• Title/Summary/Keyword: mobile learning system

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Mobile Augmented Reality for Smart-Learning System (모바일 증강현실을 활용한 스마트러닝 시스템)

  • Lee, Jae-Young;Kim, Young-Tae;Lee, Seok-Han;Kim, Tae-Eun;Choi, Jong-Soo
    • Convergence Security Journal
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    • v.11 no.6
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    • pp.17-23
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    • 2011
  • In this paper, we propose mobile Augmented Reality(AR) for smart learning system which is advanced e-learning. AR is technology that seamlessly overlays computer graphics on the real world. AR has become widely available because of mobile AR. Mobile AR is possible to get information from real world anytime, anywhere. Nowadays, there are various areas using AR such as entertainment, marketing, location-based AR. One of the most promising areas is education. AR in education shows lifelike images to users for realism. It's a good way for improving concentration and attention. We utilize only a camera for image-based AR without other sensor.

Development of a English Vocabulary Context-Learning Agent based on Smartphone (스마트폰 기반 영어 어휘 상황학습 에이전트 개발)

  • Kim, JinIl
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.344-351
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    • 2016
  • Recently, mobile application for english vocabulary learning is being developed actively. However, most mobile English vocabulary learning applications did not effectively connected with the technical advantages of mobile learning. Also,the study of mobile english vocabulary learning app are still insufficient. Therefore, this paper development a english vocabulary context-learning Agent that can practice context learning more reasonably using a location-based service, a character recognition technology and augmented reality technology based on smart phones. In order to evaluate the performance of the proposed agent, we have measured the precision and usability. As results of experiments, the precision of learning vocabulary is 89% and 'Match between system and the real world', 'User control and freedom', 'Recognition rather than recall', 'Aesthetic and minimalist design' appeared to be respectively 3.91, 3.80, 3.85, 4.01 in evaluation of usability. It were obtained significant results.

Mobile-based self-directed activity management system (모바일 기반 자기주도형 활동관리 시스템)

  • Park, Ki Hong;Jang, Hae Sook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.35-41
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    • 2012
  • Recently, universities have difficulties in operating the normal curriculum because fresher's basic academic ability is declined. It causes campus misfits so managing students is also not an easy matter. The education system that focuses only on college entrance exams is one of the reasons why this phenomenon occurred. Activity with self-directed Learning Community to know learning level themselves and execute systematic studying habit is essential for improving this problem. This activity can help students understanding and having interest in class and be motivated to study. But it had burdened tutors with submitting activity report in written form. In this paper, we suggest the Mobile Based Activity Report Submission System which can be the solution of the problem that the Self-directed Learning Community System has. This system reduces the emotional burden to write the reports and manages them efficiently.

Design and Implementation of Multimedia Mobile Learning System using MSMIL (MSMIL을 이용한 멀티미디어 모바일 학습시스템의 설계 및 구현)

  • Lim, Young-Jin;Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.3
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    • pp.592-599
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    • 2007
  • The advancement of wireless technology improves the electronic learning by combining with the mobile function, and promotes the expanded transition to the mobile learning. Basically, the mobile learning provides the usefulness in terms of tile and space to provide learners with the access to the educational contents. However, the small display device and limited memory space of mobile device is limiting the access to the learning contents simply to the text-based transmission. This paper designed and implemented the multimedia mobile learning system that reduces the size of parser by define into MSMIL composed only of needed tag to multimedia contents production in the mobile devices by using the SMIL that supports the multimedia object synchronization reduces the data of multimedia learning data and enhances the transmission efficiency by applying the macro method in creating the contents of learning. The results of implementation indicates that it simplifies the designing language, makes the language learning easy, and saves the CPU resources for the parsing by reducing the size of parser.

Mobile Contents for Learning of English Presentation based on Android Platform (영어 구두 발표 학습을 위한 안드로이드 플랫폼 기반 모바일 콘텐츠 제작)

  • Park, Seong-Won;Oh, Duk-Shin
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.5
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    • pp.41-50
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    • 2011
  • In this study, we developed mobile contents and mobile learning system for learning of english presentation based on Android platform. First, the application including contents transfer system which enables contents run on Android platform was developed for learning of English presentation. Second, presentation contents which will be applied on the application were manufactured. The contents developed in this study are for learning English presentations. The contents are classified into two parts; Part 1 is for basic English presentations, and Part 2 is for advanced English presentations. Each part is made up with 9 units, and each unit is composed differently by topics. The number of whole chapter for both parts is 51. We analyzed the questionnaire responses with respect to UI satisfaction and satisfaction of the learning experience. The UI satisfaction results showed that 85% of the participants were satisfied at an ordinary or higher level with our system. And The satisfaction of the learning experience results showed that 95% of the participants were satisfied at the ordinary or higher level with our system.

Importance-Performance Analysis of Influential Factors on Students' Mobile Learning Satisfaction (사이버대학생이 인식하는 모바일러닝 만족도의 영향요인에 대한 중요도-실행도 차이 분석)

  • Joo, Young-Ju;Jung, Bo-Kyung
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.484-496
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    • 2013
  • With diffusion of various mobile devices, mobile learning has been one of the dominant learning styles in education fields. The purpose of this research is to examine the difference between students' perceived importance-performance of mobile learning satisfaction. The researchers reviewed the literature looking for variables which affect influential factors of students' mobile learning satisfaction such as system, contents, service, use, and outcome. As a result of t-test, the performance is lower than the importance of all the influential factors. Also, according to the result of Importance-Performance Analysis(IPA) matrix, it was noted that system factor is the most crucial factor in improving mobile learners' satisfaction. This result implies that offering technical support and simplifying the navigation design for mobile learning are urgently required.

A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum (비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현)

  • Kweon, Hyo-Sun;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.

Intelligent Mobile Agents in Personalized u-learning

  • Cho, Sung-Jin;Chung, Hwan-Mook
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.1
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    • pp.49-53
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    • 2010
  • e-learning and m-learning have some problems that data transmission frequently discontinuously, communication cost increases, the computation speed of mass data drops, battery limitation in the mobile learning environments. In this paper, we propose the PULIMS for u-learning systems. The proposed system intellectualize the education environment using intelligent mobile agent, supports the customized education service, and helps that learners feasible access to the education information through mobile phone. We can see the fact that the efficience of proposed method is outperformed that of the conventional methods. The PULIMS is new technology that can be used to learn whenever and wherever learners want in Ubiquitous education environment.

Research on Success and Failure of Mobile operating system using inductive learning based on ID3 algorithm (ID3 알고리즘 기반의 귀납적 추론을 활용한 모바일 OS의 성공과 실패에 대한 연구)

  • Jin, Dong-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.328-331
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    • 2013
  • As digital ecosystem has been rapidly transforming into the mobile based platform, several mobile operating system, which is in charge of user interface with mobile device has been appeared. This research suggest critical factors affecting success and failure of several commercial mobile operating systems from Palm OS appearing in 1996 to main mobile OSs appearing in 2013. For this, we analyse several mobile operating OS cases, elicit factors affecting success and failure of mobile OS, and conduct ID3 based inductive learning analyses based on elicted factors and values in case dataset. Through this, we draw rules in success and failure of mobile OS and suggest strategic implications for the commercial success of mobile OS.

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Technical and Infrastructural Aspects of Mobile Learning Adoption in Iran Higher Education

  • Masrom, Maslin;Hakemi, Aida
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.1-7
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    • 2019
  • Nowadays learning has developed to a new way of anywhere and anytime by using mobile devices called m-learning which can provide flexibility, independency and creativity in academic environment. Most studies about m-learning are for higher education and the most users of m-learning are higher education students. Although developed countries are using m-learning in educational sectors, most of the Middle East countries are far from m-learning, and facing number of challenges. In Iran m-learning is still in early stage of implementation in higher education and in terms of technical and infrastructural aspects there is a vast gap in compare with developed countries. Although technical and infrastructural difficulties are one of the significant aspects in implementation and integration of m-learning technologies in education, the technology will not be successful if could not adopt with users. Due to the importance of user adoption with m-learning, there are limited studies about m-learning adoption in higher education of Iran. This paper attempts to review on technical and infrastructural aspects that facilitate m-learning which have effect on adoption of Iran higher education system. The review of the trend in the literature provides a reference for higher education institutes for decision making in developing m-learning for their students.