김두범 Du Beom Kim , 윤충한 Chung Han Yoon , 문태홍 Tae Hong Moon , 김승백 Seung Baek Kim , 채영호 Young Ho Chai
DOI: Vol.16(No.1) 67-91, 2013
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.
Key Words
hippocampus, edutainment, e-learning, post digital generation, whole language approach, unity, game engine, text to speech, voice recognition