• Title/Summary/Keyword: 반복학습법

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The Impact of Educational Comic Book Reading Behavior and Reading Levels on the Students' Learning Competencies: For Higher Grades Students in Elementary Schools (독서수준과 학습만화 이용행태가 학습능력에 미치는 영향 - 초등학교 고학년 학생을 중심으로 -)

  • Lee, Eunjung;Kim, Giyeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • 제26권1호
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    • pp.233-257
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    • 2015
  • The aim of this study is to analyze the impact of step-by-step educational comic book behavior of the elementary school students and their reading levels on their learning competencies. To this end, qualitative research with focus group and deep interviews was conducted with students on different reading levels. During their repetitive reading activities, the students tended to use various educational comics within the same subjects area on their corresponding reading levels. Such behavior led the students to further read other books than comics in the similar subjects areas, and by doing so, the books acted as an important reference to the students' class materials. It was found that the students' such behavior has positive impact on the improvement of their learning competencies. It is hoped that this study will be supportive to develop self-study methods and effective reading guidance plans by improving the usage of educational comics.

Rat의 실험적 건망 모델에 있어 항치매 효과물질의 약효 검색에 관한 연구

  • 이영근;류항묵;김옥희;양지선;이숙영;노용남;강석연
    • Proceedings of the Korean Society of Applied Pharmacology
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    • 한국응용약물학회 1993년도 제2회 신약개발 연구발표회 초록집
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    • pp.161-161
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    • 1993
  • 중추 Cholinergic성 신경계 작용약의 유발한 치매동물 모델의 타당성 여부를 확인하기 위해 흰쥐에 Scopolamine, Physostigmine 및 생약을 반복 투여하였을 때의 active avoidance에 미치는 영향을 단회 투여하여 가역적인 작용을 가질때의 영향과 비교하고 이때 대뇌피질에서의 Cholinergic성 신경계의 활성 변화를 측정하여 중추 Cholinergic성 신경계의 학습, 기억 과정에서의 역할 및 나아가 치매의 발생 원인 및 발병 져로 규명에 접근하고자 하였다. 6 주된 Wistar계 웅성 래트에 Cholinergic성 신경계 작용약인 Scopolamine(1 mg/kg), Posostigmine (0.1mg/kg)과 생약인 Ginseng Total Saponine(100 mg/kg), 오미자 추출물 (150 mg/kg)등을 단독 혹은 병용으로 피하와 복강내로 7 일간 반복 투여하면서 Shuttle Box를 이용하여 Active Avoidance 의 습득율을 측정하고 이후 실험동물을 단두치사하여 대뇌피질 영역에서의 Acetylcholine 농도와 Acetylcholinesterase 활성 변화를 Chemi luminosence 법을 이용하여 측정하였다.

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The Effect of Havruta Problem making on Learning Attitude, Learning Flow, Self-directed Learning Ability of Nursing Students in Pathology Class (병리학 수업에서 하브루타 문제만들기 적용 후 간호대학생의 학습태도, 학습몰입, 자기주도적학습능력 평가)

  • Hyunhee Ma
    • The Journal of the Convergence on Culture Technology
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    • 제10권4호
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    • pp.339-345
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    • 2024
  • The Purpose of this study was to confirm the effect of Havruta-problem-making consisting of extracurricular activities in pathology classes on nursing students' learning attitude, learning commitment, and self-directed learning ability. Data collection was conducted from August 25 to December 23, 2023 for 84 nursing students in the M University. Paired t-test was conducted on the collected data using the SPSS/WIN 20 program. As a result of the study, learning attitudes (t=-2.00, p=.046), learning flow(t=-1.54, p=.124) and self-directed learning ability (t=-.63, p=.529) were statistically significantly improved by applying Harbuta-problem making. Since Havruta-problem making has been identified as an effective teaching method for nursing students, a study is suggested to confirm the difference between grades. In addition, there is a lack of research that measures the learning attitudes of college students, so repetitive research is needed.

The Effect of DMM on Learning Motivation and Academic Achievement in SW Education of Non-Major (비전공자의 SW 교육을 위한 시연 중심 모형의 학습동기와 학업성취도 효과)

  • Kang, Yun-Jeong;Won, Dong-Hyun;Park, Hyuk-Gyu;Lee, Min-Hye
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.258-260
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    • 2022
  • In order to nurture talents who will lead the digital convergence era of the 4th industrial revolution that creates new knowledge and industries, research is being conducted on teaching methods that can improve the understanding of non-majors' SW concept, computational thinking ability, and convergence with majors is becoming Non-majors face difficulties in understanding and understanding the SW development environment, relevance to their major, and ability to converge. We used software education that is relatively easy to access for non-majors, and applied a demonstration-oriented model (DMM) that can be applied to beginners in SW education to understand the components and logical flow of ideas related to applications and majors used in real life. A convergence SW Learning method that combines repetitive implementation through instructor's demonstration and learner's modeling and learning motivational factors was proposed. In the experiment applying the teaching and learning method proposed in this paper, meaningful results were shown in terms of learning motivation and academic achievement in SW education.

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Comparison of Different Schemes for Speed Sensorless Control of Induction Motor Drives by Neural Network (신경회로망을 이용한 유도전동기의 속도 센서리스 방식에 대한 비교)

  • 국윤상;김윤호;최원범
    • The Transactions of the Korean Institute of Power Electronics
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    • 제5권2호
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    • pp.131-139
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    • 2000
  • 일반적으로 시스템 인식과 제어에 이용하는 다층 신경회로망은 기존의 역전파 알고리즘을 이용한다. 그러나 결선강도에 대한 오차의 기울기를 구하는 방법이기 때문에 국부적 최소점에 빠지기 쉽고, 수렴속도가 매우 늦으며 초기 결선강도 값들이나 학습계수에 민감하게 반응한다. 이와 같은 단점을 개선하기 위하여 확장된 칼만 필터링 기법을 역전파 알고리즘에 결합하였으나 계산상의 복잡성 때문에 망의 크기가 증가하면 실제 적용할 수 없다. 최근 신경회로망을 선형과 비선형 구간으로 구분하고 칼만 필터링 기법을 도입하여 수렴속도를 빠르게 하고 초기 결선강도 값에 크게 영향을 받지 않도록 개선하였으나, 여전히 은닉층의 선형 오차값을 역전파 알고리즘에 의해서 계산하기 때문에 학습계수에 민감하다는 단점이 있다. 본 논문에서는 위에서 언급한 기존의 신경회로망 알고리즘의 문제점을 개선하기 위하여 은닉층의 목표값을 최적기법에 의하여 직접계산하고 각각의 결선강도 값은 반복최소 자승법으로 온라인 학습하는 알고리즘을 제안하고 이들 신경회로망 알고리즘과 비교하고자 한다. 여러 가지 시뮬레이션과 실험을 통하여 제안된 방법이 초기 결선강도에 크게 영향을 받지 않으며, 기존의 학습계수 선정에 따른 문제점을 해결함으로써 신경회로망 모델에 기초한 실시간 제어기 설계에 응용할 수 있도록 하였다. 또한, 유도전동기의 속도추정과 제어에 적용하여 좋은 결과를 보였다.

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A Method of Self-Organizing for Fuzzy Logic Controller Through Learning of the Proper Directioin of Control (바람직한 제어 방향의 학습을 통한 퍼지 제어기의 자기 구성방법)

  • 이연정;최봉열
    • Journal of the Korean Institute of Intelligent Systems
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    • 제7권3호
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    • pp.21-33
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    • 1997
  • In this paper, a method of self-organizing for fuzzy logic controller(FLC) through learning of the proper direction of coritrol is proposed. In case of designing a self-organizing FLC for unknown dynamic plants based on the gradient descent method, it is difficult to identify the desirable direction of the change of control inpul. in which the error would be decreased. To resolve this problem, we propose a method as fo1lows:at first, assign representative values for the direction of change of error with respect to control input to each partitioned region of the states, and then, learn the fuzzy control rules using the reinforced representative values through iterative trials. 'The proposed self-organizing FLC has simple structure and it is easy to design. The validity of the proposed method is proved by the computer simulation for an inverted pendulum system.

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The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot! (간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • 제15권4호
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

Stragies developing serious game for children safety education (아동기 안전교육을 위한 기능성게임 개발전략)

  • choi, Eun-young;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.191-192
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    • 2016
  • The purrpose of this study is to develop safety education program to prevent child accident using serious game. Specially children need systematic education program specially cognition of accident. Serious game has entertain and education, and it can make game stage using storytelling about variable accident situation. Using serious gmae for preventing accident, it includes useful subjects such as safety education, prevent strategies, crisis management, problem solving accomplishment.

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Face Detection Based on Incremental Learning from Very Large Size Training Data (대용량 훈련 데이타의 점진적 학습에 기반한 얼굴 검출 방법)

  • 박지영;이준호
    • Journal of KIISE:Software and Applications
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    • 제31권7호
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    • pp.949-958
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    • 2004
  • race detection using a boosting based algorithm requires a very large size of face and nonface data. In addition, the fact that there always occurs a need for adding additional training data for better detection rates demands an efficient incremental teaming algorithm. In the design of incremental teaming based classifiers, the final classifier should represent the characteristics of the entire training dataset. Conventional methods have a critical problem in combining intermediate classifiers that weight updates depend solely on the performance of individual dataset. In this paper, for the purpose of application to face detection, we present a new method to combine an intermediate classifier with previously acquired ones in an optimal manner. Our algorithm creates a validation set by incrementally adding sampled instances from each dataset to represent the entire training data. The weight of each classifier is determined based on its performance on the validation set. This approach guarantees that the resulting final classifier is teamed by the entire training dataset. Experimental results show that the classifier trained by the proposed algorithm performs better than by AdaBoost which operates in batch mode, as well as by ${Learn}^{++}$.

Examining SENKs' and Teachers' Recognition about Mathematics Teaching and Learning (탈북학생과 지도교사의 수학 교수·학습 인식 조사)

  • Na, Gwi-soo;Park, Kyung-mee;Park, Young-eun
    • Journal of Educational Research in Mathematics
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    • 제26권1호
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    • pp.63-77
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    • 2016
  • SENKs (Students who Emigrated from North Korea to South Korea) are exposed to the general problem of Su-Po-Ja(mathematics give-uppers) as well as their own difficulty in learning mathematics. In this study, we conducted the FGI (focus group interview) in order to examine the recognition on mathematics teaching and learning in South Korea with 6 SENKs and 3 teachers who teach the SENKs. As a result, it was found that SENKs' had difficulties in understanding math because of the differences in math terminology used in South and that in North Korea, the unfamiliar problem situation used in math lesson, and the shortage of time for solving math problem. And the teachers reported that they had difficulties in teaching great deal of basic math, SENKs' weak will to learn math, and SENKs' lack of understanding about problem situation because of the inexperience about culture and society in South Korea.