• Title/Summary/Keyword: Individual Learning

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Win-Loss Prediction Using AOS Game User Data

  • Ye-Ji Kim;Jung-Hye Min
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.23-32
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    • 2023
  • E-sports, a burgeoning facet of modern sports culture, has achieved global prominence. Particularly, Aeon of Strife (AOS) games, emblematic of E-sports, blend individual player prowess with team dynamics to significantly influence outcomes. This study aggregates and analyzes real user gameplay data using statistical techniques. Furthermore, it develops and tests win-loss prediction models through machine learning, leveraging a substantial dataset of 1,149,950 individual data points and 230,234 team data points. These models, employing five machine learning algorithms, demonstrate an average accuracy of 80% for individual and 95% for team predictions. The findings not only provide insights beneficial to game developers for enhancing game operations but also offer strategic guidance to general users. Notably, the team-based model outperformed the individual-based model, suggesting its superior predictive capability.

Design of an Intelligent Tutoring System based on Web Learning Assessment (웹 학습 평가에 기반한 지능형 교수 시스템의 설계)

  • 최숙영
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.3
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    • pp.71-78
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    • 2001
  • Since web-based tutoring systems are generally composed with passive and static hypertext, they could not provide adaptive learning environments according to learning ability of each student. In this study, we suggest an intelligent tutoring system, which grasps the learning state of student and provides each student with dynamic learning materials suitable to individual feature based on learning result. It is an agent based system, in which, courseware knowledge for learning is effectively constructed, the proper feedback according to learning assessment is inferred, and it is given to each student.

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Exploring a Deeper Meaning in Service-Learning Pedagogy and Implementing it in Family and Consumer Sciences Education

  • Kwon, Yoo-Jin
    • International Journal of Human Ecology
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    • v.9 no.1
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    • pp.71-79
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    • 2008
  • Service-Learning pedagogy includes community service and reflection as main components. Students can learn integration and application of knowledge beyond specific fields through experiences and reflection. The purpose of family and Consumer Sciences Education is related to connect theory and practice to improve individual, family, and community life. The curriculum focuses not only on content mastery in subjects, but also application of that knowledge to the real lives of students. Considering the purpose of service-learning as integration and application of knowledge, service- learning pedagogy can contribute to rethink family and Consumer Sciences Education. Reflection as a key component is examined for service-learning pedagogy. Exploring a deeper meaning of reflection in aspects of community connection, critical thinking, and transformative learning would extend the value of it and provide implications for implementing reflection in service-learning pedagogy in Family and Consumer Sciences Education.

Online Evolution for Cooperative Behavior in Group Robot Systems

  • Lee, Dong-Wook;Seo, Sang-Wook;Sim, Kwee-Bo
    • International Journal of Control, Automation, and Systems
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    • v.6 no.2
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    • pp.282-287
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    • 2008
  • In distributed mobile robot systems, autonomous robots accomplish complicated tasks through intelligent cooperation with each other. This paper presents behavior learning and online distributed evolution for cooperative behavior of a group of autonomous robots. Learning and evolution capabilities are essential for a group of autonomous robots to adapt to unstructured environments. Behavior learning finds an optimal state-action mapping of a robot for a given operating condition. In behavior learning, a Q-learning algorithm is modified to handle delayed rewards in the distributed robot systems. A group of robots implements cooperative behaviors through communication with other robots. Individual robots improve the state-action mapping through online evolution with the crossover operator based on the Q-values and their update frequencies. A cooperative material search problem demonstrated the effectiveness of the proposed behavior learning and online distributed evolution method for implementing cooperative behavior of a group of autonomous mobile robots.

Effects of Social Network Measures on Individual Learning Performances (친구관계 네트워크가 학습성과에 미치는 영향 -S대학 비서학전공 전문대학생들을 중심으로-)

  • Moon, Juyoung
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.616-625
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    • 2015
  • The purpose of the study is to structure the friendship network by the social network analysis and investigate the effects of social network centrality and learners' performances in college students. Both the in-degree centrality of 1st grade class study-network(t=2.722, P<.005) and the in-degree centrality of and $2^{nd}$ grade class study-network(t=2.708, P<.005)are predicted the individual student's learning performances. But there is no correlation between the in-degree centrality of $1^{st}$ and $2^{nd}$ grade class entertainment-network and the individual student's learning performances. Results of the study suggested the significant effect of social network analysis measures on learners' performance in the friendship networks. Based on the results, implication to the teaching strategy and future research direction were discussed.

Deep Learning-based Happiness Index Model Considering Social Variables and Individual Emotional Index (사회적 변수와 개개인의 감정지수를 함께 고려한 딥러닝 기반 행복 지수 모델 설계)

  • Sumin Oh;Minseo Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.489-493
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    • 2024
  • Happiness index is a measurement system for understanding collective happiness. As values change, studies have been proposed to add the value of behavior to the happiness index. However, there is a lack of studies analyze the relationship using individual emotions. Using a deep learning model, we predicted happiness index using social variables and individual emotional index. First, we collected social and emotional variables from January 2005 to December 2020. Second, we preprocessed the data and identified significant variables. Finally, we trained deep learning-based regression model. Our proposed model was evaluated using 5-fold cross validation. The proposed model showed 90.86% accuracy on test sets. Our model will be expected to analyze the significant factors of country-specific happiness index.

A Study on the Intention of Lifelong Learning Participation and Learning Outcome of Adult Learners in Shipping & Port Logistics (해운·항만물류 관련 성인학습자의 평생교육 참여의도와 학습성과에 관한 연구)

  • Choe, Song-Hui
    • Journal of Korea Port Economic Association
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    • v.36 no.1
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    • pp.165-182
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    • 2020
  • According to recent government forecasts, universities face a critical situation, due to a reduction in the number of students and a decrease in tuition income. To respond to the changed population structure and the 4th Industrial Revolution, the government is supporting universities in reorganizing the structure of academics and curricula focused on lifelong education. Considering this, this study analyzed the correlation between intention to participate in lifelong education and learning outcomes oriented to workers involved in shipping and port logistics in the Port of Gwangyang and Yeosu, who are participating or have participated in lifelong education. To expand the opportunities for participation in the lifelong education of adult learners and form a learning culture, it is necessary to analyze the intention to participate in lifelong education and how participants identify their learning outcomes. According to the analysis results, the goal orientation of intention to participate in learning has a significant influence on individual features of learning outcomes, and learning orientation has a significant influence on the social characteristics of learning outcomes. Moreover, learning outcomes and the learning orientation of the intention to participate in learning have a significant influence on the intention to continue learning. In particular, the results showing that learning outcomes reflect individual changes and that interests obtained as a product of learning influence the intention to continue learning are highly suggestive.

Application of Ontology technology for Adaptive Learning in e-Learning (적응형 학습을 위한 온톨로지 기술의 적용 방안)

  • Choi, Sook-Young
    • The Journal of Korean Association of Computer Education
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    • v.12 no.6
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    • pp.53-67
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    • 2009
  • In this study we surveyed the characteristics of the Semantic Web and ontology technology, analyzing the studies which applied ontology to e-Learning. In addition, we investigated the models which should be considered in the adaptive learning, analyzing the existing adaptive learning systems. On the basis of the analysis of them, we sought the ways to apply ontology for supporting the adaptive learning in the e-learning system, designing an ontology-based adaptive learning system. The system made up for the weak points of the existing ontology-based learning systems. That is, it appropriately diagnoses learners' knowledge level of learning concepts, classifying the learning styles in detail, and providing their corresponding learning methods and content. By adapting the learning content to the learners' individual learning style and knowledge level, this system would support their learning more efficiently and more effectively.

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User Evaluation of University Learning Spaces (대학의 학습공간에 대한 사용자 인식 조사)

  • Koo, Sang Hoe;Lee, Hyun-Hee
    • Journal of the Korean Institute of Educational Facilities
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    • v.26 no.3
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    • pp.33-41
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    • 2019
  • As the information age matures, the learning style of youth is changing rapidly. Students study at a variety of places such as cafe or lobbies utilizing various digital learning devices. Along with the place changes, learning methods are also changing. Student-centered learning methods such as smart learning, collaborative learning, and activity-based learning are increasingly being utilized instead of the traditional instructor-centered learning in which knowledge is unilaterally delivered. Accordingly, many universities are remodeling central libraries, and they are also transforming lobby spaces of the college buildings into simple but useful learning spaces. In this study, we analyze the characteristics of learning spaces in universities from the standpoint of the students. According to the analysis, overall satisfaction is high in terms of comfortable physical learning environments such as Wi-Fi, furniture, lighting, etc. But the spaces are still optimized for individual and intensive learning. There seems to be a lack of effort to support collaborative learning or activity-based learning. This observation is confirmed by the characteristics of the central library, and it is considered that the reason why the college buildings are preferred by students is that college buildings are more suitable for collaborative or activity-based learning than libraries.

A STUDY ON DESIGN OF AUTHORING SYSTEM IN COMPUTER ASSISTED INSTRUCTION (컴퓨터 보조수업을 위한 저작 시스템설계에 관한 연구)

  • Kho, Dae-Ghon;Park, Sang-Hee
    • Proceedings of the KIEE Conference
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    • 1989.07a
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    • pp.468-472
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    • 1989
  • In this paper a Korean authoring system is designed to write a CAI courseware in Hangul/English by an author who is a nonprogrammer. It saves nock time in authoring a courseware and maintains high level transplantity among CAI systems. By interfacing ah expert graphic utility, image information can be processed more easily and efficiently. Programming control of the flow of CAI courseware can be ramification and individual learning possible, fitting various demands of learners and learning and learning ability.

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