해마학습법을 적용한 멀티미디어 영어교육 콘텐츠의 개발
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 김두범 | - |
dc.contributor.author | 윤충한 | - |
dc.contributor.author | 문태홍 | - |
dc.contributor.author | 김승백 | - |
dc.contributor.author | 채영호 | - |
dc.date.available | 2019-08-23T01:00:41Z | - |
dc.date.issued | 2013-01 | - |
dc.identifier.issn | 1229-8107 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/35181 | - |
dc.description.abstract | This paper aims at developing multimedia English educational contents which can motivate learners to study English and improve their English abilities by applying the hippocampus learning system to the e-Learning system suggested as means of solving the social problem caused by the gap of English abilities among the people. To develop learning contents, this study tried to find an learning method suitable to adolescents,the main target of this research, by examining their peculiar life styles and values, and searched for various elements which can contribute to the improvement of their English learning. Especially, this study focused on factors contributing to formation of long-term memory, and designed components of multimedia which can help learning contents to be stored as long-term memory. The unity game engine was used to implement the designed components. This study also describes optimization procedure for mobile device, sensor-based character control method, interaction methods, speech synthesis-based voice output, and communication with virtual characters using voice recognition as well. Finally, it predicts learning effects through implemented contents, and suggests limits of the implemented contents, and future directions of the English educational contents for the present young generation. | - |
dc.format.extent | 25 | - |
dc.publisher | 한국멀티미디어언어교육학회 | - |
dc.title | 해마학습법을 적용한 멀티미디어 영어교육 콘텐츠의 개발 | - |
dc.title.alternative | Development of the Hippocampus learning based multimedia English language educational contents | - |
dc.type | Article | - |
dc.identifier.doi | 10.15702/mall.2013.16.1.67 | - |
dc.identifier.bibliographicCitation | 멀티미디어 언어교육, v.16, no.1, pp 67 - 91 | - |
dc.identifier.kciid | ART001755353 | - |
dc.description.isOpenAccess | N | - |
dc.citation.endPage | 91 | - |
dc.citation.number | 1 | - |
dc.citation.startPage | 67 | - |
dc.citation.title | 멀티미디어 언어교육 | - |
dc.citation.volume | 16 | - |
dc.subject.keywordAuthor | hippocampus | - |
dc.subject.keywordAuthor | edutainment | - |
dc.subject.keywordAuthor | e-learning | - |
dc.subject.keywordAuthor | post digital generation | - |
dc.subject.keywordAuthor | whole language approach | - |
dc.subject.keywordAuthor | unity | - |
dc.subject.keywordAuthor | game engine | - |
dc.subject.keywordAuthor | text to speech | - |
dc.subject.keywordAuthor | voice recognition | - |
dc.description.journalRegisteredClass | kci | - |
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