• Title/Summary/Keyword: 사이버 학습

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A Study on the Construction of Contents for Korean Internet School Library Media Center(KISLMC) (인터넷학교도서관 미디어센터의 컨텐츠구성에 관한 연구)

  • 이명희
    • Journal of Korean Library and Information Science Society
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    • v.32 no.4
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    • pp.303-329
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    • 2001
  • The purpose of this study was to apply internet technology to school library, and to construct the contents of KISLMC(Korean Internet School Library Media Center). The content of KISLMC was composed of three categories, Cyber library, Supporting the materials for teaching and learning, and Guidance and counseling to the students. To develop the user-oriented interface, interface metaphors such as icons and images were used. Also, sitemap, search engine, index were used to avoid to be lost during the navigation.

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LSTM Model based on Session Management for Network Intrusion Detection (네트워크 침입탐지를 위한 세션관리 기반의 LSTM 모델)

  • Lee, Min-Wook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.1-7
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    • 2020
  • With the increase in cyber attacks, automated IDS using machine learning is being studied. According to recent research, the IDS using the recursive learning model shows high detection performance. However, the simple application of the recursive model may be difficult to reflect the associated session characteristics, as the overlapping session environment may degrade the performance. In this paper, we designed the session management module and applied it to LSTM (Long Short-Term Memory) recursive model. For the experiment, the CSE-CIC-IDS 2018 dataset is used and increased the normal session ratio to reduce the association of mal-session. The results show that the proposed model is able to maintain high detection performance even in the environment where session relevance is difficult to find.

Analysis of Interaction Pattern of the Students in Online Discussion of Physics Investigation (온라인 물리탐구토론에 나타난 학생들의 상호작용 유형 분석)

  • Lee, Bong-Woo;Lee, Sung-Muk
    • Journal of The Korean Association For Science Education
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    • v.24 no.3
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    • pp.638-645
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    • 2004
  • In this study, the on-line discussion learning system of physics investigation was developed for developing the creativity in the problem solving and critical thinking. And with the number of participants of a topic unit, the formation of multiple discussion field and a turn-taking, we found that the interaction patterns of the students were composed of interpersonal interaction pattern, interaction pattern of one to one participation, interaction pattern of one to many participation and interaction pattern of many to many participation. These interaction patterns could make us understand the participation structure and the aspect of interaction of the students in the cyber space.

Cyber Learning Program of a University Library's Information Literacy Education: Its Development and Course Management (도서관 정보이용교육: Cyber 강좌 개발과 실제 운영)

  • Lee, Choon-Shil
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.16 no.1
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    • pp.5-26
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    • 2005
  • Sookmyung Women's University Library developed a Cyber Learning Program for Information Literacy Education in the Fall semester of 2004. The program was enforced as a pass/fail prerequisite of the "Reading & Writing", a compulsory course for the first-year students. The paper describes why and how the university reached to the decision to initiate such a program. It identifies the factors which contributed to the early success of the program by analyzing the contents development process and the actual course management process. Suggestions for further developments is made by analyzing the technical and procedural difficulties faced using the Learning Management System(LMS).

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An Authoring Strategy for Cyber Learning Contents-based on Ontology (온톨로지 기반의 교육 콘텐츠 제작 기법)

  • Chung Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.29-37
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    • 2005
  • Korean cyber universities now provide higher education service to learners but the courses suffer major limitations of low quality and inefficient format of their learning contents. Because of the absence of any standard authoring strategy for learning contents, tutors develop their own courseware with various formats and content structures. In addition, the lack of association between content learners causes them difficulties in finding and reusing related contents. In this paper, we propose an authoring strategy foradvanced learning contents based on SCORM and ontology. Our strategy improvesthe reusability and associativity of learning contents. We demonstrate the effectiveness of our proposed authoring strategy through developing learning contents such as understanding of digital contents.

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A Study on the Service Management of Libraries for Academic Courses in e-learning Environment (e-learning 환경에서 대학도서관 강의지원 서비스운영방안 연구)

  • Kim, So-Young;Cha, Mi-Kyeong
    • Journal of Information Management
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    • v.38 no.3
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    • pp.137-160
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    • 2007
  • The purpose of this study is to examine the meaning and status of the current service of academic libraries in the aspect of its supporting roles for academic courses. The research methods include an examination of model cases from the U.S.A. and Hong Kong and also an electronic questionnaire survey of 32 academic libraries in Korea(67% response rate). With the result of the research analysis, this study aimed to provide optimal administrative plans in e-learning environment.

Vocabulary Acquisition of Korean Learners for Academic Purposes -Focusing on the Effects of Instruction Introductory Methods of Context Inference and Activation of Background Knowledge (학문목적 한국어 학습자의 어휘 습득 연구 -문맥 추론과 배경지식 활성화를 통한 수업 도입을 중심으로-)

  • Lee, MinWoo
    • Journal of Korean language education
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    • v.29 no.4
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    • pp.93-112
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    • 2018
  • The purpose of this study is to deal with vocabulary in KFL. As a result of this study, learners learned vocabulary on average 43 points through contextual inference and introduction of the class to activate background knowledge. In particular, the implicit method showed the highest learning rate of 52 points, and the thematic method had a 41 point-learning rate. In contrast, the semantic method was the lowest with a 25 point-learning rate. There was no significant difference in the improvement rate of upper vocabulary learners, but in the case of the lower learner, there was significant difference in the improvement rate. The difference was not significant in the post-test relative gain rate of upper learners, but there was significant in lower learners. In the delayed test relative gain rate, the difference was significant in all groups. There was correlation between vocabulary difficulty and score, but there was no correlation with the thematic method. And there was no correlation between vocabulary difficulty, improvement rate and relative gain rate in all three classes. However, content understanding, lexical grade, improvement rate, and relative gain rate showed a significant correlation.

A study on pain points and improvement plans for interactive online classes (양방향 온라인 수업의 문제 지점과 개선 방안 연구)

  • Lee, Ji-Eun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.137-144
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    • 2020
  • As the spread of COVID-19, the demand for interactive online class is increasing. Universities are introducing various types of online classes, but many problems arise in the field. Learners complain about the quality of the lecture, and professors have difficulty in preparing and conducting online classes. This study analyzed teaching & learning situation in interactive online class and drew teacher's pain point through case studies. Also, we suggested a method to solve the problem divided into a systemic approach and an administrative approach. The stable settlement of interactive online lectures is expected to accelerate the digital transformation of universities.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Comparative Study of Learning Platform for IT Developers (IT 개발자 대상 학습플랫폼 비교 연구)

  • Lee, Ji-Eun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.147-158
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    • 2021
  • The digital transformation and COVID-19 are also causing major changes in teaching-learning methods. The biggest change is the spread of remote training and the emergence of various innovative learning platforms. Distance education has been criticized for not meeting technology trends and field demands..However, the problem of distance education is being solved through a system that supports various interactions and collaborations and supports customized learning paths. The researcher conducted a case study on domestic and foreign learning platforms that provide non-face-to-face ICT education. Based on the case study results, the researcher presented the functional characteristics of a learning platform that effectively supports non-face-to-face learning. In common, these sites faithfully supported the basic functions of the information system. In addition to learning progress check and learning guidance, some innovative learning platforms were providing differentiated functions in practice support, performance management, mentoring, learning data analysis, curation provision, and CDP support. Most learning platforms supported one-way, superficial interaction. If the platform effectively supports a variety of learning experiences and provides an integrated learning experience thanks to the development of IT technology, user satisfaction with the learning platform, intention to continue learning, and achievement will increase.