한국어 어휘 학습을 위한 모바일 게임 애플리케이션 개발 연구 (2)[韩语论文]

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In connection with the rapid development of info-communication technology, mobile learning has become one of the most influential learning methods in language education. Hence, this study was primarily aimed at designing and developing a specific mobi...

In connection with the rapid development of info-communication technology, mobile learning has become one of the most influential learning methods in language education. Hence, this study was primarily aimed at designing and developing a specific mobile education application for learning Korean vocabulary. This research embarks on reviewing the previous discussion on mobile learning, focusing on its definition and effects on studying. Edutainment and game are also discussed as ways of promoting learners’ motivation. Having done so, most frequently used instructional design models are examined in order to designate an appropriate model for this specific research. The proposed design model consists of five steps including planning, designing, development, implementation, and evaluation. In addition, the development procedures of these steps are clearly presented alongside an in-depth analysis of the surveys and research conducted in each individual proceeding. Throughout the planning procedure, two surveys were distributed to teachers and Korean language learners to investigate learners’ needs on vocabulary learning. While both, teachers and learners acknowledge the importance of learning vocabulary, it occurred that they both struggle with difficulties when teaching and studying vocabulary. As for teachers, short in-class time meant less time for explaining vocabulary whereas students could not find any interesting aspects of memorizing words simply through its translated meaning. Moreover, having analyzed numerous applications for learning Korean vocabulary, it was found that not much variety existed between their content-type. With such notion in mind, the content for this particular application were as follows: 513 vocabularies extracted from Sejong Korean 1․2, 10 chapters set up based on the topics, and 4 types of vocabulary games known to be effective in learning vocabulary were chosen. The end-result of such measures and studies were accompanied by a newly created application named‘Korean TapTap’where every fragment of the software is presented in specific detail. Following its development, a satisfactory survey on motivation, interaction, content, and convenience was conducted upon learners who were provided with a chance to use ‘Korean TapTap’for studying purposes. As for the result, 18 out of 20 questions were rated above 3.5 points indicating a high satisfaction among learners. In addition, two supplement suggestions were made regarding the learners’ viewpoint, strengthening competition and providing further studying materials. To conclude, dissimilar to other studies of application development where Korean specialists attempt only one chapter establishment, this research put forth its significance in developing and implementing full chapters with complete content as well as revealing all of its procedures. Nevertheless, this research continues to struggle with limitations as to only developing elementary level content due to the finite budget and time. Moreover, given that the development of the current application is primarily based on Apple’s iOS software, an exclusion of Google’s Android also portrays itself as a pivotal constraint within this research. Regardless, it is expected that more research will to be performed in regards to the growing interests in mobile learning.

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