructors and students, and to provide educational results, such as learning flow and academic achievement. These strategies were applied in the actual educational fields, and 70 college students were taking classes with the same curriculum. Experiments involving an experimental group and control group were conducted. The results of the t-test were follows. In terms of learning flow, a significant difference was observed between the two groups, but not in terms of academic achievement.

A Study on the Development of Educational Smart App. for Home Economics Classes(1st): Focusing on 'Clothing Preparation Planning and Selection' (가정과수업을 위한 교육용 스마트 앱(App) 개발연구(제1보): 중1 기술·가정 '의복 마련 계획과 선택'단원을 중심으로)

  • Kim, Gyuri;Wee, Eunhah
    • Journal of Korean Home Economics Education Association
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    • v.35 no.3
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    • pp.47-66
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    • 2023
  • The purpose of this study was to develop an educational smart app for classes by reconstructing some of the teaching-learning contents of the clothing preparation planning within the 'clothing preparation planning and selection' curriculum unit. To this end, a teaching-learning process plan was planned for the classes, a smart app was developed for classes, and feedback from home economics teachers and app development experts was received for the developed app. The main composition of the developed app consists of five steps. The first step is to set up a profile using a real photo, ZEPETO or Galaxy emoji, or iPhone Memoji. In the second step, students make a list of clothes by figuring out the types, quantities and conditions of their exisitng wardrobe items. Each piece of clothing is assigned an individual registration number, and stduents can take pictures of the front and back, along with describing key attributes such as type, color, season-appropriateness, purchase date, and current status. Step three guides students in deciding which garments to retain and which to discard. Building on the clothing inventory from the previous step, students classify items to keep and items to dispose of. In Step 4, Deciding How to Arrange Clothing, students decide how to arrange clothing by filling out an alternative scorecard. Through this process, students can learn in advance the subsection of resource management and self-reliance, laying the foundationa for future learning in 'Practice of Rational Consumption Life'. Lastly, in the fifth stage of determining the disposal method, this stage is to develop practical problem-oriented classes on how to dispose of the clothes to be discarded in the thirrd stage by exploring various disposal methods, engaging in group discussions, and sharing opinions. This study is meaningful as a case study as an attempt to develop a smart app for education by an instructor to align teaching plans and educational content with achievement standards for the class. In the future, upgrades will have to be made through user application.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Development of a Smart Device Utilization Education Program for Senior Citizens

  • Ahra CHO;Chan-Woo YOO
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.19-27
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    • 2024
  • Purpose: This study is based on the results of the National Information Society Agency's the Report on the Digital Divide in 2022. This study sought to develop digital literacy education programs for senior citizens, a digitally disadvantaged group, and to utilize smart devices to enhance their digital capabilities. Research design, data and methodology: Based on Gagné's nine events of instruction, a total of 7-session educational programs using smart devices were developed, and teaching-learning goals were set at a level that older learners can realistically perform. In preparation for the era of digital transformation, AI utilization methods are introduced and utilized in some sessions of the educational program. Results: Among a total of 7 sessions of the educational program, 5 sessions using KakaoTalk and Naver App, and 2 sessions using other apps were developed. There are a total of three sessions using AI. Conclusions: This study presented a digital literacy education program that combined AI, addressing the insufficiency of AI-based education programs targeting senior citizens. It is expected that this educational program will be able to improve the digital literacy skills and provide a basis for fulfilling their responsibilities as digital citizens by suggesting a direction for AI utilization education for senior citizens.