• Title/Summary/Keyword: 메타인지 학습평가

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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Exploring the Inherent Trait of Music Giftedness of the Disadvantaged Gifted in Music (국내 사회통합범주 음악영재의 내재적 특성 탐색)

  • Kim, Sunghye
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1073-1097
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    • 2014
  • The working concept of the disadvantaged gifted is meant by those who hardly can have a chance to develop one's own gifts because of the environmental conditions and factors. The main purpose of this study is to explore the inherent trait of the music giftedness, which is composed of musical ability, creativity, and task commitment. Grounded upon the phenomenal research, this study purposefully samples ten disadvantaged students who participated in the arts gifted camp hosted by Korean National Research Institute for the Gifted in Arts. Thus, it explores the inherent traits of the disadvantaged gifted by coding, segmenting, and analyzing the interview with ten disadvantaged, and the evaluation reports of the expert group. The inherent trait of music giftedness of the disadvantaged gifted is shown as this: the inherent trait of the disadvantaged gifted in music is closely interrelated with one's own concept of giftedness. Whereas they show the high motivation and task commitment, they are hardly observed to have the creativity in their musical activities and learning. Finally, this study give a proposition for the strategy to stimulate and improve the inherent trait of the disadvantaged gifted in music: the importance of parents education and parent screening, meta-cognitive skills, the leaning-based creativity education, and the significant role of intrapersonal catalyst.

Comparison of Verbal Interaction Patterns in Small-Group Discussion by Learning Strategies (학습 전략에 따른 소집단 토론에서의 언어적 상호작용 양상 비교)

  • Kang, Suk-Jin;Han, Su-Jin;Jeong, Yeong-Seon;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.21 no.2
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    • pp.279-288
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    • 2001
  • In this study, interaction patterns in peer small-group discussions with cognitive conflict strategy (CCS) and those with social consensus strategy (SCS) were compared. Verbal interactions of four small groups (16 students) in learning science concepts were analyzed at the levels of turns, interaction units, and episodes. The frequencies of total turns and knowledge construction turns per discussion for the SCS group were higher than those for the CCS group. Comparing and evaluating hypotheses and discussion worksheets provided were especially effective in increasing metacognitive utterances of the SCS group students. The frequencies of 'most students participating mode', 'elaborative interaction mode', and 'exploratory episode' for the SCS group were higher than those for the CCS group. These suggested that more students in the SCS group participated in small-group discussions and their discussions were more interactive and elaborative. The interactions and episodes of the SCS group were also superior in quality to those of the CCS group.

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Comparison of online video(OTT) content production technology based on artificial intelligence customized recommendation service (인공지능 맞춤 추천서비스 기반 온라인 동영상(OTT) 콘텐츠 제작 기술 비교)

  • CHUN, Sanghun;SHIN, Seoung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.99-105
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    • 2021
  • In addition to the OTT video production service represented by Nexflix and YouTube, a personalized recommendation system for content with artificial intelligence has become common. YouTube's personalized recommendation service system consists of two neural networks, one neural network consisting of a recommendation candidate generation model and the other consisting of a ranking network. Netflix's video recommendation system consists of two data classification systems, divided into content-based filtering and collaborative filtering. As the online platform-led content production is activated by the Corona Pandemic, the field of virtual influencers using artificial intelligence is emerging. Virtual influencers are produced with GAN (Generative Adversarial Networks) artificial intelligence, and are unsupervised learning algorithms in which two opposing systems compete with each other. This study also researched the possibility of developing AI platform based on individual recommendation and virtual influencer (metabus) as a core content of OTT in the future.

A Study On The Current State And Argument Over the Accreditation of Engineering Education In Japan (일본의 기술자교육인정평가의 실제와 문제점에 관한 연구)

  • Shin, Dong-Eun;Choi, Keum-Jin;Im, Seung-Soon
    • Journal of Engineering Education Research
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    • v.14 no.1
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    • pp.20-31
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    • 2011
  • This study was conducted to get the significant implications for the accreditation of engineering education in Korea from the case of Japan. We researched the terminology of 'accreditation', the outline, the current progress, and argument over the accreditation of engineering education in Japan. We suggested the seven implications for ABEEK. First, ABEEK has to use the engineering societies more in assessing the programs. Second, ABEEK should be flexible to meet the original goals. Third, ABEEK can use the observer system to train the examiners. Fourth, ABEEK needs to provide the real benefits to the students and accredited programs to encourage them to finish the accredited course. Fifth, the programs need to organize the committes in the direction that every faculty member can share the assessment results and execute the real course improvement. Sixth, ABEEK should permit the programs to use the curricular courses to check the achievement of program outcomes. And seventh, ABEEK needs to have meta-evaluation to exercise the reasonable authority.

The Development of STEAM Education Material Focused on Elementary Mathematics Using Architectures (건축을 활용한 초등학교 수학 중심의 융합교육 수업자료 개발)

  • Lee, Jeong-Hak;Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.499-512
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    • 2014
  • Architecture is usually seen as a product of art and technology. However, most historical buildings also exemplify various sophisticated principles of mathematics. Outstanding examples of architecture around the world such as Seokguram, Daewoongjun of Bulguksa, Muryangsujeon of Buseoksa, and the Parthenon provide students with a great opportunity to study their underlying mathematical properties and principles. The activity of identifying and investigating such mathematical principles in historical buildings enables students to realize that mathematics is a practical subject, and thus provides justification for the study and importance of mathematics. For the purpose of this study historical architecture was reviewed with this in mind in order to develop STEAM education materials focused on elementary school mathematics. The result of this study is as follows: first of all, appropriate examples of historical architecture were selected on the basis of the 2009 revised curriculum's content and teaching goals. These involved chapters on 'proportion', 'symmetry', 'movement of figures', 'building blocks', and 'triangles'. Secondly, a meta-analysis was performed on the historical buildings that clearly illustrate mathematical principles. Thirdly, STEAM education materials focused on elementary mathematics using architectural examples were developed which made actual application in classrooms possible. And lastly, surveys of professional groups were conducted to verify whether the produced materials were suitable teaching resources.

Collaborative Reading Comprehension of Science Textbook via Students' Knowledge Sharing in an Online Annotation System (온라인 주석시스템에서 학생들의 지식공유를 통한 과학교과서의 협력적 독해 양상 분석)

  • Lee, Jiwon
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.667-680
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    • 2018
  • The purpose of this study is to investigate 1) the types of knowledge students ask for in their reading comprehension of science textbooks using an online annotation system, 2) the accuracy of the knowledge provided by the students to their peers, 3) the frequency of knowledge sharing behaviors, 4) the evaluation of the effect of collaborative reading, and 5) the trust among peers as knowledge sharers. Questions made by 241 students in the second grade of middle school using an online annotation system in two chapters of the science textbook were analyzed using Bloom's revised taxonomy and their answers were grouped according to five accuracy categories. Also, questionnaires for the evaluation of the effectiveness of collaborative reading comprehension and of trust among the students were used. The students asked their peers 'understanding questions' which comprised almost 80% of the total questions they made and were similar with individual metacognitive strategies for reading comprehension. Of the total threads, 71% has scientifically correct threads shared by the students. The frequency of the knowledge sharing behaviors was high but this was affected by the rewards (point system). Students evaluated that collaborative reading comprehension conducted through an online annotation system were helpful in their learning. In addition, the ratio of students trusting their peers who did the knowledge sharing is over 80%. This study shows that when students use an online annotation system, they can fill one another's cognitive gaps in the reading process by sharing knowledge. Also, collaborative reading using an online annotation system has proved that cognitive individualization is possible through sharing knowledge interactively and dynamically, unlike reading hard copies of textbooks which are a one way information transfer.

Application of Resampling Method based on Statistical Hypothesis Test for Improving the Performance of Particle Swarm Optimization in a Noisy Environment (노이즈 환경에서 입자 군집 최적화 알고리즘의 성능 향상을 위한 통계적 가설 검정 기반 리샘플링 기법의 적용)

  • Choi, Seon Han
    • Journal of the Korea Society for Simulation
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    • v.28 no.4
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    • pp.21-32
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    • 2019
  • Inspired by the social behavior models of a bird flock or fish school, particle swarm optimization (PSO) is a popular metaheuristic optimization algorithm and has been widely used from solving a complex optimization problem to learning a artificial neural network. However, PSO is difficult to apply to many real-life optimization problems involving stochastic noise, since it is originated in a deterministic environment. To resolve this problem, this paper incorporates a resampling method called the uncertainty evaluation (UE) method into PSO. The UE method allows the particles to converge on the accurate optimal solution quickly in a noisy environment by selecting the particles' global best position correctly, one of the significant factors in the performance of PSO. The results of comparative experiments on several benchmark problems demonstrated the improved performance of the propose algorithm compared to the existing studies. In addition, the results of the case study emphasize the necessity of this work. The proposed algorithm is expected to be effectively applied to optimize complex systems through digital twins in the fourth industrial revolution.

An optimal feature selection algorithm for the network intrusion detection system (네트워크 침입 탐지를 위한 최적 특징 선택 알고리즘)

  • Jung, Seung-Hyun;Moon, Jun-Geol;Kang, Seung-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.342-345
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    • 2014
  • Network intrusion detection system based on machine learning methods is quite dependent on the selected features in terms of accuracy and efficiency. Nevertheless, choosing the optimal combination of features from generally used features to detect network intrusion requires extensive computing resources. For instance, the number of possible feature combinations from given n features is $2^n-1$. In this paper, to tackle this problem we propose a optimal feature selection algorithm. Proposed algorithm is based on the local search algorithm, one of representative meta-heuristic algorithm for solving optimization problem. In addition, the accuracy of clusters which obtained using selected feature components and k-means clustering algorithm is adopted to evaluate a feature assembly. In order to estimate the performance of our proposed algorithm, comparing with a method where all features are used on NSL-KDD data set and multi-layer perceptron.

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A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.