• 제목/요약/키워드: Concept learning

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r-Learning과 교육정보화 정책 (r-Learning and Educational Information Policies)

  • 이종연
    • 한국융합학회논문지
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    • 제1권1호
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    • pp.1-15
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    • 2010
  • 교육이란 사회적 변화를 예측하고 우리 사회가 필요로 하는 인재를 길러내야 할 책무성을 띠고 있으며, 이러한 사회적 변화에 따라 교육은 능동적으로 변해야 한다. 이러한 국내 교육변화에 대한 관심은 지난 1995년 교육과학기술부 교육개혁위원회의 '5 31 교육개혁안'을 통해 구체화된 바 있다. 따라서 본 논문은 교육정보화 정책의 3단계 방향과 교육정보화의 핵심 기술인 이러닝과 유러닝 기술을 검토할 것이다. 또한 이러닝은 콘텐츠 전달 매체에 따라 엠러닝(m-learning), 티러닝(t-learning), 유러닝(u-learning), 알러닝(r-learning), game-based learning 등으로 나눌 수 있다. 본 논문은 이 중 새로운 콘텐츠 전달 방법인 알러닝의 개념을 소개하고 유러닝과의 차이점을 비교하여 검토한다.

미래학습에서의 Learning by Teaching 적용가능성 (Reconsidering the Concept and Potential of Learning by Teaching)

  • 최효선
    • 의학교육논단
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    • 제23권1호
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    • pp.3-10
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    • 2021
  • Learning by teaching (LbT) has long been recognized as an important learning behavior that constructs meaning based on interactions between learners. This study aimed to explore the meaning of LbT as an important learning activity for future implementation in education. LbT is based on the cultural historical activity theory and sociocultural learning theory, as developed by scholars including Vygotsky. These frameworks value the construction of meaning based on language, and LbT is reported to be effective in constructing meaning. In addition, within the zone of proximal development posited by Vygotsky, learning through interaction between learners improves academic achievement, higher-order thinking, deep learning, and reflective learning. LbT also promotes students' learning presence, and strengthens various competencies such as collaboration and communication skills. Interactive behavior between learners in the form of LbT has been explored as an approach to teaching and learning, with methods including peer learning, peer tutoring, peer teaching, peer mentoring, Lernen durch Lehren, and peer-assisted learning. LbT has also been applied as a learning method. In the future, LbT has boundless potential to improve learning through activities such as flipped learning or online learning based on interactions between learners.

항공정비 분야의 안전증진을 위한 학습문화 연구 (A Study on Learning Culture for the Safety Promotion in Aviation Maintenance)

  • 김천용
    • 한국항공운항학회지
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    • 제22권1호
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    • pp.124-129
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    • 2014
  • The organization's safety culture is strongly tied to the success of its safety learning programme. All personnel must understand the concept and necessity of Safety Management System. In order to settle the culture which they are willing to share the responsibility of safety, it is essential for service provider as the airline company to develop the technique and knowledge which intenses the organization's safety and to perform safety learning programme to be applied. This study has looked into the preceding studies about the learning culture and surveyed how the airmen have acquired the safety lessons learned thru their safety promotion within aviation maintenance organization. Accordingly, it intends to contribute safety promotion by suggestion of the effective and positive learning culture thru the establishment of strategy and the safety learning programme suitable to the organization.

외연적 객체모델의 정형화 (A Formal Presentation of the Extensional Object Model)

  • 정철용
    • Asia pacific journal of information systems
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    • 제5권2호
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    • pp.143-176
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    • 1995
  • We present an overview of the Extensional Object Model (ExOM) and describe in detail the learning and classification components which integrate concepts from machine learning and object-oriented databases. The ExOM emphasizes flexibility in information acquisition, learning, and classification which are useful to support tasks such as diagnosis, planning, design, and database mining. As a vehicle to integrate machine learning and databases, the ExOM supports a broad range of learning and classification methods and integrates the learning and classification components with traditional database functions. To ensure the integrity of ExOM databases, a subsumption testing rule is developed that encompasses categories defined by type expressions as well as concept definitions generated by machine learning algorithms. A prototype of the learning and classification components of the ExOM is implemented in Smalltalk/V Windows.

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A Study on Platform Development for Web 2.0-based e-Learning

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • 제5권1호
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    • pp.1-8
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    • 2009
  • The new paradigm called the web 2.0 recently appeared in the web environment. We pay attention to the positive effects which may be brought about by application of the web 2.0 to e-learning; we think that it can improve problem solving skills of learners and reinforce their creativity. But until now, e-learning model, which understood the web 2.0 concept completely, has been never developed. In this context, we propose the web 2.0-based e-learning platform which induces all the courses for education such as the selection of topic, preparation of lecture schedule and contents, teaching and learning, to be decided by participants. We believe that this platform can replace or supplement the e-learning of web 1.0 age, and realize the positive effects.

Gender Issues in a Korean EFL Learning Context

  • Park, Hae-Soon
    • 영어어문교육
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    • 제13권2호
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    • pp.155-176
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    • 2007
  • An attempt to investigate the effect of gender differences on Korean students' EFL learning orientation was made. To explain a Korean EFL learning context, three criteria (cultural distance between the target country and the host country, communicative needs of the TL, the status of the TL in the host country) are adopted. Moreover, as a contrastive FL learning context from the Imposed FL learning context, a FL learning context where there is a substantial cultural distance from the TL community, communication needs of the TL do not exist, and the TL enjoys a special educational and socioeconomic status in the host country, a concept of an Integrative FL learning context is newly brought up in this paper. As the result of a questionnaire conducted in four different high schools, female learners can be claimed to be more internalized about academic and socioeconomic benefits the TL entails for their social advancement and overcoming inequality between men and women in society, albeit insignificant numerical data.

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공학설계와 지역사회봉사활동을 통합한 서비스러닝 교육프로그램 운영 사례 및 효과 (A case study on the effect of service learning education program integrating engineering design and community service activities)

  • 진성희
    • 공학교육연구
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    • 제21권4호
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    • pp.35-45
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    • 2018
  • The purpose of this study is to develop a service learning education program for engineers and to investigate its educational effects. This study reviewed the concept and characteristics of service learning and examined the service learning education programs operated in higher education environments. The Service Learning Education Program was developed by integrating engineering design and community service activities. This program has been applied to the engineering education from 2014 to 2016. As a result of the study, the learners' satisfaction with service learning activities, empathy ability, and engineering design ability were improved. Based on the research results, practical implications are suggested to the instructors who want to develop the service learning education program for engineering students.

Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
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    • 제22권2호
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    • pp.227-253
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    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • 제7권2호
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.

Multiple Instance Mamdani Fuzzy Inference

  • Khalifa, Amine B.;Frigui, Hichem
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제15권4호
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    • pp.217-231
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    • 2015
  • A novel fuzzy learning framework that employs fuzzy inference to solve the problem of Multiple Instance Learning (MIL) is presented. The framework introduces a new class of fuzzy inference systems called Multiple Instance Mamdani Fuzzy Inference Systems (MI-Mamdani). In multiple instance problems, the training data is ambiguously labeled. Instances are grouped into bags, labels of bags are known but not those of individual instances. MIL deals with learning a classifier at the bag level. Over the years, many solutions to this problem have been proposed. However, no MIL formulation employing fuzzy inference exists in the literature. Fuzzy logic is powerful at modeling knowledge uncertainty and measurements imprecision. It is one of the best frameworks to model vagueness. However, in addition to uncertainty and imprecision, there is a third vagueness concept that fuzzy logic does not address quiet well, yet. This vagueness concept is due to the ambiguity that arises when the data have multiple forms of expression, this is the case for multiple instance problems. In this paper, we introduce multiple instance fuzzy logic that enables fuzzy reasoning with bags of instances. Accordingly, a MI-Mamdani that extends the standard Mamdani inference system to compute with multiple instances is introduced. The proposed framework is tested and validated using a synthetic dataset suitable for MIL problems. Additionally, we apply the proposed multiple instance inference to fuse the output of multiple discrimination algorithms for the purpose of landmine detection using Ground Penetrating Radar.