• Title/Summary/Keyword: 학습피드백

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App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.519-526
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    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

Learner's Satisfaction Survey and Analysis in the University Cyber Education (대학 사이버 교육에서 학습자의 만족도 조사 및 분석)

  • Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1476-1481
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    • 2010
  • Cyber education community in the digital era is going on across all areas of knowledge accumulation rate of acceleration of the demand for retraining and lifelong learning can effectively accommodate. Therefore, new teaching methods in the future as consumer-driven 21st century is expected to settle into the main education system. However, to properly interact with people due to lack of feedback delay, reading and writing intensive courses is detrimental to the environment caused by a particular student, and Computer skills are based on computer-related technology to disadvantage poor students, and many have problems. In this paper, recent university education and cyber education requires a paradigm shift is required in an environment that factors affecting students' satisfaction were evaluated, and Improvement of cyber education will be studied.

A controller Design using Immune Feedback Mechanism (인체 면역 피드백 메카니즘을 활용한 제어기 설계)

  • Park, Jin-Hyun;Kim, Hyun-Duck;Choi, Young-Kiu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.701-704
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    • 2005
  • PID controllers, which have been widely used in industry, have a simple structure and robustness to modeling error. But They are difficult to have uniformly good control performance in system parameters variation or different velocity command. In this paper, we propose a nonlinear adaptive PID controller based on a cell-mediated immune response and a gradient descent learning. This algorithm has a simple structure and robustness to system parameters variation. To verify performances of the proposed nonlinear adaptive PID controller, the speed control of nonlinear DC motor is performed. The simulation results show that the proposed control systems are effective in tracking a command velocity under system parameters variation.

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Learner's Satisfaction Survey and Analysis in the University Cyber Education (대학 사이버 교육에서 학습자의 만족도 조사 및 분석)

  • Kim, Chang-Su;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.405-408
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    • 2010
  • Cyber education community in the digital age is going on across all areas of knowledge accumulation rate of acceleration of the demand for retraining and lifelong learning can effectively accommodate. Therefore, new teaching methods in the future as consumer-driven 21st century is expected to settle into the main education system. However, to properly interact with people due to lack of feedback delay, reading and writing intensive courses is detrimental to the environment caused by a particular student, and Computer skills are based on computer-related technology to disadvantage poor students, and many have problems. In this paper, recent university education and cyber education requires a paradigm shift is required in an environment that factors affecting students' satisfaction were evaluated, and Improvement of cyber education will be studied.

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Predicting the Effect of Fusion of Artificial Intelligence Education and Maker Education Using System Dynamics (시스템 사고를 활용한 인공지능 교육과 메이커 교육 융합 효과성 예측)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.117-120
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    • 2020
  • 본 논문은 인공지능 메이커 교육과 관련한 요소를 논문 네트워크 키워드 분석과 다양한 빅데이터를 종합하여 핵심용어를 선정 후 인공지능 메이커 교육을 시스템 다이내믹스의 Vensim프로그램으로 인과지도(Casual Loop Diagramming)를 구조분석(모델의 구조)하여 예측 결과를 토대로 향후 미래 상황 추출 및 정책 결정 연구에 영향을 기여한다. 연구 결과 인공지능 교육 정책은 추후 인공지능 교육과 메이커 교육을 융합한 교육 관련 산업이 증대할 것으로 예측되며 교육 경쟁력 향상과 창의적 인재 양성, OTT를 이용한 인공지능 교육 콘텐츠 향상으로 학습에 활용성이 증대하게 된다. 또한 인공지능 교육 정책은 프로그래밍 교육으로 연결되어 성장기 학습자들의 사고력과 정서 발달에 도움 되며 다양한 교재 및 기기 등장으로 인한 학습에 다양성 역시 증가할 것으로 예측된다. 학교 차원에서는 교수·연구 지원 활동이 증가하여 수업 전문성을 가진 교사가 늘어나 학교 교육의 질은 확대되고 학부모는 인공지능 교육 정책에 긍정적으로 된다. 시스템 다이내믹스는 구조가 형태를 결정짓는다는 세계관에 기초하여 피드백 루프와 동태적 형태 유형을 파악하며 다양한 가능성이 존재하게 된다. 이는 추후 다양한 연구를 통해 인공지능 교육 정책 인과지도의 확대로 연결될 수 있음을 암시하며 본 논문을 통해 인공지능 교육 연구 확산에 시발점이 되었으면 한다.

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The Impact of the Development Process of an Integrated Science Program on Pre-service Teachers Learning Motivation and Group Intelligence: A Focus on Values and Integration with Software (통합과학 프로그램 개발과정이 예비교사의 학습동기 및 집단지성에 미치는 영향: 가치관과 소프트웨어 접목을 중심으로)

  • Dukyoung JI
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.3
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    • pp.374-384
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    • 2023
  • This study investigated the impact on pre-service teachers during the development of an integrated science education program, emphasizing group intelligence, values, and software application in response to societal demands. The results revealed several key findings. Firstly, the development of an integrated science education program utilizing group intelligence enhanced the learning motivation of pre-service teachers, particularly demonstrating improvements during the implementation phase. Secondly, the group intelligence-based development of the integrated science education program cultivated the group intelligence competence of pre-service teachers, manifesting positive effects throughout the entire process of program development, demonstration, and feedback. Thirdly, it was evident that the integration of software and individual values into science curriculum requires specialized support.

Covariational Reasoning of Ninth Graders in Reciprocal Peer Tutoring Process (상호또래교수과정에서 나타나는 중학교 3학년 학생들의 공변 추론)

  • Gil, Seung Ho;Shin, Jaehong
    • Journal of the Korean School Mathematics Society
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    • v.23 no.3
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    • pp.323-349
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    • 2020
  • In this study, we conducted eight reciprocal peer tutoring classes where each student took either role of a tutor or a tutee to study covariational reasoning in ninth graders. Students were given the opportunity to teach their peers with their covariational reasoning as tutors, and at the same time to learn covariational reasoning as tutees. A heterogeneous group was formed so that scaffolding could be provided in the teaching and learning process. A total of eight reciprocal peer tutoring worksheets were collected: four quantitative graph type questions and four questions of the qualitative graph to the group. The results of the analysis are as follows. In reciprocal peer tutoring, students who experienced a higher level of covariational reasoning than their covariational reasoning level showed an improvement in covariational reasoning levels. In addition, students enhanced the completeness of reasoning by modifying or supplementing their own covariational reasoning. Minimal teacher intervention or high-level peer mediation seems to be needed for providing feedback on problem-solving results.

The Determinants of Reuse Intention in e-Learning - An Integrated Approach to Attitude and Flow - (이러닝에서의 재이용의향 결정요인 - 태도와 몰입의 통합적 접근 -)

  • Lee, Jong-Man;Kang, Hwan-Soo;Park, Jong-Hak
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.472-479
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    • 2010
  • The purpose of this paper is to investigates the determinants of learner intention to reuse in e-learning. Based on attitude and flow related studies, our paper proposes a theoretical model consisting of factors such as contents sufficiency, course feedback, self-directed learning, attitude, flow, and reuse intention. The survey method was used for this paper, and data from a total of 409 users in e-learning system were used for this analysis. To analyze the data, structural equation model was used. The results of this empirical study is summarized as follows. First, contents sufficiency has a positive effect on flow as well as attitude, and learner's self-directed learning has a positive effect on flow as well as attitude. Second, both attitude and flow have a positive effect on reuse intention. The findings have significant implications for determinant indicators of reuse intention in e-learning.

Development of Dance Learning System Using Human Depth Information (인체 깊이 정보를 이용한 댄스 학습 시스템 개발)

  • Kim, Yejin
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1627-1633
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    • 2017
  • Human dance is difficult to learn since there is no effective way to imitate an expert's motion, a sequence of complicated body movements, without taking an actual class. In this paper, we propose a dance learning system using human depth information. In the proposed system, a set of example motions are captured from various expert dancers through a marker-free motion capture and archived into a motion database server for online dance lessons. Given the end-user devices such as tablet and kiosk PCs, a student can learn a desired motion selected from the database and send one's own motion to an instructor for online feedback. During this learning process, our system provides a posture-based motion search and multi-mode views to support the efficient exchange of motion data between the student and instructor under a networked environment. The experimental results demonstrate that our system is capable to improve the student's dance skills over a given period of time.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.