• Title/Summary/Keyword: Concept learning

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Automatic Acquisition of Domain Concepts for Ontology Learning using Affinity Propagation (온톨로지 학습을 위한 Affinity Propagation 기반의 도메인 컨셉 자동 획득 기법에 관한 연구)

  • Qasim, Iqbal;Jeong, Jin-Woo;Lee, Dong-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06c
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    • pp.168-171
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    • 2011
  • One important issue in semantic web is identification and selection of domain concepts for domain ontology learning when several hundreds or even thousands of terms are extracted and available from relevant text documents shared among the members of a domain. We present a novel domain concept acquisition and selection approach for ontology learning that uses affinity propagation algorithm, which takes as input semantic and structural similarity between pairs of extracted terms called data points. Real-valued messages are passed between data points (terms) until high quality set of exemplars (concepts) and cluster iteratively emerges. All exemplars will be considered as domain concepts for learning domain ontologies. Our empirical results show that our approach achieves high precision and recall in selection of domain concepts using less number of iterations.

Suggestions for Enviornmental Education using Ecological Learning Center (독일에서의 생태학습장을 이용한 환경교육 사례연구)

  • 안삼영;김대희
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.365-377
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    • 1999
  • The concept of environmental education contains from teaching environmental pollutions and the importance of environment to the ecological relationship between human and the nature. The ultimate goal of environmental eduaction, however, is to build the environmental-friendly and responsible behavoir. One of the best way to achieve this goal is ecological learning centers, where students can observe and analyse threes, plants and animals, and they learn the principle of the environmental succession with feeling and understanding. Students internalize environmental awareness through experiencing the nature. In this paper, we would like to introduce the diverse types of ecological learning centers in germany and their programs focusing on the ecocenters in berlin, with an intention of adopting practical programs in korean school system.

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Development of a Problem-based Learning Package for RN-BSN Students - Based on the Cases of Women during Pregnancy, Childbirth and Postpartum - (RN-BSN 학생을 위한 문제중심학습(Problem-Based Learning) 패키지 개발 - 임신, 분만, 산욕여성의 상황을 중심으로 -)

  • Song, Young-A;Shin, Hye-Sook
    • Women's Health Nursing
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    • v.11 no.2
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    • pp.99-109
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    • 2005
  • Purpose: The purpose of this study is to present a procedure for developing a PBL package and to provide the example of its application. Method: In this study, the PBL package was proposed based on the integrated curricular under maternity nursing. The PBL package model proposed by Little was applied to this study. Result: The procedure for developing the PBL package includes course objectives, learning objectives, concept mapping, situation scenario, tutor guide, and evaluation method. Clinical scenarios used in 3 PBL packages were composed of a pregnant women, a childbirth women, and a postpartum women. The Eight detailed steps are given in this study. Conclusion: Through these findings, the steps might be easier and more useful for nurse professionals to begin using the PBL package in maternity nursing. In addition, the steps will actively contribute to imply the PBL in nursing education.

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The Effectiveness of the Learning Cycle Model for Science Instruction : Preschool Children's Creativity and Scientific Problem Solving Ability (순환학습 모형을 활용한 과학 교수법이 유아들의 창의성과 과학적 문제 해결력에 미치는 효과)

  • Chung, Chung Hee;Park, Yune Bae
    • Korean Journal of Child Studies
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    • v.25 no.3
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    • pp.1-14
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    • 2004
  • This study focused on the development and application of learning cycle model for promoting children's creativity and problem solving ability. The learning cycle approach consists of four phases : awareness, exploration, investigation, and concept application. The program consists of 20 scientific activities. A total of 70 children participated the 10 week program to examine the effectiveness of this model. The experimental design included a pretest, treatment, and posttest. Results showed that the experimental group children scored significantly higher on the creativity and problem solving tests in the posttest than the control group children.

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Interior Project of INCHEON 'G' Elementary School English Only Zone (인천 'G' 초등학교 영어 전용 구역 구축 프로젝트)

  • Lee, Hyok-Jun
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.251-252
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    • 2005
  • The present design, which is English Zone Development Project for 'G' Elementary School at Seo gu, Incheon, contained various booths for experiential learning corners as well as spaces of teaching learning through group study, dramas and role plays, breaking away from the structure and atmosphere of traditional language labs, and at the same time it include a school building as an affiliated space where the whole students can gather for discussion and learning. The general design concept adopted the atmosphere of an exotic street, installing five theme booths (airport, bank, hospital, book/game store and shop) along the wall and applying the image of road to the floor in order to perform role plays. The blackboard and furniture were also designed to produce the atmosphere of street so that elementary students take interest and actively participate in learning.

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Fault Diagnosis Management Model using Machine Learning

  • Yang, Xitong;Lee, Jaeseung;Jung, Heokyung
    • Journal of information and communication convergence engineering
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    • v.17 no.2
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    • pp.128-134
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    • 2019
  • Based on the concept of Industry 4.0, various sensors are attached to facilities and equipment to collect data in real time and diagnose faults using analyzing techniques. Diagnostic technology continuously monitors faults or performance degradation of facilities and equipment in operation and diagnoses abnormal symptoms to ensure safety and availability through maintenance before failure occurs. In this paper, we propose a model to analyze the data and diagnose the state or failure using machine learning. The diagnosis model is based on a support vector machine (SVM)-based diagnosis model and a self-learning one-class SVM-based diagnostic model. In the future, it is expected that this model can be applied to facilities used in the entire industry by applying the actual data to the diagnostic model proposed in this paper, conducting the experiment, and verifying it through the model performance evaluation index.

A Study on the Development of Global Leadership Program Model

  • Park, Eunsook
    • International Journal of Contents
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    • v.15 no.1
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    • pp.58-63
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    • 2019
  • The objective of this study was to explore a specific method and strategy for 'Global Leadership Program Model' in order to enhance global leadership, which will emphasize the aspect of open mind and attitude toward diversity, cross-culture, communication, and global manner. This research explored the concept and characteristics of global leadership and competency based education, and analyzed effectiveness of satisfaction and participation on global leadership programs implemented in K University and analyzed the learners' recognition on the experience. Also, the research integrated the values of global leadership with the strategies of competency-based education, and finally developed 'Global Leadership Program Model'. As a result, 'Global Leadership Program Model' might be able to help students use knowledge and skill in various contexts, and serve in the community with responsibility. It is expected that students could be facilitated to perform task and role communicating with others, and they might know exactly what learning outcome they are required to establish and what standard is used to evaluate the performance, so that this environment might motivate them and encourage them to follow the learning process more effectively.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.119-128
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    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Features Of The Implementation Of Distance Education Institutions Of Higher Education In Ukraine

  • Soroka, Maryna;Shtefiuk, Valeriia;Tatarenko, Maryna;Babchenko, Yanina;Ivashchenko, Irina
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.266-270
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    • 2021
  • The article clarifies and divorces the concepts of distance learning systems "distance learning", "distance education", "distance technologies", "open education". The central concept of the DO system is "distance learning"; - an assessment of the use of distance technologies in the system of higher professional education in Ukraine was carried out, which showed that the dominant teaching technology at the moment is the technology of teaching using cases (case technology on paper and electronic media). It is determined that distance technologies based on the active use of technical teaching aids (network technologies, telecommunication technologies) find little use in the system of higher professional education in Ukraine.

Dynamic Positioning of Robot Soccer Simulation Game Agents using Reinforcement learning

  • Kwon, Ki-Duk;Cho, Soo-Sin;Kim, In-Cheol
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.59-64
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to chose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state- action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem. we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL)as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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