• Title/Summary/Keyword: mobile learning contents

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XML-based Retrieval System for E-Learning Contents using mobile device PDA

  • Park Yong-Bin;Yang Hae-Sool
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2006.05a
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    • pp.241-248
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    • 2006
  • Web is greatly contributing in providing a variety of information. Especially, as media for the purpose of development and education of human resources, the role of web is important. Furthermore, E-Learning through web plays an important role for each enterprise and an educational institution. Also, above all, fast and various searches are required in order to manage and search a great number of educational contents in web. Therefore, most of present information is composed in HTML, so there are lots of restrictions. As a solution to such restriction, XML a standard of Web document, and its various search functions is being extended and studied variously. This paper proposes a search system able to search XML in E-Learning or var ious contents of non-XML using mobile device PDA.

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Development of the e-Learning Contents for the First Programming Course (초보자 프로그래밍 개발을 위한 e-Learning 콘텐츠 개발)

  • Kim Jung-Sook
    • KSCI Review
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    • v.14 no.1
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    • pp.213-219
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    • 2006
  • We need the customized e-Learning service according to not only developing the wireless mobile and hardware technology, also developing the multimedia process skills. Especially, the beginner who start to learn the first programming course must be provided the personalized learning. The beginner require the repeated practices to obtain the programming skills, also they reveal the different learning effects following the learner capability In this paper. we develop a new e-Learning contents which give the individual service for learner and show the simulation which is program execution to maximize the learning effects.

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A Study on Korean Language Education for Korean Learners Using Mobile Based on Korean Wave (모바일을 활용한 한류 기반 한국어 학습자 대상 한국어 교육 연구)

  • Woo, Wonmook
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.120-131
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    • 2017
  • The popularity of the Korean Wave have attracted global interst and attention in Korean and Korean culture internationally, but this has not led to the formation of true Korean learners. The reason for this is that Korean learners based on Korean Wave has different characteristics from other Korean learners. Therefore, it is necessary to study different learning methods in order to increase learning effects. In this study, we focused on the effect of mobile devices as learning tools and examined the characteristics of mobile devices and found that mobile devices could positively influence Korean language learners. As a result, various features of mobile devices can positively affect the learning characteristics of Korean learners based on the Korean Wave, so that it can be expected to enhance their learning effects and enable them to constantly learn Korean language.

Applications of English Education with Remote Wireless Mobile Devices (무선 원격 시스템의 모바일 장치를 이용한 영어 학습 방법 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.255-262
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    • 2013
  • Useful applications for English education enable immediate conversion of mobile devices into remote wireless systems for classroom computers. Once the free software has been installed in the main computers in the classroom, using powerpoint, students can operate the computers through their mobile devices by installing Air mouse on them. By using this, the students can draw or write on the "board" to manipulate the educational resources from where they are/from their seats. The study of English language encompasses not only academic study but also language training. Until recently, the issue of the English language learning has been ridden with certain problems-instead of being a tool that facilitates communication, its main purpose has been for school grades, TOEIC, and TOEFL. This study suggests English language learning methodology using various applications such as mobile, VOD English language content, and movie scripts in implementing easy and fun English language learning activities that can be studied regularly. This is operationalized by setting a specific limit on learning and by using various media such as podcast, Apps, to increase interest, motivation, and self-directed learning in a passive learning environment.

A Study on the LMS Model for Distance Education of Mobile Environment (모바일환경의 원격교육실현을 위한 LMS 모델에 관한 연구)

  • Kim, Seok-Soo
    • Convergence Security Journal
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    • v.5 no.3
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    • pp.9-14
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    • 2005
  • In this treatise when, proposed to supplement studying contents relationship conversion service and cooperation studying service function to LMS that analyze existing e-learning model's limitation for ubiquitous environment e-learning model that can study regardless of, ubiquitously, some contents and do based on SCORM ubiquitous-network and next generation sensor technology etc.

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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
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    • v.8 no.1
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    • pp.11-16
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    • 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.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

Design of Handwriting-based Text Interface for Support of Mobile Platform Education Contents (모바일 플랫폼 교육 콘텐츠 지원을 위한 손 글씨 기반 텍스트 인터페이스 설계)

  • Cho, Yunsik;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.81-89
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    • 2021
  • This study proposes a text interface for support of language-based educational contents in a mobile platform environment. The proposed interface utilizes deep learning as an input structure to write words through handwriting. Based on GUI (Graphical User Interface) using buttons and menus of mobile platform contents and input methods such as screen touch, click, and drag, we design a text interface that can directly input and process handwriting from the user. It uses the EMNIST (Extended Modified National Institute of Standards and Technology database) dataset and a trained CNN (Convolutional Neural Network) to classify and combine alphabetic texts to complete words. Finally, we conduct experiments to analyze the learning support effect of the interface proposed by directly producing English word education contents and to compare satisfaction. We compared the ability to learn English words presented by users who have experienced the existing keypad-type interface and the proposed handwriting-based text interface in the same educational environment, and we analyzed the overall satisfaction in the process of writing words by manipulating the interface.

A Design and Implementation of Learning System to Support Indoor and Outdoor Field Trips Using RFID Mobile Device (RFID 모바일 기기용 실내.외 체험학습 시스템 설계 및 구현)

  • Yu, Jeong-Su;Baek, Hyeon-Gi
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.527-536
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    • 2010
  • Ubiquitous computing and mobile technologies provide much scope for designing innovative learning experiences that can take place in a variety of indoor and outdoor settings, such as botanical gardens, parks, museums and classrooms. In this paper, we present our own innovative work for bridging indoor and outdoor field-trip learning activities with the support of RFID with reader device on ubiquitous environments. The function of our system is based on strategically located RFID tags placed on objects around settings which are identified using the mobile device installed to an RFID reader. The mobile device reads the RFID tag and sends the learner's request to the field-trip learning system. And learners can be learning activities according to theirs learning levels. We also focus on the use of intelligent agents to customize learning contents for individual learners. The result of our experiment indicates that learner enjoyed learning where mobile devices are used in the system, supporting the learning activities in the context of which they are taking place.

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Analysis of Factors Influencing Continuous Usage Intention of Mobile Learning in Cyber University (사이버대학생의 모바일러닝 지속사용의도 영향변인 규명)

  • Joo, Young-Ju;Ham, Yoo-Kyoung;Jung, Bo-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.477-490
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    • 2014
  • The purpose of this study is to investigate factors influencing continuous usage intention of mobile learning and suggest practical strategies to enhance learners' continuous usage intention of mobile learning. In this study, we hypothesized that system quality, information quality, service quality and personal innovativeness have a positive effect on effort expectancy and performance expectancy, which ultimately have a positive effect on continuous usage intention. In order to examine structural relationship among variables, we surveyed 279 students who took courses at W Cyber University in 2013 fall semester. After collecting data, we examined causal relationship among variables using Structural Equation Modeling. The results of this study are as follows: First, system quality and personal innovativeness significantly affect effort expectancy. Second, information quality, service quality and personal innovativeness significantly affect performance expectancy. Last of all, effort expectancy and performance expectancy significantly affect continuous usage intention of mobile learning.