• Title/Summary/Keyword: 사전교육

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An Analysis of Educational Capacity Prediction according to Pre-survey of Satisfaction using Random Forest (랜덤 포레스트를 활용한 만족도 사전조사에 따른 교육 역량 예측 분석)

  • Nam, Kihun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.487-492
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    • 2022
  • Universities are looking for various methods to enhance educational competence level suitable for the rapidly changing social environment. This study suggests a method to promote academic and educational achievements by reducing drop-out rate from their majors through implementation of pre-survey of satisfaction that revised and complemented survey items. To supplement the CQI method implemented after a general satisfaction survey, a pre-survey of satisfaction was carried out. To consolidate students' competences, this study made prediction and analysis of data with more importance possible using the Random Forest of the machine learning technique that can be applied to AI Medici platform, whose design is underway. By pre-processing the pre-survey of satisfaction, the students information enrolled in classes were defined as an explanatory variable, and they were classified, and a model was created and learning was conducted. For the experimental environment, the algorithms and sklearn library related in Jupyter notebook 3.7.7, Python 3.7 were used together. This study carried out a comparative analysis of change in educational satisfaction survey, carried out after classes, and trends in the drop-out students by reflecting the results of the suggested method in the classes.

Automatic Generation System of Mathematical Learning Tools Using Pretrained Models (사전학습모델을 활용한 수학학습 도구 자동 생성 시스템)

  • Myong-Sung No
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.713-714
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    • 2023
  • 본 논문에서는 사전학습모델을 활용한 수학학습 도구 자동 생성 시스템을 제안한다. 본 시스템은 사전학습모델을 활용하여 수학학습 도구를 교과과정 및 단원, 유형별로 다각화하여 자동 생성하고 사전학습모델을 자체 구축한 Dataset을 이용해 Fine-tuning하여 학생들에게 적절한 학습 도구와 적절치 않은 학습 도구를 분류하여 학습 도구의 품질을 높이었다. 본 시스템을 활용하여 학생들에게 양질의 수학학습 도구를 많은 양으로 제공해 줄 수 있는 초석을 다지었으며, 추후 AI 교과서와의 융합연구의 가능성도 열게 되었다.

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Educational Possibilities the Use of QR Codes in Prior Educational Materials for Field Trips with Theme (QR코드를 활용한 테마식 현장체험학습 사전교육자료의 교육적 가능성 탐색)

  • Yu, Jeong-Su;Kim, Se-Jong
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.439-445
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    • 2012
  • The aim of the work that is presented in this paper is to develop the new prior educational materials which use the field trip and to present educational possibilities. The QR codes were used to develop the prior materials. The developed materials applied to elementary students who attended to filed trips in 2012. This was practically achieved by the use of smartphone which enhance the learning experience of a physical visit by providing personalized information with QR codes. The results demonstrate the technology supported physical field trips provides significantly improved learning outcomes, increases students curiosity. Furthermore the findings of the study demonstrate that the application of the specific emerging technologies could facilitate the development of advanced learning experiences in field trips, increasing at a significant level the learning outcomes and the motivation of the participating students.

A Study on User Acceptance of Patent Application Education System: Focused on the Effect of Prior Knowledge (특허출원교육시스템의 사용자 수용관계에 관한 연구: 사전지식의 조절효과 중심)

  • Park, JaeSung
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.75-85
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    • 2018
  • The purpose of this study was to analyze the college students' acceptance of PatentNOW, which was developed for effective proceeding of patent application education program. Results of this research as follow. First, perceived ease of use positively influenced perceived usefulness. Second, perceived usefulness and perceived ease of use positively influenced attitude toward using and attitude toward using also positively influenced behavioral intention to use. Third, the level of prior knowledge about the patent system and experience of patent application possessed by the users of PatentNOW had a negative effect on the relationship between perceived ease of use and attitude toward using. These results suggested that the teaching method of utilizing PatentNOW should be differentiated according to the level of prior knowledge of the students in order to improve the quality of patent application education.

안전체험교육이 안전한 사회 문화를 이끌어낸다

  • Yun, Seon-Hwa
    • 방재와보험
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    • s.117
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    • pp.14-19
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    • 2007
  • 제대로 배운 안전교육이, 또한 한 순간의 올바른 교육이 사람의 생명을 살릴 수 있다. 개개인의 생명을 살리고, 사고를 사전에 예방하는 적절한 대안이 바로 안전교육이며, 안전교육은 안전을 생활화하는 사회를 만드는 데 중요한 밑거름이 된다.

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Developing Systems Thinking-based STEAM Programs and Analyzing its Effects on Middle School Students (중학생을 위한 시스템 사고 기반 STEAM 교육 프로그램의 개발 및 효과 분석)

  • Kim, Yuran;Jeon, Jaedon;Eom, Jooyoung;Lee, Hyonyong
    • Journal of the Korean earth science society
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    • v.41 no.1
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    • pp.75-91
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    • 2020
  • The purposes of this study are 1) to develop a pre-education program for teaching the basic concepts of systems thinking and STEAM program based on systems thinking and 2) to investigate the effects of the program on middle school students' systems thinking. The subjects were 4 seventh-graders and 4 ninth-graders in a middle school located in the province of Gyeongsangbuk-do. Data related to students' systems thinking was analyzed using the rubrics developed by Hung(2008). The results were reviewed by experts to verify the validity of the rubrics and the reliability of students' system thinking. In addition, the data analyzed with the rubrics, students' awareness of systems thinking, word associations, causal maps and interviews were systematically analyzed to investigate the effects of the program on students' systems thinking. The findings of this study were as follows: First, a pre-education program and teachers' guidebook for teaching and learning the concept of systems thinking and causal maps were developed. The pre-education program consisted of familiar TV entertainment program-Infinite Challenge (Muhandojeon)-with a theme of Global Warming. Second, a STEAM education program based on systems thinking which was composed of 5 steps: Analysis-Design-Build-Assessment-Systems thinking. The major theme of the program was an air extinguisher. The developed STEAM education program had positive effects on improving middle school students' systems thinking abilities such as understanding systems, relations within a system and system generalization. Therefore, it was concluded that the STEAM program could be instrumental for cultivating students' STEAM literacy with improved systems thinking.

A Study on the Analysis of Variables Affecting Teacher Librarians' Practice Teaching in Korea (사서교사 교유실습의 영향요인에 관한 연구)

  • Kim, Sung-Jun
    • Journal of Korean Library and Information Science Society
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    • v.42 no.1
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    • pp.183-203
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    • 2011
  • The purpose of this study is to propose an effective development of teacher librarians' practice teaching and to identify how much teacher librarians' practice teaching affects their expertise in Korea. For this, two research models are constructed. The first model is to analyze the relationship of variables between the effect of practice teaching and the following variables: pretraining, practice program, advisory teacher, training condition and organizational atmosphere. The second model is to analyze how much the practice teaching affects their role perception and expertise compared with training courses and field experiences. The result is as follow: It is the training program that greatly affects teacher librarians' practice teaching among those variables. And the practice teaching has a positive effect on the ability of role performance. According to the above result, the practice teaching is effective in developing teacher librarians' expertise. And more systematic practice teaching program, enough pretraining and the efforts of advisory teacher are necessary to enhance the effect of teacher librarians' practice teaching.

A Design of Grouping and Evaluation Supporting System for Collaborative Learning (협동학습을 위한 모둠구성.평가 지원 시스템 설계)

  • Im, Gi-Bo;Kim, Kap-Su
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.228-237
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    • 2005
  • 본 연구에서는 협동학습의 사전평가, 모둠구성, 사후평가, 점수결과처리의 단계에서 교사의 업무 부담을 혁신적으로 덜어 주고 높은 교육적 효과를 가져다 줄 수 있는 협동학습 지원 시스템을 설계하였다. 본 시스템의 특징은 첫째, 협동학습에서 사전 사후평가의 채점 및 점수산출과정과 모둠구성단계를 자동화함으로서, 수업준비와 결과처리의 부담과 시간을 줄일 수 있는 시스템을 설계하였다. 둘째, 다양한 종류의 협동학습에서 활용 가능하도록 학습자의 성별, 성향, 성적 등의 포괄적인 모둠구성 기준을 사용할 수 있도록 하였다. 셋째, 사전평가, 과정평가, 형성평가, 자기평가, 모둠평가 등의 다양한 평가방법을 이용할 수 있도록 구성하였다.

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Designing an automated system to grasp the reliability of online educators through review analysis (리뷰분석을 통한 온라인교육자 신뢰도 파악 자동화 시스템 설계)

  • Lee, Ki-Hoon;Moon, Nammee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.596-598
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    • 2018
  • 본 논문은 온라인 교육매칭 플랫폼의 교육자에 대한 신뢰도 파악을 위한 리뷰분석 자동화 시스템을 설계한 논문이다. 웹 크롤링을 통해 비정형 데이터인 교육자에 대한 리뷰를 수집 및 파싱을 통해 데이터 베이스화 한다. 수집한 리뷰 데이터와 SO-PMI를 이용해 온라인 교육자 신뢰도 파악을 위한 맞춤형 감성사전을 구축하고자 한다. 구축한 감성사전을 이용해 리뷰를 수치화해 교육자와 피교육자 매칭 시신뢰성 향상에 도움을 주고자 한다.

Investigation about the Context in which the Effects of Entertainment-education Program May Reduce -Focused on Persuasion Knowledge and Pre-attitude (교육적 오락물의 설득효과 감소요인에 대한 탐색적 연구 -설득지식과 사전태도의 영향을 중심으로)

  • Kim, In-Sung;Lee, Seung-Jo
    • Korean journal of communication and information
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    • v.69
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    • pp.7-29
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    • 2015
  • The purpose of this research is to examine the impacts of persuasion knowledge and pre-attitude on responses to a persuasive entertainment education program. Persuasion knowledge model was adopted as the theoretical frame and information about the sensational identity of entertainment program was used to activate audience's persuasion knowledge(i.e. resistance). Pre-attitude was measured by the degree of concern about the persuasion topic. The experiment was designed by persuasion knowledge(2) ${\times}$ pre-attitude(2) and participants were randomly assigned in one of the conditions and rated their attitude for the persuasion topic. The implicit measure for attitude was included in addition to the explicit measures in order to reveal unconscious attitudinal changes. The results showed that the allegedly effective entertainment-education can confront the resistance of the audience in some contexts. A significant interaction of knowledge ${\times}$ pre-attitude was found in the result of the implicit attitude. The individuals with high concern about the persuasion topic, compared to those with low concern, were more influenced by the entertainment program and also persuasion knowledge. The interaction was not significant on the explicit attitude, which may present the usefulness of the implicit measure in entertainment-education research.

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