• Title/Summary/Keyword: Experience of Learning

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Intelligent Ship s Steering Gear Control System Using Linguistic Instruction (언어지시에 의한 지능형 조타기 제어 시스템)

  • 박계각;서기열
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2002.12a
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    • pp.93-97
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    • 2002
  • In this paper, we propose intelligent steering control system that apply LIBL(Linguistic Instruction Based Learning) method to steering system of ship and take the place of process that linguistic instruction such as officer's steering instruction is achieved via ableman. We embody ableman's suitable steering manufacturing model using fuzzy inference rule by specific method of study, and apply LIBL method to present suitable meaning element and evaluation rule to steering system of ship, embody intelligent steering gear control system that respond more efficiently on officer's linguistic instruction. We presented evaluation rule to constructed steering manufacturing model based on ableman's experience, and propose rudder angle for steering system, compass bearing arrival time, meaning element of stationary state, and correct ableman manufacturing model rule using fuzzy inference. Also, we apply LIBL method to ship control simulator and confirmed the effectiveness.

Analyzing seventh graders' statistical thinking through statistical processes by phases and instructional settings (통계적 과정의 학습에서 나타난 중학교 1학년 학생들의 단계별·수업 형태별 통계적 사고 분석)

  • Kim, Ga Young;Kim, Rae Young
    • The Mathematical Education
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    • v.58 no.3
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    • pp.459-481
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    • 2019
  • This study aims to investigate students' statistical thinking through statistical processes in different instructional settings: Teacher-centered instruction vs. student-centered learning. We first developed instructional materials that allowed students to experience all the processes of statistics, including data collection, data analysis, data representation, and interpretation of the results. Using the instructional materials for four classes, we collected and analyzed the data from 57 seventh graders' discourse and artifacts from two different instructional settings using the analytic framework generated on the basis of literature review. The results showed that students felt difficulty particularly in the process of data collection and graph representations. In addition, even though data description has been heavily emphasized for data analysis in statistics education, it is surprisingly discovered that students had a hard time to understand the relationship between data and representations. Also, there were relationships between students' statistical thinking and instructional settings. Even though both groups of students showed difficulty in data collection and graph representations of the data, there were significant differences between the groups in terms of their performance. Whereas students from student-centered learning class outperformed in making decisions considering verification and justification, students from teacher-centered lecture class did better in problems requiring accuracy than the counterpart. The results from the study provide meaningful implications on developing curriculum and instructional methods for statistics education.

A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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Perceptions and Educational Needs of Teachers for Instructions Using the Science Museum (과학관을 활용한 교수.학습에 대한 교사들의 인식과 교육 요구)

  • Han, Moon-Jung;Yang, Chan-Ho;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.1060-1074
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    • 2010
  • In this study, we investigated teachers' experiences in teaching with the science museum as well as their confidence, their perceptions, educational needs, and their willingness to practice the instructions using science museum. A survey was administered to 225 elementary and secondary school teachers. The analyses of the results revealed that few teachers had training for the instructions using the science museum and not many teachers had experience in teaching with the science museum. Many teachers were also found to have low confidence in teaching with the science museum. Although the teachers had a relatively good understanding of the educational effects, nature and teaching strategies for the instructions using the science museum, they tended to apply the formal views on science teaching/learning to learning with the science museum. The levels of willingness to use the science museum in their instructions and educational needs of the instructions using the science museum were high. They wanted the information about practical aspects to use in the instructions using science museum most. Educational implications of these findings are discussed.

A Study on the Multi-Level Artificial Neural Networks Using Genetic Algorithm for Preliminary Structural Design (예비 구조설계를 위한 유전알고리즘을 이용한 다단계 인공신경망에 관한 연구)

  • Choi, Byoung Han
    • Journal of Korean Society of Steel Construction
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    • v.16 no.4 s.71
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    • pp.443-452
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    • 2004
  • Recently, the Artificial Neural Network(ANN) which can organize complex non-linear problems by effectively applying the parallel computational model that is similar to the human brain, was adopted in the wide department of technology and resulted in many successful applications. In this study, a more appropriate formal method is suggested for the preliminary structural design stage controlled merely by the designer's experience and intuition. To do so, this study proposes a multi-level ANN according to the general progressive structural design procedure, using Back-Propagation Algorithm (BP) and Genetic Algorithm (GA) for the ANN learning. The preliminary structural design of cable-stayed bridges was applied to illustrate the applicability of the study formulated as stated above, and the results of two different learning methods were compared.

Interactive Education of Introductory Engineering via Multimedia (멀티미디어를 이용한 인터액티브 공학개론 교육)

  • Park Sang-Joo;Yoon Joong-Sun
    • Journal of Engineering Education Research
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    • v.7 no.3
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    • pp.44-50
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    • 2004
  • We introduce an introductory engineering education course for engineering majors and non-engineering majors. This course does not require any previous knowledge and experience on engineering. It requires strong curiosities and imaginations on current and future society we live in, where technology is inseparable ingredient. Course encourages attendees to explore fundamental issues of engineering: what is proper technology and what are proper ways of exercising engineering, issues dealt in soft engineering. Since course topics cover many aspects of technology, traditional learning methods fail to be successful and efficient. Various efficient learning methods have been proposed and implemented. We utilize various interactive tangible media, which include simulated thought experiments and physical media experiences. About twenty (20) episodes in short film format are produced based on scenario written according to related issues selected. Physical media like interactive robots are introduced for attendees' stimulated experiences. We summarize our exciting experiments on interactive teaching experiences at Pusan National University which include on/off-line interactions, assignments, projects, and evaluations.

The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.

Written Voice in the Text: Investigating Rhetorical Patterns and Practices for English Letter Writing (텍스트 속 자신의 표현: 영어 편지글에 나타난 수사 형태와 작문 활동에 관한 탐색)

  • Lee, Younghwa
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.432-439
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    • 2020
  • This study aims at exploring features of Korean university students' written text, focusing on the written voice, rhetorical patterns, and writing practices through English letters. The data comprised examples of students' English job applications, and a 'purpose-will' model was adopted for the data analysis. The findings showed that the students used unique ways of strategies to convey their voice in a recontextualized setting. Their written voice in the job applications were various, and nobody applied the Korean convention of weather opening. Their rhetorical patterns were a transformation from convergence to divergence, showing integrated patterns of written voice. Students' writing practices revealed their internal values of writing for a task, and they do not directly learn from the teacher's syllabus. This supports the sociocultural framework that learning is a situated activity in a specific discourse community. The study concludes that writing teachers should understand that life-world and learning experience can impact on students' written voice and practices.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

The Factors Affecting Rural Female Marriage Immigrants into the Professional Field (농촌 여성결혼이민자의 전문분야 진입 결정요인)

  • Kim, Bok-Tae;Choi, Cheon Geun
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.264-272
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    • 2020
  • This study focused on the reality that the necessity to professionalize women marriage immigrants is increasing. The purpose of this study is to analyze the determinants of rural female marriage immigrants' entry into the specialized field. The factors are categorized into social and institutional factors. Based on the labor market segmentation theory, which finds the imbalance of the labor market in terms of institutional and structural factors, factors affecting rural female marriage immigrants entering managerial or professional occupations were set as social relation factors, cultural adaptation factors, and policy support experience factors. As a result of analysis, they are all found to have a statistically significant effect on rural female marriage immigrants entering managerial or professional occupations. The policy implications are that for rural immigrant women to grow into professionals, social relations and cultural learning capabilities, including language skills, need to be strengthened, as well as continued governmental support.