시청각 도구와 게임을 이용한 한국어 어휘 교육 연구 [韩语论文]

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The purpose of this study lies in suggesting the effective measures for korean language vocabulary teaching. It is said that in ordre to learn effectively a language the vocabulary should come first. However, the teaching of vocabulary in Korean educa...

The purpose of this study lies in suggesting the effective measures for korean language vocabulary teaching. It is said that in ordre to learn effectively a language the vocabulary should come first. However, the teaching of vocabulary in Korean education has not been conducted on a systematical basis. As learning vocabulary is important for a second language to be leant, teaching vocabulary should include pronunciation and grammar.
Improvement in vocabulary is said to be dramatically gain from the beginning, which means the gaining of vocabulary should be concentrated on the first step. In order to improve learner's ability for communication the learner should know higher level of vocabulary through various vocabulary learning aides.
This study suggests as effective measures for increased ability for communication audio-visual aides and games.
First of all, the measure using drawing cards could help leaner understand a certain word or expression contained in a card, by visually showing a drawing. In this study, the card which could be used in family card plays, and the cards which contain a noun or verb and could put on the body, all of which could help learner understand the meaning on the whole basis, were presented. For knowing the whole meaning by text could help the input by learner have a perfect transformation.
The measure using songs could help the learner who is at the first step of learning have access to the feeling and meaning of the words, and could lead him or her to the gaining of the cultural background of targeted language. In this study vocally symbolic words using basic sounds which are extended from songs, and compounds which are discriminated by seasons: spring, summer, fall, and winter, were presented.
The measure using games contains the attention provoking game using handclap, the game responding by whole body, the dice game using body language, and omok (a game of baduk with five checkers placed in a row), items buying game, and so on, which are classified by the degree of difficulty and assigned in accordance with the learner's interest and need.

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