KR20160149873A - Method for studing english sentence and recording medea thereof - Google Patents
Method for studing english sentence and recording medea thereof Download PDFInfo
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- KR20160149873A KR20160149873A KR1020150087647A KR20150087647A KR20160149873A KR 20160149873 A KR20160149873 A KR 20160149873A KR 1020150087647 A KR1020150087647 A KR 1020150087647A KR 20150087647 A KR20150087647 A KR 20150087647A KR 20160149873 A KR20160149873 A KR 20160149873A
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- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
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Abstract
Description
The present invention relates to an English learning method using a game, and more particularly, to an English sentence learning method capable of naturally learning the syntax information of an English sentence through a game and a recording medium on which such a method is recorded.
Most of them are separated by '/' according to the book or phrase information that contains the existing syntax information. There are some books that have written syntax information below, but it is necessary to use it together with lectures separately because it is teaching materials for lecture. It is too difficult to learn by oneself. A book containing syntax information also contains a description of the grammar, which is tedious to learn because it lists several memorization elements.
[Prior Art Literature]
Patent Document 10-2013-0069059 (published on June 26, 2013)
A first step of distinguishing sentence components of English sentences; A second step of assigning colors of the classified sentence components, matching each of the separated sentence components with a designated color, and storing the matched components; A third step of providing an English sentence formula as a standard input guide for inputting English sentences by a user based on the designated color; And when the user inputs at least one word in accordance with the English sentence formula, the input word is determined to be one of the divided sentence components, and converted into a color designated by the determined sentence component, A fourth step of providing; And a control unit.
[Patent Document 1] Japanese Patent Application Laid-Open No. 10-2011-0088028 (published on Mar. 23, 2011)
- In an English grammar check sheet with one or more English sentence writing parts, English grammar check sheets are provided at one side of the English sentence writing part to indicate grammar check items for English sentences written in the English sentence writing part A grammatical marking check section for marking a subject grammar check item indicating that a subject is included in a corresponding English sentence written in the English sentence writing section; And a verb check notation column for displaying a verb grammar check item indicating that the verb is included in the corresponding English sentence written in the English sentence description part.
The present invention has been devised to solve the above problems, and it is an object of the present invention to provide an arcade-type game system in which a user can acquire a foreign language as a semantic unit and improve the reading ability by naturally acquiring the attributes of each semantic unit through a game And to provide a syntactic structure learning game.
Another object of the present invention is to provide a recording medium on which the above method is recorded.
According to an embodiment of the present invention,
A step of preparing information consisting of a combination of phrase information corresponding to an English sentence and a corresponding English sentence, that is, a combination of a plurality of phrases;
When a user selects an English sentence, the process of reading the grammar information corresponding to the English sentence and analyzing the gesture suitable for the syntactic unit;
A sentence exposure process for exposing word strings constituting the sentence to the user;
A gesture input process for inputting a gesture of a user designating a word bundle and a type of a phrase for the word string;
Comparing the word bundle and the syntax type specified by the inputted gesture with the syntax information and determining whether the word bundle and the syntax type match or not; And
And calculating a score of a word bundle and a type of a phrase designated by the input gesture according to the degree of matching with the phrase information.
Here, the sentence exposure process sequentially exposes word sequences constituting the sentence.
Also, in the sentence exposure process, each word constituting the sentence is surrounded and exposed in a box, the character is moved between the box and the box, and the gesture input is allowed while the character stays in the box.
Here, in the gesture input process, the gesture input may include a section for prompting the gesture input, and may allow the gesture input only while the character is within the section.
Here, the boxes may have different colors depending on the type of syntax.
In addition, the boxes are moved with different heights depending on the type of syntax.
Here, if the clause is a clause pulled by the conjunction, the words in the clause are successively moved without leaving a gap therebetween.
In addition, the present invention provides a conjunction button indicating whether or not a clause is disassembled while a clause is moved, and when a conjunction button is pressed, an interval between words constituting the clause is moved and moved.
Here, it is preferable to determine whether the gesture is matched each time a gesture is input, to present an obstacle that hinders the movement of the character at the time of inconsistency, and to provide hint information.
Here, the length of the gesture input enabling section is variable according to the number of times the English sentence is selected.
The English sentence learning method of the present invention has the effect of improving the reading ability by not only familiarizing the user with reading in terms of semantics, but also by studying substitution of each semantic unit with syntax information and evaluating it by oneself.
In addition, the English sentence learning method according to the present invention allows the user to learn repeated grammatical situations in one level. However, if the user learns a plurality of levels together, he / So that it is possible to acquire it naturally.
In addition, in the English sentence learning method according to the present invention, if a mission is successfully entered by inputting syntax information well, an explanation of the grammar can be provided in a gift form to a mailbox in a game, thereby allowing the user to enjoy the game naturally, It is possible to better understand the attributes and meanings of the words.
In addition, the English sentence learning method according to the present invention allows the user to apply the learned method in the game even when reading the other fingerprints if he / she is accustomed to the syntax information classification method provided by the game, As shown in FIG.
In addition, the English sentence learning method according to the present invention is a method for learning English sentences by allowing a user to show a user the trend of study progress and how well the study is being performed when the user accesses the game for the purpose of enjoying the game, And has an effect of enabling management.
1 shows a configuration of an apparatus for performing an English sentence learning method according to the present invention.
Fig. 2 shows an example of a joystick used as an input unit in the present invention.
FIG. 3 illustrates a screen configuration for implementing the English sentence learning method according to the present invention.
4 is a flowchart illustrating an English sentence learning method performed by the control unit shown in FIG.
5 and 6 are flowcharts showing operations in a game mode in the English sentence learning method according to the present invention.
Figures 7 and 8 show examples in which spherical information is shown.
9 is a flowchart showing the operation in the study mode in the English sentence learning method according to the present invention.
10 and 11 show game screens for the coloring mode.
12 shows a game screen for a quiz.
FIG. 13 shows a state in which the sentence flows to the left in the rearrangement mode.
14 shows a game screen in the gesture mode.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Hereinafter, the present invention will be described in detail with reference to the accompanying drawings.
In the present invention, a gesture refers to a joystick control pattern for moving a game avatar. A gesture is made when a touch signal is given to a user. When starting the game, the avatar must be in the box, and except for the first gesture, the gesture must be taken from the moment the avatar fires to the next block until it hits the box
The English sentence learning method of the present invention can be implemented by an information processing apparatus, for example, a personal computer. In its most basic configuration, a computing device generally includes at least one processing unit and memory. Depending on the exact configuration and type of computing device, the memory may be volatile (such as RAM), non-volatile (such as ROM, flash memory, etc.), or any combination of the two.
The computing device may also have additional features / functionality. For example, a computing device may also include additional storage devices (removable and / or non-removable) including (but not limited to) magnetic or optical disks or tapes. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data.
A computing device includes one or more communication connections through which computing devices communicate with each other and / or with one or more other computing devices over a network. Communication
The connection (s) are examples of communication media. Communication media typically embodies computer readable instructions, data structures, program modules or other data in a modulated data signal, such as a carrier wave or other transport mechanism, Media.
The computing device may also have input device (s) such as a keyboard, mouse, pen, voice input device, touch input device, and the like. Output devices (s) such as displays, speakers, printers, and the like. These devices are well known in the art and need not be discussed here long.
It will be appreciated that each block and combinations of blocks in the process flow diagrams may be performed by computer program instructions.
As these computer program instructions may be loaded into a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus, it is contemplated that the instructions, performed by a processor of a computer or other programmable data processing apparatus, Thereby creating means for performing functions.
These computer program instructions may be stored in a computer usable or computer readable memory capable of directing a computer or other programmable data processing apparatus to implement a function in a particular manner so that the computer usable or computer readable It is also possible for instructions stored in the memory to produce manufacturing items expressing instruction means for performing the functions described in the flowchart block (s).
Computer program instructions may also be stored on a computer or other programmable data processing equipment so that a series of operating steps may be performed on a computer or other programmable data processing equipment to create a computer- It is also possible for the instructions to perform the processing equipment to provide steps for executing the functions described in the flowchart block (s).
In addition, each block may represent a module, segment, or portion of code that includes one or more executable instructions for executing the specified logical function (s). It should also be noted that in some alternative implementations, the functions mentioned in the blocks may occur out of order. For example, two blocks shown in succession may actually be executed substantially concurrently, or the blocks may sometimes be performed in reverse order according to the corresponding function.
1 shows a configuration of an apparatus for performing an English sentence learning method according to the present invention.
1, an English
The
The
The sentence data set is stored for each level, and a plurality of sentence data sets are provided for each level.
The set of sentence data of each level is selected by the user's selection or according to a predetermined selection criterion.
The
Fig. 2 shows an example of a joystick used as an input unit in the present invention.
The joystick 200 shown in FIG. 2 includes a
FIG. 3 illustrates a screen configuration for implementing the English sentence learning method according to the present invention.
Referring to FIG. 3, the
As shown in FIG. 3, the word boxes 402 have different heights and colors. The height and color of the word box 402 are determined according to the type of sphere. In the example shown in FIG. 3, a
4 is a flowchart illustrating an English sentence learning method performed by the control unit shown in FIG.
First, a sentence data set having an English sentence, syntax information obtained by parsing the English characters, and a gesture corresponding to each of the sentence components included in the syntax information is prepared. (S402) (104). The sentence data set has English sentences, syntax information, and gesture information. The syntax information has the sorts of phrases and words belonging to the phrases. The gestures are different according to district. For example, different gestures are assigned to subject, bore, object, and bore. A gesture represents a pattern that moves the keys of a joystick. A sentence data set can have a color other than a gesture.
When the English sentence is selected, the word strings constituting the English sentence are sequentially moved in one direction on the screen (S404, a sentence exposure process in the summary of the present invention)
The words move in the word box 402, and the
The
The moving direction of the
The gesture input from the user while the
And inputs the gesture through the
It is determined whether the received gesture and the gesture specified for the word coincide with each other for the words constituting the English sentence (S410)
The score is determined by referring to the gesture coincidence determination result for all the words constituting the sentence (S412)
Addition scores can be given when the determination results are continuously matched.
The English sentence learning method of the present invention is performed in a game mode and a study mode. The study mode consists of the coloring mode, relocation mode and gesture mode.
The game mode is a mode in which a character moves between words while moving a word string constituting an English sentence on the screen, and a study mode is a mode in which only text is displayed.
5 and 6 are flowcharts showing operations in a game mode in the English sentence learning method according to the present invention.
The game mode is a mode in which a character moves between words while moving a word string constituting an English sentence on the screen, and is performed as follows.
000. Start (S500)
001. Press the game start button (S502)
002. The game is executed. (S504)
003. The user selects his or her level. (basic, intermediate, advanced) (S506)
Table 1 illustrates the user selectable levels.
004. The user selects a stage to study. (S508)
(Basic structure, to infinitive, connective .. etc)
0056] The user reads a sentence bundle in the selected stage (S510)
In each stage, in order to learn the grammar, the level of the same gesture is easily repeated.
The game entered the phrase information for a certain amount of sentence bundles by level in each stage. However, the computer extracts a certain number of sentences from this set of sentences and exposes them to the user.
0069] The sentence of the sentence bundle is divided into words (S512)
A sentence bundle refers to several sentences classified by a maker in terms of a subject, a verb phrase, a target phrase, an adverb, and the like. When the phrase is long, the computer must divide the phrase into phrases by word.
Table 2 shows examples of sentences classified into nine units.
The game comes with ' after', followed by 'to play games'. 'I' or 'is a word but you can do a gesture of one beat, but since' to play games' is three words, you have to induce a gesture for three beats considering the time shown on the game screen.
This allows the user to learn that a phrase itself can act as a given, object, bore, or adverb and distinguish it.
Table 3 shows examples of sentences having main clauses.
Comes' in the game, followed by 'is,' followed by 'welcome'. 'is' I' is a word, so you can do a gesture of one beat. Sentences with clauses induce gesture behavior in a slightly different way.
'Whoever comes' is a sentence, so two yellow boxes are attached to the subject. However, when the user reaches the touch line and the user comes to a timing to perform a gesture, the user is presented with a connect button. (
)The user has to press this button, and Whoever will hit comes by sideways. At this time, since Whoever plays the role of 'Whoever comes', the user has to do the subject gesture, and comes to play the verb, so the verb gesture must be done.
In this way, the user learns that a clause itself can play a role of subject, object, bore, and adverb, and can recognize and distinguish between given, verb, object, bore, and adverb.
Based on the syntax information, a gesture to be input for each word is analyzed (S514)
Each distinct phrase has its syntactic information, such as subject, verb, object, adverb, and so on. When a phrase is a single word, more than one word is separated and programmed into each gesture.
Table 4 shows examples of gestures set for subject, verb, and object.
The game comes with ' after', followed by 'to play games'. 'I' or 'is a word but you can do a gesture of one beat, but since' to play games' is three words, you have to induce a gesture for three beats considering the time shown on the game screen.
Through this, the user can know that a phrase itself consists of several words, and that the words collectively act as a sentence component.
008. Read the analyzed sentence. (S516)
Each level basically has a certain amount of sentence bundles. (For example, 100), and they are classified according to the number of users (for example, five) to be displayed.
LEVEL1 shows an example of a sentence bundle belonging to a conjunction.
The computer randomly extracts one in the order of and-or-but-so-then within a level and exposes five sentences to the user. When
009. It is determined whether there remains a word for which a gesture is not inputted in the sentence (S518)
If the user inputs a gesture for one sentence, the sentence is deleted (S522)
If you do not enter a gesture, you can not proceed.
010. It prints sequentially from the first word phrase in the sentence to the screen. (S520)
The user sees that the words are separated by word, but the spacing is a distinction. The word phrase of a sentence is not displayed to the user at a time from the beginning, but is sequentially moved from the right end to the left end.
The syntax information shown in the example 1) of Table 6 is displayed on the game screen in the form of FIG.
In Fig. 7, the shade means a moment when a gesture is to be performed
As shown in Fig. 7, all of the subject roles, all of the verb roles, all of the bore roles, all of the object roles, and all the adverbial roles are displayed in color to the user .
On the other hand, as shown in Fig. 7, all of the subject roles, everything that acts as a verb is the third line, everything that acts as a bore, everything that serves as object is the fourth line, It is located on line 5.
On the other hand, the syntax information shown in the example 2) of Table 7 appears on the game screen in the form of FIG.
In FIG. 8, when the connect button is pressed, the subject, verb, and object in the sentence drawn by the connective are rearranged again according to their positions.
To get past the relocated box, you can do the gesture in the same way as in Example 1).
012. The output word stops when it reaches the position that the user should touch. (S524)
013. Give the arrow to the user according to the syntax information. (S526)
From the first sentence of each level, the practice game is played until the user correctly distinguishes the third sentence correctly by the gesture. At this time, the user reacts to the arrow while thinking about the sentence composition of the corresponding phrase.
As the tutor tells me to look at it, it tells me to put it up because the game is given.
014. It is judged whether or not the user inputs a gesture. (S528)
If it is a gesture that does not match the output word, the process returns to step S516 to end the stage and read the sentence.
If it is determined in step S532 that three sentences have not been matched in succession, the flow returns to step S516 to read the sentence.
017. If you hit three sentences in a row, you end the tutorial, the practice game, and proceed to the game
0188] It is determined whether a sentence remains in the sentence bundle excluding the tutorial (S536)
In the tutorial, that is, the practice game, sentences in each level are sequentially exported, so the sentences in the sentence bundle may be exhausted. Then, the sentence bundle at each level is sequentially sent out again from the beginning.
Start the game: You have to touch at the starting point to get in the box
If you are wrong with the gesture: The monster pops out and attacks. Then a correct gesture appears.
If you enter it as the gesture, you can go to the next block
However, if you do not input or if you enter wrongly then the game ends.
If you do a good gesture: Attack the monster and move on to the next block
From the moment the game avatar fires, you have to gesture until you reach the box.
0188] It is checked whether the user inputs the gesture (S538)
In this game, the user has to input the gesture without the hint by dividing the sentence composition by itself.
020. It is determined whether the gesture corresponds to the output word (S540)
If the gesture matches the output word, the score is obtained.
021. The correct answer gesture is derived by moving the sentence after a certain time according to the number of the sentence in the sentence bundle (S542)
If you do not have a gesture, the time required to hit the next gesture depends on the number of sentences in each level in the stage.
If you are attacked with a missed one to three sentences except a tutorial sentence within a level, you must immediately enter another gesture. If you do not enter within 5 seconds, the monster will pop out and attack. The user must enter another gesture immediately within 3 seconds after the fourth to seventh sentence is missed once and then attacked. (Up to seven sentences in one level)
022. After the score acquisition, the output word disappears (S544)
The game must be completed by entering an arrow. If you enter an arrow in time, you earn points.
The coin appears on the box only for a fixed time, and disappears after a set period of time. To obtain a coin, you must enter the correct gesture during the time the coin appears.
023. If you enter the wrong arrow, it becomes a deduction. (S546)
If you enter a different gesture, the monster pops out of the box and attacks. If you attack, your score will be worn out.
024. It is determined whether all the words in one sentence are continuously hit (S548)
025. Gestures for a word in a sentence are given in succession, and a score is added. (S550)
026. Display one picture and two non-related pictures related to the sentence (S552)
E.g
If the sentence is like to play games ,
It shows a picture of a game, a picture of a resting at the beach, a picture of eating.
027. Wait until the user makes a selection. (S556)
028. If the user's choice matches the correct answer, obtain one card. (S558, S560)
031. When a sentence gesture in a level is hit continuously, and a sentence ends, a super coin is given if the alien is well defeated. (S562, S564)
Every time you eat each super coin, 'Le', 'Mi', 'Pa', and So will appear. For example, if two sentences are perfect, you get the regee, and if the next sentence is not perfected, you return to the road.
032. Give compensation. (S566)
If you collect 5 super coins, you will receive a supplementary explanatory note for the sentence 4 and a card together. When you collect the cards, you can receive a sorted note about the roles and descriptions of each of the cards.
If the number of cards held matches or exceeds the mission, 34. item compensation is given (S566, S568)
035. If there is no remaining sentence bundle in one stage, the process returns to S516 if it is determined that there is no remaining sentence bundle.
036. End the game.
9 is a flowchart showing the operation in the study mode in the English sentence learning method according to the present invention.
The study mode is a test only mode.
101. Start (S900)
102. When the game start in the study mode is pressed (S902)
103. The game is executed (S904)
104. The user selects his or her level (basic, intermediate, advanced) (S906)
105. The user must select a game mode to be studied, and the game mode includes a coloring mode, a rearrangement mode, and a gesture mode (S908). [
106. The user selects the article to read,
107. The computer reads it. (S914)
For example, the user selects categories such as Art, Technology, and Science.
108. If the mode is the coloring mode (S916)
109. The computer analyzes the color that should be input to each distinction based on the syntax information inputted in advance. (S918)
110. It is determined whether the user has input a color (S920)
One paragraph is shown on the screen for the user, not the sentence unit. The part where the user has to input the color is shaded and blinks. The user clicks the color corresponding to each sphere in the pallet at the bottom of the screen.
111. If the color matches the output word, the score is obtained (S922)
112. Otherwise, the computer shows the correct answer color. (S924)
113. The discrimination is induced for the following phrases (S926)
The score is acquired and shaded in the next phrase. The user enters a color corresponding to the sentence component of the phrase being shaded.
114. It is judged whether or not the last word of the article to be read has been completed (S928)
At the end of the first two sentences, you can see that the first circle is blinking orange.
The computer has entered a phrase that is the basis for the addition and subtraction of the correct answer button.
The user can see that the first circle is blinking orange when the first two sentences are finished, and the button at the bottom right is determined by determining whether the relationship between the first sentence and the second sentence read is plus or minus. That is, when the first two sentences are over, the first circle is blinking, and the plus and minus buttons flash at the bottom of the game. The user clicks the plus or minus button if the connection with the previous sentence is consecutive.
Consistency means that the preceding sentence is paraphrased as it is, or when a consonant conjunction is used. (and, in the result, in conclusion, also, in addition, in other words)
Conversely, implying that the preceding sentence and flow are opposite, making another claim, or reversed conjunction. (although, but, in spite of, in contrast, on the other hand, but ..)
Example 3) shows an example of sequential.
Example 3)
He often does so in symbolic ways that
are hard for even him to understand, as he is reacting to inner
processes whose origin may be buried deep in his
unconscious. This may result in a little sense to play
us at the moment, since we do not know the purpose
serves.
> When the above two sentences are over, the user must press the plus button at the bottom of the bottom line.
Example 4) shows an example of reversal.
Example 4)
The most normal and competent child encounters what
seem like insurmountable problems in living. But by playing them out, he might be able to cope with them in
step-by-step process.
> When the above two sentences are over, the user must press the subtract button shown at the bottom of the bottom line.
115. When the first two sentences are finished, the add and subtract buttons are displayed on the ARI (S930).
Press the button well to get the score
116. Each sentence is divided into addition and subtraction, and the information indicating the basis is read (S92).
If the wrong button is pressed, the corresponding button is blinked. Shade the grounds of the answer.
Example 4) If you press the plus button but you press the minus button, the plus button blinks on the bottom right corner, and the part of the answer is shaded
He often does so in symbolic ways that
are hard for even him to understand, as he is reacting to inner
processes whose origin may be buried deep in his
unconscious. This may result in a little sense to play
us at the moment, since we do not know the purpose
serves.
117. When the previous sentence is connected with the content, the subtraction button is output.
When the connection button between the sentences is continuously hit, the additional score is obtained.
This implies a relationship with the preceding sentence.
118. It is determined whether the input of the button is correct (S936)
119. Show shaded sphere as a basis after score acquisition (S938)
120. Show shaded phrases after grounding (S940)
If the answer is wrong, the answer and the corresponding part are shaded.
121. It is judged whether or not the connection button between the bulges is continuously received (S942)
122. When the connection buttons between the sentences are continuously aligned, the addition score is obtained (S944)
123. There are three quizzes. (S9546)
124. Judge whether the answer of the quiz is met (S948)
If you answer the quiz, you will earn your score.
125. If the answer to the quiz is incorrect, the correct answer and explanation will appear. (S950)
126. It is judged whether all answers of the quiz are met (S952)
127. If all the answers to the quiz are met, a point of addition is obtained (S954).
145. End game (S990)
10 and 11 show game screens for the coloring mode.
Since the user is given the most normal and competent child flashing, he clicks yellow and the shade turns yellow.
When the first two sentences are completed, the user can see that the plus and minus buttons in the first circle and the lower circle are blinking orange, and the relationship between the first sentence and the second sentence read first is added or subtracted, Press the button on the.
12 shows a game screen for a quiz.
128. If the mode is the rearrangement mode (S956)
129. The sentence bundles are sequentially read (S958)
130. Divide the sentence into nine units (S960)
131. Based on the syntax information entered in advance, analyze the location to be input for each distinction. (S962)
If the sentence is "I like to play games.",
I:
like: 2nd line
to play games: Line 3
.
132. Read the analyzed sentence (S964)
133. A random sentence is selected from the 1st to 5th lines and outputted from right to left (S966)
134. It is determined whether the sentence disappears to the end of the left screen (S968)
The game ends when no action is taken until the user disappears to the left of the sentence.
135. It is determined whether the user has rearranged the word phrase (S970)
The user must drag and drop each box to their respective location.
FIG. 13 shows a state in which the sentence flows to the left in the rearrangement mode.
136. It is determined whether or not the rearranged sphere is aligned with the position of the sphere output (S972)
137. If the relocated word phrase is a position that matches the syntax information, the score is acquired or otherwise it is deducted (S974)
138. If the rearranged word phrase is not the correct position for the phrase information, move the phrase to the position corresponding to the position of the output phrase (S976)
139-140. If you match the positions of all the phrases in a sentence, you earn extra points (S978, S980).
141. Show the following sentence. (S982)
142-143. If you place a combo in succession for several sentences, you get a bonus score. (S984, S986)
144. It is judged whether a sentence bundle remains (S988).
14 shows a game screen in the gesture mode.
The user is given a shaded area, so you must gesture up. 'That' is a subject, so it is shaded in a yellow box (with color hints) and is visible to the user. Depending on the level, a long phrase can be used to give a gesture at a time when it is used as a subject, or you can split each element and analyze the elements in the main phrase.
100 ... English sentence learning device
102 ...
106 ...
110 ...
114 ... Audio output unit
Claims (11)
When a user selects an English sentence, the process of reading the grammar information corresponding to the English sentence and analyzing the gesture suitable for the syntactic unit;
A sentence exposure process for exposing word strings constituting the sentence to the user;
A gesture input process for inputting a gesture of a user designating a word bundle and a type of a phrase for the word string;
Comparing the word bundle and the syntax type specified by the inputted gesture with the syntax information and determining whether the word bundle and the syntax type match or not; And
And calculating a score of the word bundle and the type of the phrase designated by the inputted gesture according to the degree of matching with the phrase information.
A step of preparing information consisting of a combination of phrase information corresponding to an English sentence and a corresponding English sentence, that is, a combination of a plurality of phrases;
When a user selects an English sentence, the process of reading the grammar information corresponding to the English sentence and analyzing the gesture suitable for the syntactic unit;
A sentence exposure process for exposing word strings constituting the sentence to the user;
A gesture input process for inputting a gesture of a user designating a word bundle and a type of a phrase for the word string;
Comparing the word bundle and the syntax type specified by the inputted gesture with the syntax information and determining whether the word bundle and the syntax type match or not; And
And calculating a score based on the degree of matching of the word bundle and the type of the phrase specified by the inputted gesture with the syntax information.
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KR1020150087647A KR20160149873A (en) | 2015-06-19 | 2015-06-19 | Method for studing english sentence and recording medea thereof |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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KR20230105048A (en) | 2022-01-03 | 2023-07-11 | 왕기문 | GUI Providing Apparatus and Mehtod for English learning contents |
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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KR20230105048A (en) | 2022-01-03 | 2023-07-11 | 왕기문 | GUI Providing Apparatus and Mehtod for English learning contents |
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