• Title/Summary/Keyword: Customized Learning Contents

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A Study on the Application of EduTech for Multicultur al People (다문화 구성원을 위한 에듀테크 적용 방안에 관한 연구)

  • Back, Seungcheol;Jo, Sunghye;Kim, Namhee;Choi, Mikyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.55-62
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    • 2016
  • Today, demand for job training of married immigrants is increasing. This research aims to propose developmental Edu-Tech based on the demand for education contents and the characteristics of multicultural family. Based on analysis such as FGI(focus group interview) and expert interview, this paper presents a four methods for development of EduTech for multicultural people, such as language skills, the recommendation technology of customized training contents, contents design based on gamification and user experience design. This research contributes to the direction of the method to use EduTech as a tool for gaps in education and welfare state.

A Case Study on the Influence of Science Education Courses on Pre-service Chemistry Teachers' View of Learning (예비화학교사가 수강한 과학교육 과목이 학습관에 미치는 영향에 관한 사례연구)

  • Koh, Eun-Jung;Choi, Byung-Soon
    • Journal of the Korean Chemical Society
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    • v.58 no.1
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    • pp.105-117
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    • 2014
  • The purpose of this study was to analyze pre-service chemistry teachers' view of learning focused on the influence of science education courses that pre-service chemistry teachers had learned. Three pre-service chemistry teachers were selected for this study. Documents related to science education courses, survey data about their view of learning and interview data were collected, transcribed and analyzed. According to this study, pre-service chemistry teachers had changed, modified, maintained and strengthened their view of learning while they took the science education courses. Pre-service teacher K and P had changed their traditional view to the constructive view and then had modified their view by adding the reality. And pre-service teacher H had modified his constructive view with some traditional view. All Pre-service teachers had modified their own view of learning because of the science education course that emphasized the real field situation. As discussed above, science education courses focused on the applying the theory to real teaching situation gave the opportunity to modify pre-service teachers' own view of learning. It implied that the science education courses learned in the teachers college have to include contents based on real teaching situation and pre-service teachers' reflective thinking processes for establishing their view of learning and customized teaching activities.

A Study on the Development Method of e-Learning Contents by the Level of Demand for Landscaping Practical Education - Development and Reuse of Modular Learning Objects - (조경실무 교육수요 수준별 이러닝 콘텐츠 개발 방법론 - 모듈형 학습객체 개발과 재사용을 중심으로 -)

  • Choi, Ja-Ho
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.3
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    • pp.1-13
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    • 2018
  • Landscape Architecture is a minority manpower field that requires wide knowledge and experience. Therefore, the service market is narrower than other fields, and education service for practitioners is lacking. The purpose of this study is to propose e-learning content development methodology that can provide customized landscaping practical education according to the level of education and increase the economic efficiency of the development process. First, in theoretical review, the ADDIE model was modified to select the curriculum development model that pursues efficiency and introduced the concept of reusing learning objects in the SCORM-based model. In particular, to overcome the problems presented in the precious studies, the analysis and design stages have been strengthened and faculty designers with integrated knowledge of Landscape Architecture and ICT have led the overall phase. The actual development process is based on a step by step procedure--analysis of landscaping practitioners needs and environments, etc., teaching and learning procedures and the design of activities considering contents reuse, the first development such as actual shooting and editing, and the second development reusing the first development content--and was done in the order of evaluation and revision of professionalism and satisfaction. As a result of the study, the space-based courses composed of modular learning objects were first developed as 216 courses in 8 subjects, as 208 courses in 3 subjects in total, in which the modularized learning object are crossed and combined in units and difficulty-based courses were second developed in 216 courses with 3 subjects in total. As a result of the evaluation the satisfaction assessment of the overall satisfaction was 4.20 and the average value of the eight measures was 3.97, both being close to 4.0. For the professional assessment, the scores of 8 subjects were very high at 84.8 to 96.4 points. in context, the scores of 5 subjects were equal to from 89.9 to 96.4 points. In conclusion, as the study was conducted based on a clear understanding of the digital characteristics of e-learning contents and general characteristic of the landscaping industry, it was possible to develop a curriculum by developing a course composed of modular learning objects and reusing learning objects by unit. In particular, it has been proven to be effective in conveying professional knowledge and experiences via general procedures and provided an opportunity to overcome some analog problems that may occur in offline education. In the future, further studies need to be done by expanding the content and by focusing on segmented subjects.

Investigation into the Gugak Educational Programs by Museum of Gugak for Invigoration Measures (국악박물관 국악교육프로그램 활성화를 위한 고찰)

  • Moon, Joo-seok
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.327-363
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    • 2018
  • This paper tracks the present state of the Gugak educational programs run by Gugak-specialized museums including Museum of Gugak not only to set a directionality of Museum of Gugak to step forward for their main purposes, but also to find measures to invigorate its Gugak educational programs. There are 826 museums registered in 2016 nationwide, and ten of them are Gugak-specialized museums including Museum of Gugak. An analysis of the educational programs by Museum of Gugak presents high achievements in concentrativeness, participation and satisfaction levels. However, several issues such as difficulty level adjustment, education period arrangement, contents development, setting of a precise aim of education, and overcoming of regional limitations are to be solved in the future. Considering these special circumstances, the study suggests setting a directionality of Gugak education by following four conditions: Firtly, the Gugak education programs by Museum of Gugak should be user-oriented. Secondly, it is necessary to provide customized learning programs to suit users of various ages and generations. Thirdly, a solid education is required to enhance creativity deviating from uniform, unilateral, fragmentary education focused on materials and relics of museums as the users' experiences and learning levels vary. Fourthly, integrated education with relevant study in common use is required as the specialized environments of the museum could cause users psychological resistance and lessen their willingness to approach. Focusing on these four conditions several invigoration measures for the Gugak education programs are discussed: Firstly, a step-by-step approach, not a radical shift, is required in order to turn existing programs into the user-oriented. Secondly, customized learning programs should be planned in consideration of life cycle of the users. Thirdly, it is necessary to establish virtuous circulation reflecting activity-based contents as well as to provide the users experiences through five senses for solid Gugak education, in which various elements such as experiencing, learning, playing, viewing are reflected manifoldly. Fourthly, integrated education can be implemented when the features of Gugak educational programs are internally structured and the external environment matures.

Online Learning Platform Activation Strategy based on STEP Learner Analysis and Survey (STEP 학습자분석 및 실태조사에 기반한 온라인 학습 플랫폼 활성화 방안)

  • Myung, Jae Kyu;Park, Min-Ju;Min, Jun-Ki;Kim, Mi Hwa
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.333-349
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    • 2021
  • The fourth industrial revolution based on information and communication technology has increased the need for an environment where contents in new technologies can be learned for the development of lifelong vocational capabilities. To prepare for this, K University's online lifelong education center has established STEP, a smart learning platform. In this study, we conducted a study and other platform case analysis for STEP learner types, a survey of learners, and a comprehensive analysis based on these results to classify characteristics by learner types. It also intended to establish a plan to provide customized services to meet the needs of STEP learners in the future. The derived results are as follows. It is necessary to constantly manage learning content difficulty and learning motivation survey, and also needs to refine the operation of learning content in terms of learning composition. In addition, it is important to secure specialized content, to manage vulnerable learners, to actively introduce a learner support system and various educational methods.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.

Design and Implementation of Contents-based Customized movie recommendation system using meta weight learning (메타 가중치 학습을 활용한 내용 기반의 맞춤형 영화 추천시스템 설계 및 구현)

  • An, Hyeon Woo;You, Hea Woon;Kim, Dea Yeol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.587-590
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    • 2020
  • 최근, 디지털 콘텐츠 산업이 폭발적으로 성장됨에 따라 고객 유치를 위한 개인화 추천 기술들이 많은 주목을 받고 있다. 개인화 추천 방식들을 큰 갈래로 나누어 본다면 협업 필터링 기술과 내용 기반 기술로 나눌 수 있다. 협업 필터링의 경우 개인화 추천에는 적합하지만 사용자 평가 데이터의 양이 방대해야 하며 초기에 평가자가 없는 콘텐츠에 대해 추천할 수 없는 초기 평가자 문제가 존재한다. 따라서 매일 방대한 양의 콘텐츠가 편입되는 분야에서 사용하기에 큰 결점이 될 수 있다. 본 논문에서는 영화들의 정보가 담긴 데이터 셋과 사용자 평가 데이터, 그리고 사용자의 선호 기준을 의미하는 메타 가중치를 활용한 내용 기반의 맞춤형 영화 추천 시스템을 제안한다. 논문에서는 먼저, 영화를 고를 때 일반적으로 중요시 보는 속성들을 활용하여 영화의 특징 벡터를 구성하고, 이를 사용자 평가와 결합하여 개인의 선호에 대한 특징 벡터를 구성하는 방법을 제안하며, 구성된 데이터와 코사인 유사도, 메타 가중치를 활용하여 사용자 선호와 유사한 영화들을 도출하는 방법을 제안한다. 또한, 평가데이터를 활용하여 구현된 추천시스템의 검증 프로세스를 구성하고, 검증 프로세스를 활용한 손실 함수를 설계하여 적합한 메타 가중치를 학습하는 방법을 제시한다. 본 논문에서 제안하는 시스템은 다수의 속성을 조합하여 활용하므로 추천 결과가 과도하게 특수화 되지 않을 수 있으며, 메타 가중치라는 요소를 통해 더욱 개인화 된 추천을 제공할 수 있다.

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A Study on Customized Software Education method using Flipped Learning in the Digital Age (디지털시대에 플립드 러닝을 활용한 학습자 맞춤형 소프트웨어 교육 방안 연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.55-64
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    • 2017
  • The purpose of this study is to identify the difficulties of learners who started programming after entering college and to search an effective software education method as university liber arts for non-science major students. In order to do this, we analyzed the difficulties of learners in Python programming classes composed of students from various majors at H University through questioning and taught them using flipped class model with pre-questions. The questions that students submit are collected online before class every time, the data on the degree of the difficulty of feeling and the understanding of feeling were obtained through the questionnaire. As a result, for learners who are new to programming, the learners should allocate the process of making the problem into a logical abstraction at the beginning of the curriculum before learning the basic concept of computer language, each lesson should be practiced through the bottom-up problems enough to provide a logical understanding before actual coding. In addition, detailed curriculum should be developed according to characteristics of learner's major, contents and conducting level.

Direction of Elderly Education in the Age of Science and Technology (과학기술 시대 노인교육의 방향)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.1-10
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    • 2024
  • The purpose of this study is to explore the direction of elderly education in the age of science and technology. The research contents to achieve the research purpose are, first, to examine the current status of elderly education, and second, to suggest the direction of elderly education in the age of science and technology. Due to the current status of education for the elderly, education for the elderly continues to change and develop, and various programs and activities are provided to help the elderly enjoy a richer retirement life. According to the survey report on the elderly, 11.9% of all elderly people participate in learning activities. Senior welfare centers accounted for the largest number of institutions conducting learning activities for elderly education learning activities participants at 35.5%. First, in the direction of elderly education in the age of science and technology, education on the use of digital technology and information is necessary in the composition of elderly education contents. Second, in the case of elderly education methods, customized elderly education methods are needed. Third, in the case of operating elderly education institutions, specialized education centers for elderly education must be further strengthened and supported. The international community is already forming a consensus that the establishment of new social systems and financial investment due to the increase in the elderly population should be considered a new growth engine rather than a social crisis. Although there is a burden on the social security sector due to the increase in the elderly population, there is a shift in the direction of recognizing the potential capabilities and experiences of the elderly and returning them to social resources. Elderly education in the age of science and technology needs to change to a direction that can build a healthy and progressive society in the future.

Active Spinning Training System using Complex Physiological Signals (복합 생체신호를 이용한 능동형 스피닝 트레이닝 시스템)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.591-600
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    • 2015
  • Recently high interest in health and fitness has led to vibrant researches for the active fitness system to learn and enjoy the exercise program for oneself. In this paper, we design and implement the active spinning training system which enables user to have self-learning and experience of customized spinning training program by the biometric and movement information acquired from user's physiological signals. The proposed system provides the appropriate difficulty of spinning program which reflects the concordance rate of spinning dance gestures and the amount of exercising by analyzing the physical status of participant from his brain and pulse waves and recognizing the skeletal movement in real time. For the higher exercise effect, the system offers a virtual personal trainer to show the correct poses and controls the level of difficulty depending on the concordance rate of participant's motions. The experiment with various participants through the proposed system shows that it is able to help users in getting the available exercise effect in comparatively short time.