• Title/Summary/Keyword: 학습피드백

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Design and Implement an Internet-Based Courseware (인터넷 기반의 코스웨어의 설계 및 구현)

  • Lee, Geon-Jin
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.82-91
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    • 1997
  • The purpose of thesis is to design and implement an efficient Internet-Based courseware which facilitates the problem solving learning. This courseware was developed in order to provide important foundations of learning in open-education environment using WWW. The targeted level is elementary students, To do this, the definition of problem solving, its processes, and advantages or pitfalls of computer-based problem solving learning were examined, with the advantage of using WWW as an educational tool. The theme of implemented courseware was selected from SATIS which is relevant for the problem solving learning. The courseware has three main parts; learning activity module, teaching activity module, and learning tool module. The learning activity module controls courseware flows and was implemented in accordance with the problem-based teaming processes. It: can be proceeded either sequential way or random access by setting linker. The advantage of random accessing method is that it may facilitate student learning because each student can regulate their learning processes which correspond to their own experiences. The teaching activity module provides for teachers useful informations for helping student's learning and it also can be used as an assessment tool for student's achievements, The learning: tool module consists of conversational note, e-mail address, help, and search tool. It is linked with learning activity module and teaching activity module so that teachers and students can actively participate in teaching-learning processes.

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A Study on Design Education Method for Development of Self-Directed Learning Ability (자기주도학습 능력 개발을 위한 설계교육 방법에 관한 연구)

  • Han, Ji-Young;Lee, Min-Young;Jung, Bo-Ra
    • Journal of Engineering Education Research
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    • v.12 no.4
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    • pp.115-125
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    • 2009
  • The purpose of this study was to suggest efficient method for development of learner's self-directed learning ability through literature review on self-directed learning, component of self-directed learning, development of self-directed learning ability, design education steps adopting problem based learning and project based learning. This study was conducted through literature review on self-directed learning and development of self-directed learning, design education. Design education and project based learning process and problem based learning to extract the items that are common to bring out five steps, and differences in levels of learners based on self-learning led to Grow(1991) model to connect the lessons of 9 steps present the design education steps, that is, the learners ready for learning, the definition of problem and recognition of necessity, team building, related data collection, team learning about real problem with the teacher, select optimal solution, student-centered discussion, models and product creation, testing and evaluation, complement.

Contents Analysis on Hangul-learning Applications for Preschoolers - Comparative Analysis by Teaching Methods (유아대상 한글학습용 애플리케이션 평가 및 내용 분석 -언어 교수방법에 따른 비교 분석)

  • Suh, Joo Hyun
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.21-37
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    • 2015
  • The purpose of this study was to evaluate the contents of Korean-learning applications by comparing two teaching methods(Phonics Instruction/Whole Language Approach). For this purpose, a total of 51 Korean-learning applications were analysed. The instruments used in this study were developed based on Applications for preschoolers Evaluation Criteria and Vocabulary Game Applications for preschoolers Evaluation Criteria. The collected data were analyzed by using a t-test. The main results are as follows. First, 'Developmental appropriateness' had the highest scores whereas 'Amusement' had the lowest scores in general. Second, there was a significant difference in 'Interaction' by teaching method. Implications for the development of more systematic Korean-learning applications for preschoolers are discussed.

On the Redesign Effect of Cyber Lecture reflected the Requirement of the Students (학습자 요구를 반영한 사이버 강좌의 재설계 효과)

  • Jeong Sang-Mok;Hwang Sung-Wuk;Song Ki-Sang
    • Journal of the Korea Computer Industry Society
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    • v.7 no.1
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    • pp.23-32
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    • 2006
  • The cyber lecture, which uses the computer system and its networking, has the benefit of learning anytime and anywhere and quick feedback with positive learning system. Now the research on the cyber lecture is actively performed. But most of researches focus on the problems of operational status of cyber colleges, example study and activation study. So there aren't many researches that reflect the requirements of students who are the main force of the learning system. This research asked 145 students from 20 colleges about the cyber lectures and analyzed their requirements. Then it applied then to the cyber lectures and studied its effect. <중략> It removed the factors of these complaints and established a way of improvement to apply it to a new cyber lecture. Then it found the total average for the learning achievement improved by 17.3. It showed high learning achievement. The result of the achievement shows that the teaching design is necessary with the viewpoint of the students as well as the viewpoint of the teachers.

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Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.99-107
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    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

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Curriculum Development of Instructional Laboratories in Materials Science and Engineering (재료공학 실험실습 교육과정 개발)

  • Kim, Eun-Kyung;Jeoung, Un-Yong;Park, Cheol-Min;Bae, Dong-Hyun;Min, Dong-Jun;Lee, Woo-Young
    • Journal of Engineering Education Research
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    • v.10 no.4
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    • pp.43-57
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    • 2007
  • The paradigm of engineering education has evolved from subject-centered learning to student -centered learning. In particular, instructional laboratories can be an essential part of studentcentered learning. The curriculum of instructional laboratories in the departments of materials science and engineering, Yonsei University has been investigated. Student surveys on thecurriculum were also carried out. The curriculum was found to develop after reforming it on the basis of student-centered learning. Student feedback reflects that the new curriculum promoted student's active learning and that student's needs of instructional laboratories were considered in the curriculum.

Bio-mimetic Recognition of Action Sequence using Unsupervised Learning (비지도 학습을 이용한 생체 모방 동작 인지 기반의 동작 순서 인식)

  • Kim, Jin Ok
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.9-20
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    • 2014
  • Making good predictions about the outcome of one's actions would seem to be essential in the context of social interaction and decision-making. This paper proposes a computational model for learning articulated motion patterns for action recognition, which mimics biological-inspired visual perception processing of human brain. Developed model of cortical architecture for the unsupervised learning of motion sequence, builds upon neurophysiological knowledge about the cortical sites such as IT, MT, STS and specific neuronal representation which contribute to articulated motion perception. Experiments show how the model automatically selects significant motion patterns as well as meaningful static snapshot categories from continuous video input. Such key poses correspond to articulated postures which are utilized in probing the trained network to impose implied motion perception from static views. We also present how sequence selective representations are learned in STS by fusing snapshot and motion input and how learned feedback connections enable making predictions about future input sequence. Network simulations demonstrate the computational capacity of the proposed model for motion recognition.

Ranking Methods of Web Search using Genetic Algorithm (유전자 알고리즘을 이용한 웹 검색 랭킹방법)

  • Jung, Yong-Gyu;Han, Song-Yi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.91-95
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    • 2010
  • Using artificial neural network to use a search preference based on the user's information, the ranking of search results that will enable flexible searches can be improved. After trained in several different queries by other users in the past, the actual search results in order to better reflect the use of artificial neural networks to neural network learning. In order to change the weights constantly moving backward in the network to change weights of backpropagation algorithm. In this study, however, the initial training, performance data, look for increasing the number of lessons that can be overfitted. In this paper, we have optimized a lot of objects that have a strong advantage to apply genetic algorithms to the relevant page of the search rankings flexible as an object to the URL list on a random selection method is proposed for the study.

A Development of Query-Answer Learning Tool based on LTSA (LTSA 기반의 질의 응답 학습 도구 개발)

  • Kim, Haeng-Kon;Kim, Jung-Soo
    • The KIPS Transactions:PartA
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    • v.10A no.3
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    • pp.269-278
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    • 2003
  • The popularity of the web based education has come the need for variety learning methods and for business to exploit the web not only for interoperability but also standardization. This way of standardization has come to researched for environments, contents and practical uses in ISO. The IEEE has special]y established five technical classes for LTSA which provide advanced e-learning environments. Feedback functions would not be supported and specified in standardization for Query Answer on LTSA. In this paper, we describe the query and answer model which we have developed on layer three of LTSA. We develop the redefined model for transforming data flow oriented into object or component based model. We have developed the Query Answer Metadata (QAM) based on Learning Object Metadata (LOM). We design and showed thing a prototyping implementation the Query Answer Learning Tool (QALT). We have used the QALT to address the problem of efficiency of web based education. We also used it to develop the related tools with quality and productivity.

Development of Digital Integrated Nursing Practice Education Platform (디지털 간호실습교육 플랫폼 개발)

  • Sun Kyung Kim;Hye ri Hwang;Su yeon Park;Su hee Moon
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.167-177
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    • 2024
  • In nursing education, there has been efforts for enhancing the quality, with a growing interest in the utilization of digital technologies. In clinical training of nursing curriculum, the emphasis on digital technology is pronounced, as it has the potential to offer learners effective and accessible educational experience while enabling the integrated management of individualized learning outcomes. This study developed a digital nursing education platform, allowing educators and learners to select functionalities based on the educational content and characteristics of the learning tools. Additionally, the user interface was designed to facilitate learners' accurate understanding and execution of assigned tasks and objectives. The detailed design and implementation process of the platform are elaborated and then the validation of its usefulness was provided based on feedback from ten educators who are responsible for diverse subjects. The high usability of the digital nursing practicum education platform was confirmed, with potential implications for significant improvements in learner performance. The potential of this digital platform is to lead to innovative shifts in educational methodologies within the field of integrative nursing education.