년 - 년
The Effect of Mobile Application Types on Learner’s Vocabulary Ability and Affective Domain SCOPUS KCI 등재
아시아영어교육학회 The Journal of AsiaTEFL Vol.19 No.4 2022.12 pp.1219-1233
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4,800원
This study aims to examine the effect of mobile application types on learners’ vocabulary ability and affective domain. Using two different types of mobile applications, ClassCard and Kahoot!, this study investigates how flashcard-type and game-type mobile applications affect students’ vocabulary retention and factors related to affective domain. One hundred forty-one participants in S public girl’s high school in South Korea participated in this study, and they were divided into ClassCard and Kahoot! group based on their pre-test vocabulary scores. Results collected from pre-, post-, and delayed-post vocabulary tests and pre- and post- surveys were analyzed using SPSS program. Independent sample t-test was used to compare and contrast the results between the ClassCard and Kahoot group, and paired sample t-test and repeated measures ANOVA were conducted to analyze in detail the effect of each mobile application. The results have shown that there are no significant differences between the two experimental groups in terms of vocabulary retention and affective factors. However, in-depth analysis of each application showed significant improvement in all areas.
교사의 앱 개발 교육에 대한 관심도 분석 : 관심중심수용모형(CBAM)을 중심으로 KCI 등재
한국정보교육학회 정보교육학회논문지 제22권 제5호 2018.10 pp.509-517
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4,000원
인공지능(AI), 빅데이터, 사물인터넷(IoT), 로봇공학, 드론, 3D 프린팅 등의 첨단과학기술이 4차 산업혁명을 선도하면서 인류는 이들 과학기술이 어떠한 장밋빛 미래를 가져다줄지에 대한 많은 기대와 함께 어떠한 부작용을 가지고 올지에 대하여 우려를 가지고 있다. 이중2013년 출현된 3D 프린팅 산업은 인류의 미래에 커다란 변화를 초래할 수 있는 과학기술로 전망되고 있다. 그러나 급속도로 변하고 있는3D 프린팅 환경은 장밋빛 미래만 보여주고 있는 것은 아니다. 3D 프린팅 기술이 불법 무기를 제작하거나 마약 또는 불법 의약품을 제조하는데 활용될 가능성도 있어서 3D 프린팅 기술을 4차 산업혁명의주요한 산업 분야로 육성함과 동시에 이에 대한 법률 규제에 관한이슈도 제기되고 있다. 사실 3D 프린팅 기술은 이미 20년이나 지난기술로, 3D 프린팅 관련 특허기간이 만료되면서 고해상도의 저가 보급형 3D 프린터가 상용화되면서 일반인들이 이를 구입할 가능성이매우 높아졌다. 이제는 누구나 손쉽게 가정에서 3D 프린터를 가지고자신이 원하는 제품을 ‘무엇이든’ 제작할 수 있는 환경이 조성된 것이다. 그러나 이러한 환경에 대하여 전통적 제조업체들은 자신들이생산하는 제품 또는 부품 산업에 부정적인 영향을 받는 것을 우려하고 있고, 개인은 3D 프린팅 기술을 활용하여 정품이 아닌 모조품을만들어 스스로 사용할 수 있게 되면서 3D 프린터용 재료들에 대한 모조 산업이 가속화될 수 있고, 심지어 3D 프린터를 해적판 기계로평가절하 하는 상황도 연출될 가능성이 높다. 본 연구에서는 일상생활에서 3D 프린터를 활용한 물품 또는 부품 제조가 용이해지면서지식재산권 분야에서도 검토해야 할 주요 쟁점들에 관하여 고찰하였다.
The most advanced scientific technology such as AI, Big Data, IoT, Robot Engineering, Drone, 3D printing leads the fourth industrial innovation, and the mankind hopes that these technologies may bring any roseate future, as well as concerns that they may cause any side effects. In particular, 3D printing technology that appeared in the world in 2013 is being forecasted as technology to bring about big changes to the future of mankind. However, the 3D printing circumstances to be speedily changed do not only bring about roseate future. 3D printing technology can be used for making unlawful weapons, drug or medicines, and therefore, some issues that 3D printing industry should be promoted as the main industry of the 4th industrial innovation, and should be simultaneously legally regulated are needed to be reviewed. In fact, 3D printing technology is a technology whose patent has already been expired. Recently inexpensive 3D printers with high-resolution are commercialized, and it is possible that any one can purchase them. The environment in which anybody can make any item or parts with 3D printers at home is currently given. A person with 3D printer at home can make counterfeit, not genuine products, and so counterfeiting industry for materials for 3D printers could be accelerated, and even 3D printers can be devaluated as piracy machines. This study is focused on the issues to be reviewed in the area of intellectual property while it is much easier to make items or parts with 3D printers.
컨텐츠 유형별 모바일 어플리케이션 브랜드가 선호도에 미치는 영향 KCI 등재후보
한국전문경영인학회 전문경영인연구 제19권 제1호 통권 제45호 2016.04 pp.143-164
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5,800원
본 연구는 모바일 어플리케이션 브랜드를 구성하는 두 가지 핵심 요소인 아이콘과 네임의조합 유형이 컨텐츠 형태별로 소비자의 선호도에 미치는 효과에 대하여 알아보고자하였다. 이는 최근 모바일 어플리케이션 영역에서도 브랜드의 중요성이 점점 부각됨에따라 모바일 어플리케이션을 하나의 브랜드라는 개념으로 접근한 선도적인 시도로서 그의의가 있다 하겠다. 본 연구에서의 결과를 통해 얻은 결론은 컨텐츠 유형별 모바일 어플리케이션 브랜드유형이 이용자의 브랜드 선호도에 영향을 미친다. 이상의 결과들은 기존의 아이콘과 브랜드 네임에 관한 각각의 연구 결과들이 두 가지가조합된 하나의 브랜드 영역에서도 지지될 수 있음을 의미하는 것으로, 전체적으로 모바일어플리케이션 브랜드의 선호도에 있어서 모바일 어플리케이션의 성격, 내용, 특징 등의속성을 아이콘이나 네임을 통해서 직접적으로 명확하게 전달해 주는 브랜드 유형일수록소비자와 보다 효율적으로 커뮤니케이션을 할 수 있음을 시사한다 하겠다.
The purpose of this study is to find out the effects of the icon & name's combination types as two core elements forming mobile application brands on consumer's preference by mobile contents types. On the basis of precedent studies, mobile contents types were adopted as information, entertainment, communication. Icon types were adopted as iconic, indexical, symbolic, based on Pierce's Semiotic taxonomy and name types were adopted as descriptive, associative, freestanding based on the brand name spectrum's classification. The participants of the study were 132 ordinary people who are using the smart phon. The data for recognition rate was collected form the answers in the way of single-choice as 1(have seen the brand) and 0(haven't seen the brand, didn't remember) and for preference the data was collected form the answer in the way of 5-points Likert scales as from 1(vary bad) to 5(vary good). The frequency analysis which is one of the descriptive-statistic methods was used for the measurement of recognition rate and One-way Anova was used for the measurement of preference with the frequency analysis also. The results are as follows. the types of mobile application brands affect on consumer's brand preference rate by each different type of contents. As above, the results show that the more brand types show directly the properties of mobile application like identity, contents, characteristics likely to make on brand recognition rate and preference of mobile application brands.
교사의 마음챙김을 위한 모바일 애플리케이션 개발 연구 KCI 등재
한국홀리스틱융합교육학회 홀리스틱융합교육연구 제30권 제2호 2026.04 pp.223-249
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6,600원
본 연구는 교사들이 시공간의 제약 없이 상시 활용할 수 있는 모바일 애플리케이션 기반의 마음챙김 지원 환경 설계 방안을 모색하고, 사용성 평가를 통해 그 현장 적용 가능성과 정서적 변화를 탐색하는 데 목적을 두었다. 이를 위해 래피드 프로토타이핑 기법을 적용하여 모바일 애플리케이션 프로토타입을 개발하였으며, 교육 전문가 및 현장 교사를 대상으로 다각적인 사용성 평가와 면담을 수행하였다. 연구 결과, 애플리케이션을 활용한 마음챙김의 개념적 이해와 실천적 경험은 교사의 스트레스 대처 및 관리에 유의미한 긍정적 영향을 미치는 것으로 나타났다. 특히, 모바일 환경은 교사의 지속적인 마음챙김 훈련을 돕는 보조 도구로서 그 유용성을 확인하였다. 본 연구는 이러한 분석 결과를 바탕으로 향후 교사 맞춤형 정서 지원 시스템의 고도화 및 확장 방안을 제언하였다.
Mindfulness can serve as an effective tool to support teachers emotionally and build their resilience. Accordingly, this study explored design principles for mobile application-based environments that allow for access unrestricted by time and space, while validating their effectiveness from a usability perspective. To this end, an application prototype was developed using a rapid prototyping methodology, followed by usability tests and in-depth interviews with subject-matter experts and in-service teachers. The results indicated that enhanced conceptual awareness and practical experience of mindfulness significantly improved teachers' stress management. Furthermore, the prototype was confirmed to be an effective and sustainable support tool for teacher mindfulness. Based on these findings, this study proposes strategies for the advancement and expansion of emotional support systems for teachers.
ICU 간호사 대상 모바일 애플리케이션을 활용한 응급상황 대처 교육 프로그램의 효과 검증 KCI 등재
대한산업경영학회 산업융합연구(구 대한산업경영학회지) 제22권 제9호 2024.09 pp.93-102
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4,000원
본 연구는 모바일 애플리케이션을 이용한 응급상황 대처 교육 프로그램이 중환자실 간호사의 간호 수행능력, CRRT 수행능력, ECMO 수행능력, Video laryngoscope 수행능력과 교육 만족도에 미치는 효과를 검증하고자 시행된 실험연구이 다. 중환자실 간호사 51명을 대상으로 시행하였으며, ECMO 수행능력은 사전 설문지에서 대조군과 실험군이 동질하지 않아 공분산분석을 시행하였고. 나머지는 t-test를 시행하였다. 연구결과로 간호 수행능력은 실험군에서 유의하게 높았고( =.015), CRRT 수행능력(=.235), ECMO 수행능력(=.119), Video laryngoscope 수행능력(=.428)은 실험군에서 높은 점수를 보였으나 통계적 유의성은 확인되지 않았다. 교육 만족도는 실험군에서 유의하게 높았다(=.003). 이를 통해 모바일 애플리케이션을 이용한 응급상황 대처 교육 프로그램은 중환자실 간호사의 간호 수행능력과 교육 만족도를 향상시킴을 확인 할 수 있었다.
The purpose of this study was to investigate the effectiveness of emergency coping education program using mobile application to ICU nurses’ nursing performance, CRRT performance, ECMO performance, Video laryngoscopy performance and Educational satisfaction. This study conducted with 51 ICU nurses and analyzed nursing performance, CRRT performance, video laryngoscope performance and educational satisfaction by t-test, and ECMO performance was analyzed by covariance analysis due to different prior homogeneity. The data was analyzed with the SPSS 28.0 program. As a result of the study, The nursing performance after the intervention was significantly increased at the experimental group(=.015). There was no significant difference in CRRT performance( =.235), ECMO performance( =.119), Video laryngoscope performance(=.428). Education satisfaction was significantly higher in the experimental group(=.003). The study suggests that Emergency coping education program using mobile application has proven the effectiveness of improving the performace of ICU nurses and educational satisfaction.
韓中美 중국어교육 애플리케이션 관련 연구 현황 분석 KCI 등재
한국외국어교육학회 외국어교육 제29권 제3호 2022.09 pp.131-161
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7,200원
As the era of Covid-19 provoked the demand for online learning environments, research on the use of IT technologies in the teaching of Chinese is also drawing attention. This paper presents an overview of studies on mobile applications for learning Chinese in Korea, China, and the U.S.. This study aims to identify the current status of research on mobile applications for learning Chinese in Korea, and suggests directions for further research. In the review, a total of 135 studies were closely examined based on the year of publication, the subject, the method, and the research topic. After this, the features and overall flow of research in each country was identified. The necessity of revitalizing related research in Korea was highlighted. To this end, this study recommends actively conducting research, specifying the characteristics of the research subject, and extending the general process in studies of mobile applications for learning Chinese. This study expects Chinese education research on using various technologies to be further discussed.
全人类应对新冠疫情挑战的同时,让线上学习走入千家万户,但也给线上学习环 境带来了新的要求和挑战。为寻求突破,汉语教学与IT技术相结合的研究受到了前 所未有的关注。本文以分析智能终端汉语教学应用软件在国内的研究现状为基础,提出未来的相关研究方向。本文分析了韩国、中国和美国对智能终端汉语教学应用 软件的相关研究。以各国选定的相关论文为分析对象,对发行年度、研究对象、研究 方法和研究主题进行了细致的分析,据此探究各国研究的特点与趋势。结果表明开 发国内相关研究具有相当大的必要性,本文为此提出了积极的相关研究方法、具体 化研究对象特征及范围、扩大研究过程的建议。希望以本研究为开端,除了应用软件 之外,活用多种IT技术的汉语教学方式也能被大众广泛应用
6,100원
With the wide availability of mobile devices, efforts to accommodate these technological devices have been made in pronunciation training. This study aimed to investigate the effectiveness of mobile apps in improving the perception and production of the English vowels, /o/ and /ɔ/, which are difficult to discriminate and produce for Korean learners of English. The participants were 24 college freshmen enrolled in a general English course. They shadowed the model pronunciation from the application and corrected their production after instant feedback from the automatic speech recognition application. Their perception was evaluated in the preand post-tests, and the production was visually examined on the formant chart. The training was held for 5 minutes each day, for a month. The results showed that the training made positive effects on improving students’ perception of the target vowels. There was also some progress in their production although the improvement was not as noticeable as in perception. A discrepancy in the production was discovered between male and female participants with the latter performing better.
리듬 산출 검사 어플리케이션 Beat Processing Device 개발 KCI 등재
한국디지털정책학회 디지털융복합연구 제18권 제7호 2020.07 pp.215-222
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4,000원
본 연구의 목적은 리듬 산출 시 수행 정확도를 정밀하게 수집, 저장하기 위한 모바일 어플리케이션 ‘Beat Processing Device(이하 BPD)’ 개발에 있다. 이를 위하여 총 3단계의 개발 과정을 거쳤다. 1단계에서는 문헌 조사를 통해 기존 노인 인지 기능 훈련을 위해 사용된 리듬꼴들을 수집, 비교, 분석함으로써, 리듬 산출 과제 구성에 필요한 4개의 리듬꼴 문항을 확정하였다. 2단계에서는 확정한 4개의 리듬꼴 문항이 탑재된 iOS 기반 모바일 어플리케이션을 개발하였으며, 예비 테스트를 통해 디바이스 종류, 사용할 악기 음색, 구현할 실험 종류 등을 최적화하였다. 마지막 단계 인 3단계에서는 노인 60명을 대상으로 본 기기와 미디(MIDI)로 수집한 리듬 산출 데이터를 비교하여, BPD의 실효성과 타당성, 정밀함을 검증하였다. 본 연구에서 개발된 BPD는 인지기능 강화를 위한 리듬 수행력 증진을 평가할 수 있는 유용한 도구로 다양한 현장에서 활용될 수 있을 것으로 기대된다.
The aim of this study was to develop a mobile application ‘Beat Processing Device (BPD)’ to record and quantify the data for the performance accuracy of rhythm production. BPD has been developed in three phases. First, we reviewed studies that used rhythm as main intervention strategy to improve cognitive functioning of older adults, and derived four basic rhythm idioms. Second, we developed an iOS-based mobile application, optimized the device, the instrument tone, and the measurement variables through preliminary test. Lastly, we tested the mobile application by comparing the performance data obtained from MIDI and BPD from 60 older adults. The device was shown to be reliable and consistent with other mode of measurement and analysis. Conclusively, BPD can be a useful tool for assessing rhythm production ability in the course of cognitive skills training.
고등학생 대상 저작도구 활용 앱 개발 교육의 정의적ㆍ인지적 효과 분석 KCI 등재
한국정보교육학회 정보교육학회논문지 제21권 제4호 2017.08 pp.415-424
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4,000원
최근 4차 산업혁명의 영향으로 메이커 교육이 관심의 대상이 되고 있다. 이에 본 연구는 저작도구를 활용한 앱 개발 교육의 효과성을 정의적‧인지적 차원에서 실증적으로 확인함으로써, 메이커 교육으로서 앱 개발 교육의 가능성을 제시하고자 하였다. 이를 위해 서울 소재 D고등학교에서 8차시에 걸친 앱 개발 교육을 실시하였으며, 이에 참여한 학습자 41명을 대상으로 자료를 수집하였다. SW교육에 대한 태도, 창의적 문제해결력 변인은 대응표본 t-검정을 통해 교육 전후의 변화를 분석하였고, 만족도와 인지된 성취도는 기술통계 분석을 통해 그 수준을 파악하였다. 또한 개방형 설문을 통해 수집된 학습자의 응답을 질적으로 분석하였다. 연구결과, SW교육에 대한 태도 및 창의적 문제해결력은 저작도구를 활용한 앱 개발 교육 후에 통계적으로 유의한 향상을 보였으며, 학습자의 진술문 또한 이를 뒷받침하였다. 또한 교육 이후 만족도 및 인지된 성취도가 비교적 높은 수준으로 나타났다. 이를 통해 고등학생 대상 저작도구를 활용한 앱 개발 교육의 효과를 실증적으로 확인하였으며, 이론적‧실천적 시사점을 도출하였다.
Due to the influence of the fourth industrial revolution in recent years, maker education is getting attention. Therefore, this study tried to propose the possibility of application (app) development education as maker education by empirically verifying the affective and cognitive effects of app development education using authoring tool. To do this, we implemented app development education in D high school in Seoul, Korea, and collected data from 41 participants. We analyzed the changes in attitudes toward SW education and creative problem-solving ability before and after the education by conducting the paired t-test, and the level of satisfaction and perceived achievement through descriptive statistics analysis. Also, the learner’s responses collected through the open-ended questionnaire were analyzed qualitatively. The result showed that the attitude toward SW education and creative problem-solving ability showed statistically significant improvement after app development education using the authoring tool, and the learner’s statement also supported this result. Also, satisfaction and perceived achievement after the education were relatively high. Through these results, we have empirically confirmed the effect of app development education using the authoring tool for high school students, and derived the theoretical and practical implications.
‘제스쳐링(gesturing)’을 통한 일본어 동작동사 구현 및 습득을 위한 모바일 어플리케이션 개발 KCI 등재
한국일본학회 일본학보 제100권 2014.08 pp.241-251
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4,200원
본 연구은 태그 정보를 통하여 단어의미와 직결된 이미지를 검색하고 업로드할 수 있는 모바일 어플리케이션을 개발하는 것을 목적으로 한다. 본 연구에서 팔, 손의 움직임, 그리고 발화의 흐름과 연동되어 나타나는 기존의 ‘제스쳐(gesture-McNeil, 1992:11-)와 대비된 ‘제스쳐링(gesturing)이라는 개념을 도입하였다. 제스쳐링은 구체적인 행위, 대상, 도구 등과 같은 비언어적인(non-verbal) 요소를 사용하여 단어의 의미를 실제 언어활동과 최대한 흡사한 방식으로 시각화·형상화 시킨다는 점에서 기존의 제스쳐와는 차별화된다고 할 수 있다. 또한, 언어습득, 특히 제2외국어의 습득(Second Language Acquisition)에 있어서 무의미한 제스쳐가 아닌 의미와 직결된 제스쳐의 병행이 단어의 의미복원에 유효한 교육적·학습적 효과를 발휘할 것으로 기대할 수 있다. 마지막으로 본 연구의 모바일 어플리케이션을 통해 구현되는 제스쳐링 이미지는 기존의 이미지 데이터베이스(2011(이ㆍ한))에 통합 관리·운영된다.
The purpose of this research is to develop a mobile application to search and upload images which use tagging information to create a direct link to the meaning of a word. In this paper, we use the term ‘gesturing’ (as opposed to ‘gesture’) which means ‘movements of the arms and hands and are closely synchronized with the flow of speech’ (McNeil, 1992:11). ‘Gesturing’ differs from ‘gesture’ in the sense that ‘gesturing’ is a process that enables the meaning of a word to be visualized by means of images that are vividly expressed by non-verbal elements such as concrete acts, objects, and tools. The ability to visualize the meaning of a word by way of gesturing can be foreseen to have many educational and learning benefits (especially motional verbs which will be the focus of this research). The images that are being photographed and uploaded by the mobile application developed as a result of this research will be combined with the image database which has already been developed by the meta image search engine (-LEE & HAN (2011)-).
모바일 컴퓨팅 환경이 확산되면서, 다양한 종류의 모바일 앱이 빠르게 모바일 마켓에 배포되고 있다. 모바일 앱은 데스크톱에서 구동되는 소프트웨어와는 다르게 다양한 크기의 모바일 디바이스의 출시와 플랫폼의 빈번한 업그레이드등으로 인해 잦은 변경이 발생한다. 그러나 변경된 모바일 앱의 달라진 사항들에 대한 정보가 자세히 기술되거나 관리되지 않아, 변경 요소들에 대한 추적이 어렵고 이로 인해 결함의 원인을 찾기가 어려워진다. 따라서 모바일 앱이변경됨으로써 바뀌는 요소들에 대한 명확한 분류를 통해 추적성을 유지하기 위한 기법이 필요하다. 본 논문은 실행환경 지원, 소프트웨어 연결, 서비스 제공측면에서 모바일의 변경을 관리하는 접근법을 제시한다. 제시된 변경관리 기법을 적용함으로써, 모바일 앱의 변경 요소들을 명세하고 변경으로 인한 오류 원인을 용이하게 추적 할 수 있다.
Rapid and continuous improvements in mobile computing environments have contributed to theproliferation of mobile applications into mobile markets. However, this rapid and continuousdevelopment means that mobile applications need to be frequently updated to remain compatible withthese modifications, including new mobile devices and platforms; this is one of the differences, whichsets apart mobile applications and software that run on desktop computers. Presently, the changes thatare made in these mobile applications are not described and managed in detail. Consequently, when afaults occur, it is difficult to trace and identify the modified elements that are, perhaps, the source ofthese faults. Therefore, a method to enhance change-traceability through explicit classifications of themodified elements, for every update, is needed. In this paper, we propose a method for effectivechange-tracing for mobile applications with respect to the runtime supporter, software connection, andservice provision. Using this method, the source of the faults that occur after an update or change inthe abovementioned aspects of a mobile computing environment, can be easily traced and identified.
스마트 폰, 태블릿 등의 모바일 기기의 보편화와 모바일 기기 상에서 구동되는 앱의 등록 및 유통을 가능케 하는 마켓의 등장으로 다양한 종류의 모바일 앱이 빠른 속도로 등장하고 있다. 그러나 모바일 앱은 체계적인 기능 평가가 수행되지 않고, 단순히 개발자의 일부 테스팅만 수행되는 경우가 많아 앱 동작시 많은 오류가 발생한다. 따라서 모바일 앱의 품질을 보증하기 위한 기능 테스트 모델이 필요하다. 본 논문은 뷰-전이 모델을 기반으로 모바일 앱의 기능을 테스트하는 접근법을 제시한다. 제시된 모델을 이용하여 모바일 뷰의 실행 측면, 모바일 뷰간의 화면 전환, 모바일 뷰의 이벤트를 발생시키는 입력, 모바일 뷰의 출력 측면을 평가할 수 있다.
Recently, mobile devices such as smart phones and tablet devices have become increasingly common. In addition, a considerable number of marketplaces are registering and distributing mobile applications that run on mobile devices. Therefore, various types of mobile applications have rapidly emerged in mobile environments. However, thus far, there does not perform to conduct systematic functional testing on these applications. Often, only small parts of the applications are tested by the developers. Thus, many errors are encountered when these mobile applications are run. Therefore, we need a functional testing model to guarantee the quality of mobile applications. In this paper, we propose a functional testing approach for mobile applications based on the view transition model. Using this model, we evaluate the running aspects of a mobile view, the changes in scenes among views, inputs that generate certain events of the mobile view, and the output aspects of the mobile view.
두뇌 훈련 애플리케이션의 사용성 평가: Mobile Application Rating Scale (MARS)의 적용
[NRF 연계] 대한신경계작업치료학회 재활치료과학 Vol.14 No.4 2025.11 pp.113-126
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목적: 본 연구는 두뇌 훈련 애플리케이션의 질적 수준을 다차원적으로 분석하고, 이를 통해 기능적 특성, 사용자 경험, 과학적 타당성을 검토하고자 하였다. 연구방법: 2025년 8월 1일부터 5일까지 구글플레이에서 “두뇌”, “두뇌 훈련”, “인지”, “brain”, “brain training”, “cognition”을 검색어로 활용하여 앱을 수집하였다. 무료 또는 제한적 무료 사용이 가능한72개 앱을 선별한 뒤, 건강한 일반인을 대상으로 하는 13개 앱을 최종 분석 대상으로 선정하였다. 두 명의 연구자가 2주간 앱을 사용한 후 Mobile Application Rating Scale (MARS)을 이용해 독립적으로평가하였으며, 불일치 항목은 제3 연구자와 합의를 통해 점수를 확정하였다. 결과: 분석 결과, 기능성(평균 4.1점)과 심미성(평균 4.1점)은 비교적 높은 수준으로 나타났지만 정보성(평균 3.6점)은 보통 수준으로 평가되었다. 주관적 품질과 행동 변화 영향에서는 앱에 따라 편차가 컸으며, 특히 도움 구하기 영역은 낮은 점수를 보였다. 훈련 전략 분석 결과, 난이도 조절, 즉각적 피드백, 맞춤형 추천, 게임화가 공통으로 확인되었으나, 장기간 사용을 유도하는 전략은 제한적이었다. 결론: 두뇌 훈련 앱은 전반적으로 안정적인 기능성과 높은 심미성을 갖추었으나, 정보성 및 행동 변화유도 측면에서는 한계가 확인되었다. 향후 개발에서는 과학적 근거에 기반한 정보 제공, 참여도 강화를위한 설계, 사용자 친화적 설계, 전문가 연계 기능이 강화되어야 한다. 본 연구는 두뇌 훈련 앱의 체계적평가를 통해 인지 건강 증진을 위한 디지털 중재 개발의 기초 자료를 제공하였다.
Objective: This study evaluated the quality of brain training applications using the Mobile Application Rating Scale (MARS), focusing on functionality, user experience, and scientific validity. Methods: Between August 1 and 5, 2025, apps were searched on Google Play with the terms “brain,” “brain training,” and “cognition.” Of the 72 identified apps, 13 targeting healthy individuals were selected. Two researchers used each app for two weeks and independently rated them using MARS; disagreements were resolved by a third reviewer. Results: Functionality (mean = 4.1) and aesthetics (mean = 4.1) were rated highly, while information quality was rated moderately (mean = 3.6). The effect on subjective quality and behavior change varied, with the help-seeking domain scoring particularly low. Common features included adaptive difficulty, feedback, personalization, and gamification; however, Strategies to promote long-term use were limited. Conclusion: Brain training apps demonstrated strong functionality and aesthetics, but were limited in information and behavioral impact. Future developments should prioritize evidence-based content, stronger engagement strategies, user-friendly designs, and integration with professional support. These findings provide a foundation for practical guidance in developing digital interventions to promote cognitive health.
[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.30 No.4 2024.10 pp.298-308
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Purpose: It is essential to investigate the users’ needs in developing user-centered, family-basedapplications (apps) for managing childhood obesity. Methods: This study conductedfocus group interviews with ten parents, ten children, and four app developers toinvestigate the need to develop a family-based mobile app for childhood obesity. The interviewperiod was from July 17 to August 30, 2023. The data were analyzed using thematicanalysis. Results: The results highlighted 31 key themes critical to family-basedapp development, including the need for comprehensive content promoting healthy lifestylehabits, tailored expert support, and motivational factors for app engagement, whichwere categorized as intrinsic, extrinsic, and social motivations and technological features. Participants also highlighted potential challenges, such as app usability issues and theneed for a user-friendly interface. The pivotal role of parents in guiding and supportingtheir children’s health behaviors was emphasized, particularly in creating a supportiveenvironment that encourages sustained engagement with the app. Conclusion: Thesefindings provide a comprehensive understanding of the needs and preferences of parents,children, and app developers in managing childhood obesity. Emphasis on integratinghealthy lifestyle content, providing expert support, and incorporating motivationalstrategies is crucial for the app’s success. Additionally, addressing potential difficultiesand recognizing the pivotal role of parents are essential considerations. These insightswill inform the design and development of a user-centered mobile app that supportsfamilies in managing childhood obesity.
[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.28 No.2 2022.04 pp.112-123
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Purpose: This study aimed to develop and evaluate a mobile application focusing on developmental support care for infants born prematurely. Methods: An application was developed using the analysis, design, development, implementation, and evaluation model. In the analysis phase, previous research was evaluated through big data text-mining and a literature review. In the design phase, the preliminary content of the application was designed, and the content validity and comprehension were verified. A hybrid application was developed and used by eight experts and ten users, who evaluated the layout of the mobile application and their satisfaction with it. Results: The content of the designed application comprised a diary, customized information, developmental play, and community. The mean scores for layout were 3.73±0.47 and 3.43±0.68 out of 4 points among the experts and users, respectively. Users’ mean satisfaction score was 3.70±0.70 out of 5 points. Conclusion: The information provided by the mobile application was evaluated as consistent and systematic. The application was also found to be satisfactory by infants’ parents. The mobile application developed through this study is expected to be effective in supporting the development of children born prematurely.
[NRF 연계] 한국성인간호학회 Korean Journal of Adult Nursing Vol.37 No.3 2025.08 pp.231-244
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Purpose: This study aimed to develop and evaluate the effectiveness of a health management program using a mobile application for middle-aged men experiencing andropause. Methods: A quasi-experimental design with a non-equivalent control group pretest-posttest structure was employed. The study took place from June 27 to August 30, 2024, with participant recruitment occurring from June 27 to July 10, 2024. In total, 61 participants (30 in the experimental group and 31 in the control group) participated from July 15 to August 20, 2024. The experimental group received an application-based health management program, while the control group did not. Results: The experimental group showed significant improvements in subjective quality of life, health-promoting behaviors, and subjective health status compared to the control group (p<.001). Conclusion: This study confirms that mobile applications can effectively manage health during andropause in middle-aged men. Further research with a larger sample size is recommended to validate these findings.
SMSPROTECT: An Automatic Smishing Detection Mobile Application
[NRF 연계] 한국통신학회 ICT Express Vol.9 No.2 2023.04 pp.168-176
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Short Messaging Service (SMS) has grown to become the most widely used feature in mobile devices. The technological advancements that birthed other alternative messaging applications have not been able to phase out the use of the SMS. However, hackers have been exploiting this SMS feature to perpetrate smishing acts. Existing research has focused on how spam SMS could be detected and separated from ham messages but have not really done much at preventing the act of smishing. Therefore, this research presents a mobile application that used a rule-based SMS service to detect and prevent smishing attacks. Specifically, the developed SMS service allows the developed SMS mobile application to intercept incoming SMS to a smartphone. The intercepted messages were then forwarded through an Application Programming Interface (API) to the rule-based machine learning model. The model uses the carefully selected rules to analyze the retrieved message and asserts if it is a spam or ham. The result of the analysis is then forwarded to the mobile application through the API. However, the final decision to retain or discard the spam or ham depends on the user after receiving notification from the user.
[NRF 연계] 한국성인간호학회 Korean Journal of Adult Nursing Vol.34 No.3 2022.06 pp.258-268
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Purpose: This study aimed to develop and examine the effects of a mobile application-based self-management program for Chemotherapy-Induced Peripheral Neuropathy (CIPN) in colorectal cancer patients. Methods: This study used a nonequivalent control group and a pretest-posttest design. Eighty-three patients with colorectal cancer undergoing neurotoxic chemotherapy were included in the study (experimental group, n=41; control group, n=42). The self-management program for CIPN consisted of an eight-week program (for individual training and telephonic coaching). CIPN 20, a CIPN assessment tool, and European Organization for Research and Treatment of Cancer Quality of Life Questionnaire-C30 scale were used to assess CIPN, disturbance of activities of daily living, and quality of life, respectively. The study was conducted from December 7, 2018, to August 20, 2019. For data analysis, descriptive statistics, a test of homogeneity in the pretest, independent t-tests, and repeated-measures analysis of variance were used. Results: In the experimental group, significant improvements were found in CIPN (F=5.88, p=.018) and disturbance of activities of daily living (F=8.26, p=.005) compared to those in the control group. There was no significant difference in the interaction between the groups and time in terms of quality of life. Conclusion: Our results indicate that the mobile application-based self-management program used in this study is effective and could be used as a nursing intervention for cancer patients with CIPN.
[NRF 연계] 한국간호과학회 Asian Nursing Research Vol.12 No.1 2018.03 pp.17-25
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Purpose: Clinical nursing practice is important because it helps nursing students experience realities of clinical nursing that cannot be learned through theoretical education. This study aimed to evaluate the effect of an interactive nursing skills mobile application for nursing students. Methods: Sixty-six senior nursing students were randomly assigned to experimental or control groups. The experimental group used an interactive nursing skills mobile application for 1 week. The control group was provided with a mobile application containing noninteractive nursing video contents for 1 week. Before (pre-test) and 1 week after (post-test) using the mobile application, participants' knowledge of clinical nursing skills, self-efficacy of nursing practice, and nursing skills performance were assessed. Results: The experimental group showed a significantly higher value for knowledge after 1 week of treatment via their mobile application than the control group (t ¼ 3.34, p ¼ .001). In addition, they showed significantly improved self-efficacy before and after intervention (t ¼ 2.46, p ¼ .017) than the control group. The experimental group's nursing skills performance was also significantly enhanced after intervention (t ¼ 7.05, p < .001), with a significant difference in the degree of improvement (t ¼ 4.47, p < .001). Conclusion: The interactive learner-centered nursing education mobile application with systematic contents was an effective method for students to experience practical nursing skills. Developing and applying a mobile application with other nursing contents that can be effectively used across all range of nursing students is recommended.
[NRF 연계] 한국성인간호학회 Korean Journal of Adult Nursing Vol.38 No.1 2026.02 pp.108-123
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Purpose: Stage 3 chronic kidney disease (CKD) is highly prevalent and often progresses to end-stage renal disease without effective self-management. This study examined the effects of an Individual and Family Self-Management Program delivered via a mobile communication application on self-management behaviors and clinical outcomes among patients with stage 3 CKD.Methods: A 12-week quasi-experimental study with a pretest-posttest control group design was conducted among 50 patients with stage 3 CKD at a tertiary hospital in Thailand, between January and May 2024. The intervention group received a self-management program grounded in Individual and Family Self-Management Theory and delivered via the LINE chatbot. The program included educational content, self-regulation strategies, and structured family support, while the control group received usual care. Outcomes included self-management behaviors, estimated glomerular filtration rate (eGFR), systolic blood pressure (SBP), diastolic blood pressure (DBP), and hemoglobin A1c (HbA1c). Analysis of covariance was used to adjust for baseline differences.Results: After adjustment for baseline values, the intervention group showed significantly greater improvements in self-management behaviors (F=7.92, <i>p</i><.05) and eGFR (F=52.92, <i>p</i><.001) compared with the control group. Significant reductions were also observed in SBP (F=26.84, <i>p</i><.001), DBP (F=12.61, <i>p</i><.05), and HbA1c levels (F=7.74, <i>p</i><.05).Conclusion: A mobile-based Individual and Family Self-Management Program effectively improved self-management behaviors and key clinical outcomes among patients with stage 3 CKD, supporting the integration of family engagement and digital technology in chronic disease care.
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