• Title/Summary/Keyword: 학습전이 의도

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Skemp의 조작에 따른 놀이활동이 연산능력 신장에 주는 효과

  • Park, Yun-Ja;Song, Yeong-Mu
    • Communications of Mathematical Education
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    • v.18 no.2 s.19
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    • pp.305-320
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    • 2004
  • 놀이나 게임을 좋아하는 어린이들의 특성과 활동이 왕성한 초등학교 학생들의 발달 단계에 비추어 볼때, 놀이를 통한 수학학습은 효과적이고 흥미를 유발시킬 수 있으며 어렵고 딱딱한 과목에서 조금이라도 해방될 수 있을 것이라고 생각된다. 초등수학에 관한 구체적이고 실험적인 연구를 통하여 놀이 활동을 체계적이고 계획적으로 정리한 Skemp는 초등수학교육과 관련하여 활동 위주의 수업을 많이 하길 권하고 있다. Skemp 놀이 활동은 자투리 시간을 이용하여 학습을 보조하거나 재미로 해보는 종류의 놀이가 아니라 초등학교 교육과정의 전 요소를 학습할 수 있도록 체계적이고 의도적으로 짜여진 놀이 활동으로 모든 수학적 주제를 다루고 있다. 본 연구에서는 Skemp놀이 활동학습을 초등학교 5 ${\cdot}$ 6학년 특별보충반 아동들에게 적용하여 연산능력의 신장과 정의적 영역에 어떠한 영향을 미치는지 알아보았다.

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Agent's Activities based Intention Recognition Computing (에이전트 행동에 기반한 의도 인식 컴퓨팅)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.13 no.2
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    • pp.87-98
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    • 2012
  • Understanding agent's intent is an essential component of the human-computer interaction of ubiquitous computing. Because correct inference of subject's intention in ubiquitous computing system helps particularly to understand situations that involve collaboration among multiple agents or detection of situations that can pose a particular activity. This paper, inspired by people have a mechanism for interpreting one another's actions and for inferring the intentions and goals that underlie action, proposes an approach that allows a computing system to quickly recognize the intent of agents based on experience data acquired through prior capabilities of activities recognition. To proceed intention recognition, proposed method uses formulations of Hidden Markov Models (HMM) to model a system's prior experience and agents' action change, then makes for system infer intents in advance before the agent's actions are finalized while taking the perspective of the agent whose intent should be recognized. Quantitative validation of experimental results, while presenting an accurate rate, an early detection rate and a correct duration rate with detecting the intent of several people performing various activities, shows that proposed research contributes to implement effective intent recognition system.

A Convergence Study on the Affecting Factors of Cyber Lecture for University Students (대학생의 사이버강의 영향 요인에 관한 융복합 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.41-47
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    • 2019
  • The purpose of study is to enhance the convergence effects of cyber lecture for university students. The results were derived through the comparison and verification of recognition levels before and after cyber lectures. The study material was a questionnaire composed of 15 questions divided into five areas; usefulness, enjoyment, academic relevance, social intention and usage intention. The recognition levels significantly improved after learning in five areas with particularly large improvements in enjoyment and academic relevance. The recognition levels significantly improved in the five areas(p<.001). With regard to changes in recognition levels by major, social science majors showed significant improvements in usage intentions after learning. Cyber lectures for university students were proved to be generally convergence effective.

지능형 IoT서비스를 위한 기계학습 기반 동작 인식 기술

  • Choe, Dae-Ung;Jo, Hyeon-Jung
    • The Proceeding of the Korean Institute of Electromagnetic Engineering and Science
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    • v.27 no.4
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    • pp.19-28
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    • 2016
  • 최근 RFID와 같은 무선 센싱 네트워크 기술과 객체 추적을 위한 센싱 디바이스 및 다양한 컴퓨팅 자원들이 빠르게 발전함에 따라, 기존 웹의 형태는 소셜 웹에서 유비쿼터스 컴퓨팅 웹으로 자연스럽게 진화되고 있다. 유비쿼터스 컴퓨팅 웹에서 사물인터넷(IoT)은 기존의 컴퓨터를 대체할 수 있는데, 이것은 곧 한 사람과 주변 사물들 간에 연결되는 네트워크가 확장되는 것과 동시에 네트워크 안에서 생성되는 데이터의 수가 기하급수적으로 증가되는 것을 의미한다. 따라서 보다 지능적인 IoT 서비스를 위해서는, 수많은 미가공 데이터들 사이에서 사람의 의도와 상황을 실시간으로 정확히 파악할 수 있어야 한다. 이때 사물과의 상호작용을 위한 동작 인식 기술(Gesture recognition)은 집적적인 접촉을 필요로 하지 않기 때문에, 미래의 사람-사물 간 상호작용에 응용될 수 있는 잠재력을 갖고 있다. 한편, 기계학습 분야의 최신 알고리즘들은 다양한 문제에서 사람의 인지능력을 종종 뛰어넘는 성능을 보이고 있는데, 그 중에서도 의사결정나무(Decision Tree)를 기반으로 한 Decision Forest는 분류(Classification)와 회귀(Regression)를 포함한 전 영역에 걸쳐 우월한 성능을 보이고 있다. 따라서 본 논문에서는 지능형 IoT 서비스를 위한 다양한 동작 인식 기술들을 알아보고, 동작 인식을 위한 Decision Forest의 기본 개념과 구현을 위한 학습, 테스팅에 대해 구체적으로 소개한다. 특히 대표적으로 사용되는 3가지 학습방법인 배깅(Bagging), 부스팅(Boosting) 그리고 Random Forest에 대해 소개하고, 이것들이 동작 인식을 위해 어떠한 특징을 갖는지 기존의 연구결과를 토대로 알아보았다.

재창업의 성공 요인 : 지식, 인지심리, 감정

  • Bae, Tae-Jun;Choe, Yun-Hyeong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.11a
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    • pp.129-134
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    • 2019
  • 계속 높아지는 기업가정신과 창업의도에도 불구하고 2017년 OECD 보고서에 따르면 한국은 실패에 대한 두려움이 높은 국가로 전체 7위롤 기록했다. 실패 후 신용 불량으로 인한 재기 불가능에 대한 인식이 여전히 팽배해 창업을 저해하는 요인으로 아직까지 큰 비중을 차지하고 있다. 그러므로 실패에 대해 관용적인 문화와 실패를 통한 학습 독려, 실패 기업인의 재도전 지원 활성화 정책은 한국을 진정한 창업국가로 변모하게 할 것이다. 그러나 무엇보다 실패를 경험한 창업가 본인 자신이 새롭게 재기에 임하는 마음가짐이 중요하므로 본 연구의 목적 역시 재창업자가 다시 창업에 어떤 자세로 임해야 하는지 찾고자 하는데 있다. 따라서 본 연구는 재기에 성공한 4명의 사업가와 재도전을 했으나 여전히 성과를 못 내고 있는 5명의 사업가를 인터뷰하여 재도전의 성공 요인을 탐색하고자 한다. 연구 결과, 재기 창업가가 재도전 성공을 위해 가져야 할 자세와 역량을 1) 지식(knowledge), 2) 인지(cognition), 3) 감정(emotion) 이상 3가지 관점에서 기존의 연구가 다루지 못한 접근법을 제안한다. 먼저, 지식 관점에서 보면 기존 사업과의 동질성 여부가 중요한 것이 아니라, 새롭게 진출하는 영역에 대한 준비성이 재도전의 성공 여부에 영향을 미쳤다. 다음으로, 인지적 관점에서는 과거 실패의 원인에 대한 분석과 자기 실책으로의 귀인은 차이를 보이지 않았고 오히려 앞으로 영위할 사업에 대한 여러 사람들의 지적과 충고에 대한 수용 역량(coachability)이 성공과 실패를 나눴다. 마지막으로 감정 관점에서 선행연구는 실패로부터 슬픔을 빨리 극복하는 사람이 학습과정도 빨리 이뤄지는 것으로 여겨졌으나, 슬픔의 극복은 재기 후 성과와는 관련이 없었으며, 본 연구에서는 재기 전 생계유지가 가능한 상태 여부가 성공의 선행조건이 될 수 있음을 발견하였다.

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Analysis of the Characteristics of Free-riding Learner in Online Collaborative Learning (온라인 협력학습에서 무임승차 학습자의 특성 분석)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.385-396
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    • 2019
  • This study was conducted to explore the characteristics of learner who showed free riding behavior in online collaborative learning. For this, 290 students from three universities in the metropolitan area were studied. The collected data are as follows. Learner characteristics are learning strategy, learning motivation, academic retardation behavior, and learning disposition. Interaction distinguished between frequency and type of message. Interaction levels were collected with frequency. The subjects with less than 5 interaction frequencies were defined as free-riding students. 43 students were classified as free riders. Learner characteristics were analyzed by cluster analysis. As a result, the learner characteristics were divided into five groups. All the free riding students belonged to 4 groups. The learner characteristics of 4 groups are as follows. First, the level of the learning strategy is very low. Second, learning motivation has a high tendency toward performance - oriented approach and high tendency to avoid performance. This tends to deliberately avoid learning. Third, the level of delayed behavior is high. This is deliberately putting off student activities. Fourth, learning tendency is high in academic anxiety, task value, self efficacy and learning belief are very low. This is a lack of confidence in learning.

The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse (메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과)

  • Jeonghyun Kang;Seulhee Kwon;Donghun Chung
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.155-172
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    • 2024
  • This study investigates the effectiveness of foreign language learning through diverse treatments in virtual settings, particularly by differentiating virtual environments with three textual enhancement techniques. A 2 × 3 mixed-factorial design was used, treating virtual environments as within-subject factors and textual enhancement techniques as between-subject factors. Participants experienced two videos, each in different virtual learning environments with one of the random textual enhancement techniques. The results showed that the interaction between different virtual environments and textual enhancement techniques had a statistically significant impact on presence among groups. In examining main effects of virtual environments, significant differences were observed in flow and attitude toward pre-post learning. Also, main effects of textual enhancements notably influenced flow, intention to use, learning satisfaction, and learning confidence. This study highlights the potential of Metaverse in foreign language learning, suggesting that learner experiences and effects vary with different virtual environments.

Factors Influencing the University Students' Satisfaction and Continuous use Intention on K-MOOC (대학생의 K-MOOC 만족도 및 지속이용의도에 영향을 미치는 요인 연구)

  • Jeon, Young-Mee;Cho, Jin-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.80-91
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    • 2019
  • This study investigated the factors affecting the satisfaction and the continuous behavior intention of university students on MOOC. Adopting a questionnaire, the study collected data from 177 students enrolled in K-MOOC classes as an extracurriculum in the university in metropolitan area. Results indicated the following. First, the university students' satisfaction and continuous use intention on K-MOOC are higher during the semester than in vacation. Second, the perceived ease of use, usefulness, and task-technology fit influence the users'satisfaction on K-MOOC. Meanwhile, the perceived ease of use, task-technology, and user satisfaction likewise influence the users'continuous behavior intention. Hence, the study proposes that the subject matter on K-MOOC and the amount of educational content be made diversified, and the period of K-MOOC be made similar with that of the regular semester. The platform should also be stabilized, and the adequacy in mobile environment be improved. To further activate K-MOOC utilization in the university, the depth of contents and interaction between professors and students also need to be considered.

A Study on User Experience of the Metaverse Exhibition: Focusing on Prayer for Life Metaverse

  • Park, Ji-Su;Park, So-Jeong;Park, So-Eun;Shin, Ji-Hye;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.89-98
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    • 2022
  • Using the extended technology acceptance model, this study aims to quantitatively analyze the user experience with the . In the case of Perceived Usefulness and Perceived Ease of Use, only limited detailed factors have significant impacts on the degree of satisfaction. The degree of satisfaction has positive correlations with the degree of immersion and the variables of Behavioral Intention to Use Metaverse. Although sophisticatedly remediates using digital technology to provide visitors with the sameness of exhibits, exhibition circulation and interaction method, the metaverse exhibition does not acquire the same value of the exhibition. In conclusion, cannot replace , however, it has the potential to offer learning usefulness to visitors with low accessibility to the art museum.

Developing a Practical Course Model for the Personality Education in a Theological University (신학대학교에서 성품 교육을 위한 실천적 코스 모델 개발)

  • Yi, Miah
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.75-112
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    • 2021
  • This study is purposed to prepare students in theological universities so that they contribute to their faith community as well as the broader social community in future through developing a practical course model for education of character formation. Facing the challenge of a high-tech revolution being progressed globally in this period, theological seminaries as the Christian-affiliated institute of higher education see the necessity to nurture their learners' competency of holistic personality comprehending cognitive, affective, behavioral, and more spiritual maturity as well as specialty in each subject matter. The holistic character capability of seminarians is closely related not only to their own self-realization, but also social community's well-being. This research had the following content and results. Chapter 1 brought up a subject to educational needs of the holistic character formation in the theological seminaries to meet the rapidly changing times. Chapter 2 considered the importance of character formation in the curriculum of the universities and theological seminaries in the times of high-tech revolution through the literature reviews related to. Chapter 3 clarified the elements of character education to be placed emphasis on theological seminaries and established the way of course planning. Chapter 4, using a course of Christian social education for illustration, described in order the whole process of course planning comprehending the need of planning, description of course concept, establishment and definition of learning outcomes, organization of learning experience(course content), teaching-learning activities, evaluation of learning outcome, and course improvement, which was visualized with the chart of the process of course design. Also, it provided a practical illustration of the conceptual map, an outline of content and an organization of units, and scope-sequence chart. Finally, chapter 5 gave an syllabus example in an integrative and digestive form as the course plan to be distributed to the students, which is the final result produced through the whole process of course planning. This research is intended not to present a overall curriculum planning of the university-level in the theological seminaries, but to develop a course-level curriculum focused on the formation of character. The author hope that this study would be used as a guideline in developing a course model to nurture the capability of the learners' holistic character.