• Title/Summary/Keyword: Learner Activity

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Context Awareness Reasoning System for Personalized Services in Ubiquitous Mobile Environments (유비쿼터스 모바일 환경에서 개인화 서비스를 위한 상황인지 추론 시스템)

  • Moon, Aekyung;Park, Yoo-mi;Kim, Sang-gi;Lee, Byung-sun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.4 no.3
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    • pp.139-147
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    • 2009
  • This paper proposed the context awareness reasoning system to provide the personalized services dynamically in a ubiquitous mobile environments. The proposed system is designed to provide the personalized services to mobile users and consists of the context aggregator and the knowledge manager. The context aggregator can collect information from networks through Open API Gateway as well as sensors in a various ubiquitous environment. And it can also extract the place types through the geocoding and the social address domain ontology. The knowledge manager is the core component to provide the personalized services, and consists of activity reasoner, user pattern learner and service recommender to provide the services predict by extracting the optimized service from user situations. Activity reasoner uses the ontology reasoning and user pattern learner learns with previous service usage history and contexts. And to design service recommender easy to flexibly apply in dynamic environments, service recommender recommends service in the only use of current accessible contexts. Finally, we evaluate the learner and recommender of proposed system by simulation.

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In the system of virtual studying, A consolidative scheme for learner's self-centered studying -for 4th grade mathematics in elementary school- (가상학습시스템에서 학습자의 자기주도적 학습을 위한 집중도 강화 방안 -초등학교 수학과 4학년을 중심으로-)

  • Kwon, Jae-Seong;Gyu, Seol-Moon
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.125-133
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    • 1999
  • This paper is to provide a provision, in the system of virtual studying on the base of web, that can be used when learners(student) don't feel interesting anymore in the situation of unit studying and wanders in virtual space. No doubt, It's possible to provoke learner's interesting with providing such as fine multi-media, graph, and animation. But This study propose a method for learner who is apt to tired of studying although activity program is developing.

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The Influence of the Presence Perceived by Learners and Participation Motivation on Satisfaction in Distance Education (원격교육에서 성인학습자의 교육참여동기와 실재감이 학습만족도에 미치는 영향)

  • Lee, Jae-Eun;Yu, Byeong-Min;Park, Hye-Jin
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.2
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    • pp.233-243
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    • 2015
  • This study is for understanding differences of satisfaction followed by learning and teaching presence perceived by learners and participation motivation on learning in a distance education. General characteristics of learner are classified as an entrance type, sex, age, new/transfer of distance university learners. Perceived presence is classified with learning presence and teaching presence. Participation motivation on learning is classified with the directivity of activity, goal, and study based on the reason of participating in classes in a distance university. And this research tried out to find the effects of learner's characteristics, perceived presence, and participation motivation on learning satisfaction. The results are as follows. First, there was no meaningful difference of general characteristic on satisfaction. It means sex, age, and entrance type did not have an effect on satisfaction. Second, with the level of presence perceived by learner, satisfaction has meaningful differences. It means that students who had higher learning presence perceived of distance university showed higher satisfaction, and so as in teaching presence perceived on satisfaction. Third, factors effecting satisfaction based on participation motivation on learning differ with types of motivation. There was no meaningful difference of the level of activity directivity study participant on satisfaction, but was a meaningful difference of goal directivity and of study directivity in participation motivation on learning satisfaction. It was the learning presence that had a significant effect on learning satisfaction of adult learning.

A Study on the Havruta Learning Method Shir and the Results of Learner Activities

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.213-218
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    • 2022
  • The purpose of this study was to apply the Havruta learning method and conduct a study on Shir and learner activity results, which was used as a method to improve learning competency. As the contents of the study, first, the ability to suggest ways to solve problems and the expansion of various thinking can be expected while listening to the questions of other students. Second, you can evaluate your own strengths and weaknesses by strengthening your communication skills and comparing and evaluating teaching methods at the same time. Third, through the experience of debate, one can solidify the establishment of one's own values and ethics, and based on this, one can develop the capacity for logical persuasion and argument. Fourth, it is judged that it is possible to analyze the practical problems suitable for the characteristics of the learner, and to develop a clear understanding of the situation and the ability to apply it.

A Study on Effect of Learner Centered Mathematical Club Based on Mathematics History (수학사 기반 학습자 중심 수학동아리 효과 분석 연구)

  • Boo, Deok Hoon
    • Journal for History of Mathematics
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    • v.28 no.1
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    • pp.45-62
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    • 2015
  • This study assumes alternative character of the operation of mathematical club in middle school. The case that operated the voluntary mathematics club for one year was analyzed and the educational effect was considered. First, the examination instrument for choosing the members of mathematics club was developed and used. And, diverse teaching and learning materials for improving creativity and mathematical ability of the members were used. Second, the difference of learning result between the experiment group and control one who joined the activities of mathematics club was analyzed. Finally, mathematical club activity based on mathematics history appeared to be effective in improving academic achievement and mathematics exploration activity.

A Case Study on a Learner-centered Class Analysis - Focus on STEAM Lesson in Elementary School - (학습자 중심의 수업 분석 사례 연구 - 초등학교 STEAM 수업을 중심으로 -)

  • Jung, Kyunghwa;Shin, Youngjoon
    • Journal of Korean Elementary Science Education
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    • v.37 no.3
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    • pp.254-266
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    • 2018
  • The aim of this study is to analyze STEAM lessons focused on the learner's learning. This study was conducted on 4th-graders in Y city, Kyung-gi province. The lessons were based on a joint teaching plan for students through the teacher learning community (TLC) with three teachers from the same school. Each of the three classes that conducted the class was selected and analyzed as the main center of observation by three students. The conclusions from this study are as follows: First, we identified that different levels of learners are learning in STEAM lessons through a learner-centered class analysis. Some students arrived on their own by taking the initiative in class, others by consulting with a group of friends, and others needed active teacher guidance to learn. Second, Depending on the level and characteristics of the students, some learning criteria were not reached. Some students need guidance at a glance level, and others need individually instructed or guided activities. Teachers need to keep an eye out for students and give them an appropriate level of guidance during class. In STEAM lessons, it appears that students of different levels and characteristics can immerse themselves in their own way, as well as the clear guidance of activity for their students.

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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The Effects of Learner Activity-centered Science Class on Elementary Students' Attitude towards Science, Academic Achievement, and Concept Sustainability (학습자 활동 중심 과학 수업이 초등학생의 과학에 대한 태도, 학업성취도 및 개념 지속성에 미치는 영향)

  • Kim, HyungUk;Jeong, SoJean;Lee, Hyonyong
    • Journal of Science Education
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    • v.42 no.2
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    • pp.106-119
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    • 2018
  • The purposes of this study were to develop a learner activity-centered science class program, apply it to the fourth-grade elementary students, and analyze its effects on their attitude towards science, academic achievement, and concept sustainability. To this end, the content of the fourth-grade elementary subject related to 'volcanoes and earthquakes' was reorganized through 12 periods, and the class was divided into two groups. Then, general science class was applied to the comparative group, and the learner activity-centered science class program including writing, making, and expressing was applied to the experimental group. In order to compare the two groups regarding attitude towards science, academic achievement, and concept sustainability before and after the application, mind map data was collected and analyzed based on mind map grading criteria. As a result of the post-test, the two groups showed statistically significant differences in all the sub-factors of attitude towards science, that is, recognition, ability, value, and interest sustainability, especially in interest sustainability. As for academic achievement, as a result of the post-achievement test, the experimental group had higher average scores than the comparative group, and it also showed improved scores compared to the pre-achievement test results. In addition, as a result of the post-achievement test, both the two groups showed statistically significant results. In the concept sustainability test after the post-achievement test, the experimental group had higher average scores than the comparative group in the areas of center circle, branches, and expression, which were the evaluation criteria for the mind map analysis, and the two groups showed statistically significant differences in the areas of center circle and expression, except for branches. In conclusion, learner activity-centered science class turned out to be effective on students' attitude towards science, academic achievement, and concept sustainability. If the learner activity-centered science class program is actively introduced and used in actual educational sites, it is expected to contribute to improving related classes.

The Effects of the Learning Cycle Model by Learner's Characteristics in Junior High School (중학교 과학수업에서 학습자 특성에 따른 순환학습 모형의 효과)

  • Jeong, Jin-Su;Chung, Wan-Ho
    • Journal of The Korean Association For Science Education
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    • v.15 no.3
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    • pp.284-290
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    • 1995
  • This study examined the effects of the learning cycle model by learner's characteristics such as I.Q., cognitive levels, inquiry skins, cognitive style, activity, reflectiveness. To see the effects of the learning cycle model, nonequivalent control group pretest-posttest multiple treatment designs was used in the study. 99 middle school second-graders(female) were divided into two groups. One group was selected as the experimental group (n=50), the other served at the comparison group(n=49). During the eight-month period, the students in the experimental group were instructed according to the learning cycle model, while the students in the comparison group were instructed according to the traditional instruction methods. Achievement data from science achievement test were analyzed by an ANOVA technique. The results of the study are as follows : 1. Science knowledge achievement. For the lower level students of activity, the learning cycle model is superior to the traditional approaches in science knowledge achievement. 2. Science inquiry skills. For the upper level students of I.Q., cognitive levels, inquiry skills, cognitive style and reflectiveness, the learning cycle model is superior to the traditional approaches in science inquiry skills. 3. Attitudes toward science. For the lower level students of I.Q., cognitive levels, inquiry skills, cognitive style, activity and reflectiveness, the learning cycle model is superior to the traditional approaches in attitudes toward science.

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Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.33-40
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    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

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