• Title/Summary/Keyword: Experience of Learning

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Smart Farming Education service based on ICT Network (ICT 네트워크 기반에서의 스마트 농업 교육 서비스)

  • KIM, DONG-IL;CHUNG, HEE-CHANG
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1534-1538
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    • 2020
  • Smart farming education service focuses on the dissemination of farming information that is the farming knowledge, farming skill, and farmer's experiences and knowhow, etc. This farming information is supposed from current activities, farming product and from the experience of farmer on the field. If the information is not available, or if available and not in a form that is amenable to being brought to the end producer then the process stalls at this point. The core component of the automation process for smart farming education service is the creation of a data store which will be a repository for the information of the smart farming education. The farming sector will benefit immensely from the implementation of farming data in farming contents repository which will serve as the knowledge base for the smart farming education service.

Proposal of Weight Adjustment Methods Using Statistical Information in Fuzzy Weighted Mean Classifiers (퍼지 가중치 평균 분류기에서 통계 정보를 활용한 가중치 설정 기법의 제안)

  • Woo, Young-Woon;Heo, Gyeong-Yong;Kim, Kwang-Baek
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.7
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    • pp.9-15
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    • 2009
  • The fuzzy weighted mean classifier is one of the most common classification models and could achieve high performance by adjusting the weights. However, the weights were generally decided based on the experience of experts, which made the resulting classifiers to suffer the lack of consistency and objectivity. To resolve this problem, in this paper, a weight deciding method based on the statistics of the data is introduced, which ensures the learned classifiers to be consistent and objective. To investigate the effectiveness of the proposed methods, Iris data set available from UCI machine learning repository is used and promising results are obtained.

Development of a Housing Choice Behavior Program for Middle-School Home Economics to Cultivate Housing Value Orientation (주거가치관 함양을 위한 중학교 가정과 주거선택행동 프로그램 개발)

  • Eun A Ko;Eun Young Jee
    • Human Ecology Research
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    • v.61 no.1
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    • pp.91-102
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    • 2023
  • The purpose of this study was to develop a housing choice behavior program to cultivate housing value orientation among middle-school students. The importance of cultivating housing value orientation in middle school was examined by investigating the relationship between housing value orientation and housing choice behavior, following which a program was developed to cultivate housing value orientation based on various housing values. Housing choice behavior was defined as selecting the ownership type, housing type, housing size, and neighborhood environment of housing, and the program was developed in 12 sessions to understand housing values and cultivate housing value orientation through learning housing choice behavior. The features of this program were as follows. First, although housing choice behavior is not covered in middle-school home economics, the 2015 revised national curriculum and current middle-school textbooks were analyzed and developed in consideration of the level available in schools. Second, it was possible to develop a housing value orientation that encompasses various housing values, including activities used to consider such values as the basis for housing choice behavior by each sessions. Third, the program was meaningful in that it developed practical problem-solving and living independence skills through learning activities, including available sites, experience cases, and housing welfare that cannot be experienced directly or indirectly.

Factors Influencing College Students' Satisfaction with Generative AI

  • Han-Ra Cho;Sung-Jong Lee;Sin-Young Lee;Young-Jin Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.299-306
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    • 2024
  • The purpose of this study is to identify factors influencing satisfaction with the use of generative AI among college students who have experience using generative AI to learn or perform tasks. For this purpose, multiple regression analysis was conducted using the response data from 168 college students. The results of the study were as follows. First, arts majors were less satisfied with using generative AI than engineering majors. Second, 'Improved Learning', 'Problem Solving', and 'Increase Creativity' were found to affect satisfaction with generative AI. However, 'Active Learning' and 'Performing Tasks' were found to have no effect on satisfaction with using generative AI. Based on these results, we discussed ways to effectively use generative AI.

A Study on Factors Affecting Learning Satisfaction and Continuous Use Intention in Non-face-to-face Classes based on Metaverse Platform Gather.Town (메타버스 플랫폼 게더타운 기반 비대면수업의 학습만족도와 지속이용의도에 미치는 요인 연구)

  • Na Rang Kim;Yeonkook J. Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.2
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    • pp.77-94
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    • 2023
  • This study aims to determine the factors that affect learning satisfaction and continuous use intention in metaverse-based non-face-to-face classes. Therefore, a hypothesis was established based on the technology acceptance model and information system success model, and a survey was conducted from November 22, 2021 to January 03, 2022 for students who had class experience using Gather.town-a metaverse platform. PLS Structural Equation was conducted on 122 copies, excluding the questionnaires with insincere responses. The results reveal that "all platform quality" factors influenced "easiness," "content quality" influenced "usefulness," "easiness" influenced "usefulness," "easiness" and "usefulness" influenced "learning satisfaction," "usefulness" and "learning satisfaction" had a positive effect on "continuous use intention." This study is significant because it empirically analyzes the variables that affect learning satisfaction and continuous use intention in metaverse-based non-face-to-face classes. In follow-up studies, additional research is required on the variables that affect learning satisfaction and continuous use intention targeting various metaverse-based platforms, including Gather.town.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

A Study on the development of elementary school SW·AI educational contents linked to the curriculum(camp type) (교육과정과 연계된 초등학교 캠프형 SW·AI교육 콘텐츠 개발에 관한 연구)

  • Pyun, YoungShin;Han, JungSoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.49-54
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    • 2022
  • Rapid changes in modern society after the COVID-19 have highlighted artificial intelligence talent as a major influencing factor in determining national competitiveness. Accordingly, the Ministry of Education planned a large-scale SW·AI camp education project to develop the digital capabilities of 4th to 6th grade elementary school students and middle and high school students who are in a vacuum in artificial intelligence education. Therefore, this study aims to develop a camp-type SW·AI education program for students in grades 4-6 of elementary school so that students in grades 4-6 of elementary school can acquire basic knowledge in artificial intelligence. For this, the meaning of SW·AI education in elementary school is defined and SW·AI contents to be dealt with in elementary school are: understanding of SW AI, 'principle and application of SW AI', and 'social impact of SW AI' was set. In addition, an attempt was made to link the set elements of elementary school SW AI education and learning with related subjects and units of textbooks currently used in elementary schools. As for the program used for education, entry, a software coding learning tool based on block coding, is designed to strengthen software programming basic competency, and all programs are designed to be operated centered on experience and experience-oriented participants in consideration of the developmental characteristics of elementary school students. In order for SW·AI education to be organized and operated as a member of the regular curriculum, it is suggested that research based on the analysis of regular curriculum contents and in-depth analysis of SW·AI education contents is necessary.

A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.33-44
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    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

A Study on the Concept of Schools and Spatial Composition According to Educational Philosophy by John Dewey (존 듀이의 교육철학에 따른 학교와 공간구성 개념 고찰)

  • Rieu, Ho-Seoup
    • Journal of the Korean Institute of Educational Facilities
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    • v.23 no.4
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    • pp.21-30
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    • 2016
  • This study considers the concept of schools and their spatial composition by John Dewey through literature review who argued for a new, children-centered education in the early 19th century, and it also mentions some suggestions for improvement of the elementary school facilities in Korea that the size and number of students in school has decreased sharply. John Dewey claimed that a school is a big household as well as a small society in which one studies the current occupation and experience in connection between the household-school-society. At the same time, he pursued an organic and open spatial composition which can effectively and efficiently enable educational curriculum's application, social occupation and project learning based on children's native impulse and stage in child growth. Korea's education policy should shift from quantity-based education production to quality-based production due to the reduction of school age population among other reasons. Especially this study emphasizes that small size schools need to be changed to local community facilities with environment-friendly, children-centered and open learning spatial composition with basis on John Dewey's educational philosophy.

Integrated Media Platform-based Virtual Office Hours Implementation for Online Teaching in Post-COVID-19 Pandemic Era

  • Chen, Mingzi;Wei, Xin;Zhou, Liang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.2732-2748
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    • 2021
  • In post-COVID-19 pandemic era, students' learning effects and experience may sharply decrease when teaching is transferred from offline to online. Several tools suitable for online teaching have been developed to guarantee and promote students' learning effects. However, they cannot fully consider teacher-student interaction in online teaching. To figure out this issue, this paper proposes integrated media platform-based virtual office hours implementation for online teaching. Specifically, an integrated media platform (IMP) is first constructed. Then, virtual office hours (VOH) is implemented based on the IMP, aiming at increasing student-teacher interactions. For evaluating the effectiveness of this scheme, 140 undergraduate students using IMP are divided into one control group and three experimental groups that respectively contain text, voice and video modes. The experiment results indicate that applying VOH in the IMP can improve students' online presence and test scores. Furthermore, students' participating modes during VOH implementation can largely affect their degree of presence, which can be well classified by using principal component analysis. The implication of this work is that IMP-based VOH is an effective and sustainable tool to be continuously implemented even when the COVID-19 pandemic period ends.