• Title/Summary/Keyword: Experience of Learning

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A Study on the Experience and Utilization of Generative AI-Based Classes - Focusing on Programming Classes (생성형 인공지능 기반 수업 경험 및 활용 방안에 대한 연구 - 프로그래밍 수업을 중심으로)

  • Jung-Oh Park
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.33-39
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    • 2024
  • This study examines the changes in learners' positive/negative perceptions of classroom experience and actual utilisation of AI chatbots in response to the recent changes in education trends caused by generative AI. AI chatbots were utilised in web programming classes for six classes of engineering students over two semesters. The learners' experience and usage were analysed from the beginning of the semester through surveys until the submission of midterm and final examination reports. The study's results indicate that the chatbot enhanced learning by providing Q/A feedback and solving practical problems. Additionally, the perception of the chatbot improved from midterm to the end of the course. The study also drew meaningful conclusions about the issue of community disconnection (personalisation) in the classroom and how to use it as educational software. This research is significant for the development of generative AI-based software.

Analysis and Reference Significance of Mo Youzhi's Letter (모유지의 예서 해석 및 참고 의의)

  • Zhang, Guoxin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.67-71
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    • 2024
  • Mo Youzhi (1811-1871) was a famous scholar, poet and calligrapher in the late Qing Dynasty. Mo Youzhi's life was rich in experience and broad vision, especially during his ten years in the Shogunate of the Tsengoku Domain, and he made friends with many political and cultural elites. Mo Youzhi is talented and diligent, and has a good relationship with celebrities from all walks of life at that time, so that his talents have been fully demonstrated. In the Qing Dynasty, the study of calligraphy became the absolute dominant force in the world of calligraphy, and the first great prosperity occurred after the Qin and Han dynasties. In accordance with the times, Mo Youzhi devotes himself to learning, takes into account the calligraphy, and goes out on his own path. Moe's work seal, li, kai, line, especially fine seal. Based on its Lishu, this paper expounds its typical style and atypical style respectively, and also discusses the relationship between its Lishu and other fonts. Finally, the author briefly summarizes the significance of Li Shu for the creation of contemporary Li Shu.In the course of discussion, always based on calligraphy ink, consult the relevant literature, combined with Mo Youzhi's life experience, try to be objective and fair, the listed points of view can be based on.

A Study for the Effective Industry Field Training Management (효율적인 산업체 현장실습 운영에 대한 연구)

  • Lee, Moon-Goo
    • 전자공학회논문지 IE
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    • v.48 no.3
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    • pp.33-39
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    • 2011
  • Field training system is an establishment for improving practical ability of college students. That system is a learning experience that are relative to university's regular educational curriculum and industry field training. In order to practice an effective field training system, lots of helps from company, college, students and government's interest are needed. But, in most industry fields, it is hard to accept field training manpower in condition of that has no extra guaranteed budget or staff for field training. Because of it, the biggest matter of college the industry field training is to maintain industry fields. Although students want to be paid properly in industry fields where are furnished the advance facilities and equipments and participated in practices, it is extremely hard situation to achieve it in reality. In this way, the management of industry field training has realistic difficult problems, but it is a necessary system. Therefore, in this paper, methodology and model for industry field training management process are suggested in order to administer effective industry field training. If the industry field training are managed by those system mentioned above, students will have chance to exert their creativeness and speediness through field experience, and industry fields where students can get various dimensions of education are expected to manage.

Kindergarten space design based on BP (back propagation) neural network (BP 신경 망 기반 유치원 공간 설계)

  • Liao, PengCheng;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.1-10
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    • 2021
  • In the past, designers relied primarily on past experience and reference to industry standard thresholds to design spaces. Such design often results in spaces that do not meet the needs of users. The purpose of this paper is to investigate the process and way of generating design parameters by constructing a BP neural network algorithm for spatial design. From the perspective. This paper adopts an experimental research method to take a kindergarten with a large number of complex needs in space as the object of study, and through the BP neural network algorithm in machine learning, the correlation between environmental behavior parameters and spatial design parameters is imprinted. The way of generating spatial design parameters is studied. In the future, the corresponding spatial design parameters can be derived by replacing specific environmental behavior influence factors, which can be applied to a wider range of scenarios and improve the efficiency of designers.

Comparisons positive psychology experience of high school students using PPE-M (PPE-M을 이용한 고등학생들의 긍정심리체험 비교)

  • Hong, Jin Kon;Kim, Tae Kuk
    • Communications of Mathematical Education
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    • v.27 no.2
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    • pp.135-163
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    • 2013
  • This study dealt with the measurements of the positive psychological experience of high school students in relation to mathematics learning by using PPE-M. The purpose of this study is to compare the positive psychology of the high school students based on the grade and gender variables. Measured data for the purpose of this study examined the difference between the gifted students and the general students through a t-test. In addition, differences were analyzed by grade and gender variables. And One-way ANOVA was conducted to see the difference according to the course variables. The difference between the two groups was meaningful in PPE-M total score. There was meaningful difference in all of 5 areas and 19 factors except for 4 factors (Insight, Honesty, Full with pride, and Achievement). However, there was no difference according to grade levels. The comparison between the gender in the ordinary students shows meaningful difference in 11 factors, not in 12 (Judgment, Insight, Honesty, Prudence, Modesty & Kindness, Gratitude & Happiness, Flow, Superiority feeling, Achievement, High pleasure, Full with pride, and Self-efficacy). Affiliation makes meaningful difference in 22 factors except for Honesty.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

The caregiving experience of male family care worker and convergence policy implications (남성가족요양보호사의 돌봄 경험과 융복합 정책적 함의)

  • Lee, Min-Sook;Shin, Chang-Sik;Yang, So-Nam
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.283-293
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    • 2015
  • This study explores experiences of male family care worker who are caring for their family members with chronic health conditions at home. Qualitative methodologies were used; semi-structured in-depth interviews with seven participants. Data were analysed using thematic analysis. Results indicated that men are playing greater roles in the provision of care for family members. Findings are presented as three themes: adaptation of role transformations, development for new relationships, and learning to cope with the unexpected. The results suggest that male family care workers experience changes in the ways that they adapt their traditional roles to the new roles they assume as caregivers. Implications for social workers and other care providers are discussed.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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A Analysis of SW Experience in AI Basic Liberal Arts Education (AI기초교양교육에서 SW경험에 따른 학습자 분석)

  • Oh, Kyungsun;Jang, Eunsill
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.769-778
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    • 2021
  • Humanity faces the 4th industrial revolution, many countries are providing systematic and continuous SW education to foster talent with AI capabilities. On the other hand, there are high concerns that the SW gap will widen and polarize as domestic reality does not provide systematic and continuous SW education to learners. Against this background, this study started to investigate the influence of learners' SW experience on SW education. As a result of the study targeting science and engineering students, the effect of SW experience on SW education was significant. With theses results, it is expected that various discussions will be actively conducted so that systematic and continuous SW education can be provided in elementary and secondary schools.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.