Joohae Kim

The Cyber University of Korea

About

Joohae Kim is a professor at The Cyber University of Korea. Her research interests include e-Learning, language testing, and AI-assisted language learning.

Sessions

Adult learners Combining ER and distant reading using literary texts with computer coding more

Tue, Aug 8, 16:00-16:35 Asia/Makassar

With the development of Gutenberg's printing technology, the number of publications increased in large numbers, and the purpose of reading and the way of reading diversified. Then, with the advent and development of digital technology such as computers, not only paper books but also digital books have increased. In the meantime, the way of reading has become more diverse. Among several reading methods, extensive reading (ER) is still a useful method, but in some cases, it needs to be used properly with other reading methods in the era of big data. Among other types of reading, there is distant reading (DR). DR is a term coined by Franco Moretti, an Italian literary scholar, to describe a methodology of literary analysis that involves the quantitative analysis of large amounts of literary texts. In this presentation, we would like to introduce a teaching method that can properly combine ER and DR for literary texts. For DR, beginner-level computer coding activities are covered in this presentation. The programming language for DR is R. R is well-liked and widely used among professionals who work with data, particularly those who specialize in data science. In this presentation, we also introduce a checklist and materials for the ER-DR classes.

Youngwoo KIM Hyunkee Ahn Yongkook Won Kwanghyun Park CHOI Junghye Fran Joohae Kim

Younger learners The Design of an ER program applying gamification for Korean young learners more

Wed, Aug 9, 16:15-16:50 Asia/Makassar

This study explores the design of a gamified extensive reading (ER) program to improve English reading accuracy and fluency in elementary learners within an English as a foreign language (EFL) context. Recognizing that traditional ER programs may not cater to the short attention spans of primary students, the researchers propose using gamification, a technique that integrates game elements into non-game contexts (Deterding et al., 2011), to create engaging and meaningful language learning experiences. The gamified ER program includes game mechanics such as challenges, levels, points, leaderboards, and missions to emphasize intrinsic motivation. The study demonstrates the program's effectiveness through student surveys and teacher observation journals, highlighting increased student immersion, reading accuracy, and fluency. The gamified ER design can be adapted for various age groups and reading levels and can be used in close reading classes. The researchers will also provide a checklist and resources for implementing the program.

CHOI Junghye Fran Joohae Kim Hyunkee Ahn