• Title/Summary/Keyword: 학습 도우미

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Design of UMPC-based Learning Management System Using Self-Regulated Learning Strategy (자기조절학습 전략을 적용한 UMPC 기반 학습 관리 시스템의 설계)

  • Kim, Yeon-Jung;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.233-239
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    • 2007
  • 최근 정보통신기술의 발달로 학교 교육 현장에서는 미래형 교육을 위한 새로운 노력들이 시도되고 있다. u-러닝 (Ubiquitous Learning)으로 일컬어지는 이러한 교육을 이끌어가는 도구로서 UMPC (Ultra Mobile Personal Computer)는 기존 PC로 할 수 있는 모든 것을 가능케 하면서 나아가 휴대성과 이동성의 장점까지 겸비해 최근 급부상하고 있다. 본 연구에서는 이러한 동향을 반영하여 평생학습 사회에서 누적된 학습을 효과적으로 관리할 수 있도록 UMPC를 기반으로 한 학습 관리 시스템을 설계하였다. 본 시스템의 장점은 다음과 같다. 첫째, 자기조절학습 이론의 자기조절학습 전략을 적용함으로써 학습자가 능동적이고 자기주도적으로 학습을 점검하고 관리할 수 있도록 하였다. 둘째, 복잡하고 불필요한 기능을 배제하고 기존의 학습 자원과 도구를 최대한 활용하여 시스템의 편의성을 높임으로써 바쁜 일상에서도 간단하게 사용할 수 있는 학습 관리 및 생활 관리 도우미의 역할을 할 수 있도록 하였다. 셋째, 자기 학습에 대한 피드백을 지속적으로 할 수 있도록 도와줌으로써 궁극적으로 학업 성취 향상에 기여할 수 있도록 하였다.

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Development of Game-type Learning Program for Multi-level Learning in Number and Operation Field (수.연산 영역의 수준별 학습을 위한 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Jin, Young-Seok
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.43-50
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    • 2006
  • This study is to develop a learning program supporting how to teach multi-level of students in number and operating field in the elementary school. Mathematics requires different teaching ways for various standards of student in the school. However, in most of elementary school teachers are having hard time giving the proper lesson for each student due to the lack of supplementary classes and the excessive numbers of students in a class. Thus this research provides "Game-type learning Program" and supports individual learning lessons to give each student an opportunity to form a correct concept of number and operation. This system sets up suitable steps for each student by checking their leaning progress and accomplishment. When a student has a trouble, can give a help or show specific things which could be related with the matter. As a result, students have got more interests in studying math, furthermore, actually, the help and giving a clue helped students a lot in settling the problems.

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Design and Implementation of a Web Based PBL System for ICT Training (ICT 활용 교육을 위한 웹 기반 문제중심학습 시스템의 설계 및 구현)

  • Ahn Seong-Hun;Ku Bon-Ju;Kho Dae-Ghon
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.141-151
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    • 2006
  • In this paper, We designed and implemented a web based PBL system for ICT training. We surveyed special qualities and a learning model which have been researched for web based PBL system. According to the result of preceding research, we designed a web based PBL system consisted of teaming guidance, learning subject, collaboration learning, loaming result, help center, bulletin board. Also, We applied the web based PBL system to beginner. According to the result of this application, it was found that the students had more interest in learning and utilization of the system when using the web based PBL system. And the web based PBL system was very useful in setting up a problem-solving plan and a ICT learning plan.

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Developing the Web Agent for Supporting and Facilitating Teaching and Learning on the Web (교수-학습 지원을 위한 웹 에이전트(web agent)의 개발)

  • Kang, Shin-Gheon;Han, Seung-Rok;Park, Jung-Whan
    • The Journal of Korean Association of Computer Education
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    • v.6 no.1
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    • pp.87-94
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    • 2003
  • Recently there are many tries and researches for using web agent in education. The agent is a computer program as a common name which takes a role like a proxy or a middle ware for accomplishing the given something on behalf of user. Lately the agent is being used in the various fields. The teaching and learning is the one of those. It is the web agent that support the teaching and learning on the web. It has a concept of the program or the engine is able to do teachers roles on the behalf of him on the web. Not only the web agent is able to do teachers roles on the behalf of him, but also it is a helper that helps learners on the web. The web based teaching and learning environment has the web agent offers the personal and the adaptive information, interface, or contents.

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Development of AI-based Real Time Agent Advisor System on Call Center - Focused on N Bank Call Center (AI기반 콜센터 실시간 상담 도우미 시스템 개발 - N은행 콜센터 사례를 중심으로)

  • Ryu, Ki-Dong;Park, Jong-Pil;Kim, Young-min;Lee, Dong-Hoon;Kim, Woo-Je
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.750-762
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    • 2019
  • The importance of the call center as a contact point for the enterprise is growing. However, call centers have difficulty with their operating agents due to the agents' lack of knowledge and owing to frequent agent turnover due to downturns in the business, which causes deterioration in the quality of customer service. Therefore, through an N-bank call center case study, we developed a system to reduce the burden of keeping up business knowledge and to improve customer service quality. It is a "real-time agent advisor" system that provides agents with answers to customer questions in real time by combining AI technology for speech recognition, natural language processing, and questions & answers for existing call center information systems, such as a private branch exchange (PBX) and computer telephony integration (CTI). As a result of the case study, we confirmed that the speech recognition system for real-time call analysis and the corpus construction method improves the natural speech processing performance of the query response system. Especially with name entity recognition (NER), the accuracy of the corpus learning improved by 31%. Also, after applying the agent advisor system, the positive feedback rate of agents about the answers from the agent advisor was 93.1%, which proved the system is helpful to the agents.

Development of Lecture Assistant Apps Using NFC Protocols (NFC 기반의 강의 도우미 앱 개발)

  • Kim, Dong Kwan;Kim, Min Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.293-294
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    • 2016
  • 본 논문에서는 대학교 강의 효율 향상을 위한 학습 지원 시스템을 제안한다. 해당 시스템은 교수와 학생의 스마트 폰을 이용한 온라인 출석부를 지원하고, 학생의 스마트 폰 사용을 일정 시간 제한할 수 있다. 온라인 출석부는 별도의 서버에서 저장 관리되며, 비접촉식 근거리 통신 방식인 NFC를 통해 출석 유무를 점검한다. 효과적으로 스마트 폰을 제어하기 위해, 인터넷 모드, 매너 모드, 제어시간 등이 결정되며, 결정된 정책에 따라 학생의 스마트 폰은 관리된다.

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A Study on the User Identification and Authentication in the Smart Mirror in Private (사적공간의 스마트미러에서 사용자 식별 및 인증 기법 연구)

  • Mun, Hyung-Jin
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.100-105
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    • 2019
  • As IoT Technology develops and Era of Hyperconnectivity comes, various kinds of customized services became available. As a next-generation display, a smart mirror accesses multimedia devices and provides various services, so it can serve as a social learning tool for the children and the old ones, as well as adults who need information. Smart Mirror must be able to identify users for individualized services. However, since the Smart Mirror is an easily accessible device, there is a possibility that information such as an individual's pattern and habit stored in the smart mirror may be exposed to the outside. Also, the other possibility of leakage of personal location information is through personal schedule or appointment stored in the smart mirror, and another possibility that privacy can be violated is through checking the health state via personal photographs. In this research, we propose a system that identify users by the information the users registered about their physique just like their face, one that provides individually customized service to users after identifying them, and one which provides minimal information and service for unauthenticated users.

주제탐구 중심의 수학영재 캠프 - 초등학교 중심 -

  • Lee, Sang-Won;Bang, Seung-Jin
    • Communications of Mathematical Education
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    • v.17
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    • pp.31-48
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    • 2003
  • 영재교육이 우리나라의 미래를 좌우한다는 생각은 이제 매우 설득력을 얻고 있지만 구체적인 학습자료와 이론이 여전히 부족한 상태이다(1999,김주봉). 수학 캠프의 활동에 관한 교육 프로그램은 더욱더 찾아보기 힘들다. 대구광역시 동부교육청 시범영재학급에서는 03년 1월 9일부터 11일까지 2박3일간 동부 계명대학교 자연과학부 백은관에서 영재캠프를 개최하였다. 이번 캠프는 주제탐구중심의 캠프로서 협동심과 창의력중심으로 전국 최초로 이루어졌고, 4학년 22명, 5학년 21명, 6학년 24명 총 67명과 담당장학사1명, 진행도우미 8명, 운영교수진 8명, 체험학습 강사10명 총94명이 참가하였다. 프로그램은 영재교육의 전문가인 교수와 초 중등 현직교사들에 의하여 운영되었고, 프로그램 계획 수립 및 진행총괄은 담당장학사와 본 연구자가 진행하였다. 학생들의 수준의 차이가 적지 않는 데다가 본 연구자는 4개월 동안 캠프를 준비하여 학생들로부터 캠프에 대한 소감을 통하여 결과가 긍정적인 내용이 많아서 매우 성공적인 캠프가 이루어 졌다고 생각한다. 본 고에서는 캠프일정과 운영. 교육프로그램, 주제탐구물 결과에 대하여 살펴볼 것이다.

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A Study on the Application of Graphic Metaphor to the Web Interface - concentrating on the homework supporting domains for higher classes in the elementary schools- (웹 인터페이스에서의 그래픽 메타포 활용에 관한 연구 -초등학교 고학년 숙제도우미 영역을 중심으로-)

  • 이미경;김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.385-394
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    • 2003
  • An investigation by KRNIC (Korea Network Information Center) on the real state of usage of internet has shown that 96.9% of children investigated had experiences of using internet. Especially the firstly ranked item that had been answered by children as a necessity of internet was 'Studying to solve tasks' rated by 83.9%. As seen from the research result, the need as a homework sonics is actually so dominant that it cannot be ignored when considering the profitability at the area of education contents, but any profound research has not been accomplished yet. Internet has been positioned as a more effective and fruitful learning tool, and also all activities done by users for exploring informations and choosing learning items under the on-line circumstances are based on the successive mutual reactions between users and computers. Up to now much of the web based learning circumstances has been introducing the User Interface using metaphor, and the same is found dominantly from the sites for children. But in spite of the availability of metaphor mentioned above the current status is much lack of profound researches about metaphor interface; and what is more, in the case of the site for elementary school students the gap of the ability recognizing metaphor is very large between lower classes and higher classes according to the degree of mental growth but that is used to be simply ignored, then a common concept is adapted to interface for all grades of classes and moreover for infant and kindergarten without any objections. Based on foregoing problems this research has put the main focus on the groping and presenting desirable directions on the prospect design of interface for children-oriented sites by analyzing the status of practical usage of metaphor interface in the field of the sites for children-oriented learning sites with concentration upon homework supporting domains.

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Implementation of intelligent and Human Friendly Home Service Robot (인간 친화적인 가정용 지능형 서비스 로봇 구현)

  • 최우경;김성주;서재용;조현찬;전홍태
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.49-53
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    • 2004
  • 최근 로봇의 형태는 인간의 명령을 이행하고 스스로 학습하며, 감정을 지닐 수 있는 인공지능을 내장한 로봇이다 이와 같은 특징을 지닌 로봇의 용도는 조립, 도장, 용접 둥 단순 반복 작업이나 위험한 산업현장에서 벗어나 좀더 다양한 분야로 그 범위가 확대되고 있다. 활용의 예는 '가족 도우미'의 역할을 수행하는 로봇으로써 가사, 방범, 오락 그리고 교육 등의 기능을 담당하는 형태로써 보다 다양화되고 향후 가정의 필수품으로 자리 잡을 전망이다. 이러한 로봇의 구현에 인공지능의 요소를 활용해야 하는 것은 당연하며 그 범위 또한 광범위하다. 로봇이 여러 가지의 기능을 수행하기 위해서는 환경 정보를 받아들이는 센서의 역할이 크며 이런 센서를 사용조건에 맞게 활용하는 것도 중요하다. 본 논문에서는 로봇에 부착된 센서의 환경 정보값을 적절히 활용하여 로봇의 다양한 기능을 구현할 수 있는 가정용 지능형 서비스 로봇을 구현하고자 한다. 센서 정보는 지능 기법으로 널러 알려진 소프트 컴퓨팅 기법을 사용한다.

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