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Mobile Computer-Assisted Language Learning Courseware for Korean Language Learners

  • Su-Jin Cho
  • Junhyung Kim
  • Seongsoo Lee
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3307)

Abstract

This paper presents M-CALL, a mobile computer-assisted language learning courseware for Korean language learners. Since conventional computer-assisted language learning is often boring, it exploits a cyber pet game to increase the learner’s interest. M-CALL runs on a personal digital assistant with public wireless LAN for mobile learning. It grows a cyber pet by solving problems of Korean language learning. Korean Proficiency Test (KPT), a nationally certified Korean language test, was used as problem sets. It consists of cyber pet game, mobile learning courseware, mobile learning system, and mobile tutoring. It provides various functions for Korean language learning. Currently, the prototype M-CALL was designed and partly implemented between mobile PDA and personal computer.

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References

  1. 1.
    Hubbard, A.: Evaluating Computer Games for Language Learning. Simulation and Gaming 22, 220–223 (1991)CrossRefGoogle Scholar
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    Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., Lopez, X., Lopez, V., Rodriguez, P., Salinas, M.: Beyond Nintendo: Design and Assessment of Educational Video Games for First and Second Grade Students. Computers and Education 40, 71–94 (2003)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2004

Authors and Affiliations

  • Su-Jin Cho
    • 1
  • Junhyung Kim
    • 2
  • Seongsoo Lee
    • 2
  1. 1.Department of Korean Language EducationSeoul National UniversityKorea
  2. 2.School of Electronics EngineeringSoongsil UniversityKorea

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