• Title/Summary/Keyword: Learning Application

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Bio-Cell Image Segmentation based on Deep Learning using Denoising Autoencoder and Graph Cuts (디노이징 오토인코더와 그래프 컷을 이용한 딥러닝 기반 바이오-셀 영상 분할)

  • Lim, Seon-Ja;Vununu, Caleb;Kwon, Oh-Heum;Lee, Suk-Hwan;Kwon, Ki-Ryoug
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1326-1335
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    • 2021
  • As part of the cell division method, we proposed a method for segmenting images generated by topography microscopes through deep learning-based feature generation and graph segmentation. Hybrid vector shapes preserve the overall shape and boundary information of cells, so most cell shapes can be captured without any post-processing burden. NIH-3T3 and Hela-S3 cells have satisfactory results in cell description preservation. Compared to other deep learning methods, the proposed cell image segmentation method does not require postprocessing. It is also effective in preserving the overall morphology of cells and has shown better results in terms of cell boundary preservation.

Effect of Learning Korean Vocabulary with the Use of Mobile Applications -focused on Korean beginner learners- (애플리케이션을 활용한 한국어 어휘 학습의 효과 -초급 한국어 학습자들을 중심으로-)

  • Lee, Ba-Reun
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.37-47
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    • 2022
  • The purpose of this study was to research the effects of Korean beginner learners' perception of vocabulary learning and comparison of vocabulary learning methods between the use of vocabulary application Classcard and rote learning with writing. This experiment was conducted by 24 beginner Korean learners who were at the 1st and 2nd level in Institute of Korean Language of D University. These students were dividing into 2 groups for the test - 12 in the control group and 12 in the experimental group. They took the vocabulary tests which were designed for examining the differences between before and after learning. Study results showed that vocabulary learning using the application Classcard significantly improved learners' vocabulary scores which were statistically significant. These results demonstrated that the method using Classcard has a greater learning effect than the method of rote learning with writing. Furthermore, the survey showed that learners did not feel uncomfortable in learning vocabulary using the application Classcard, and they thought it was one of the ways to learn vocabulary easily, which means that vocabulary learning using this application has a positive effect on learners' learning achievement. This study is significant in that it suggested a vocabulary learning method that can increase learners' interest and vocabulary by proving the effect of vocabulary learning using applications.

Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications (유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로)

  • Sung, Mi Young
    • Human Ecology Research
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    • v.53 no.2
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.

Implementation of Application for Vocabulary Learning through Analysis of Users Needs Using Smart Phone (학습자 요구 분석에 따른 스마트폰 어휘 학습용 어플리케이션의 구현)

  • Lee, Ji-Seon;Choi, Jae-Hyuk
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.43-53
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    • 2012
  • The spread of smartphones, many educational applications have been developed. However, the existing educational applications, learning the simple and uniform, due to the way the needs of learners are given feedback after learning did not reflect the present problem is how. In this paper vocabulary learning applications to implement the existing application using the learners' needs, survey analysis, and analysis results to reflect the learner's motivation to continue the learners to self-built learning objectives according to the stages of learning tailored to the training schedule set up and made a systematic feedback learning vocabulary was designed and implemented applications.

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An Analysis of Needs for Composition of Math Learning Program Using Web or Application (웹 또는 어플리케이션 활용 수학 학습 프로그램 구성에 대한 요구도 분석)

  • Ee, Ji Hye;Huh, Nan
    • East Asian mathematical journal
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    • v.35 no.2
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    • pp.199-216
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    • 2019
  • The purpose of this study is to analyze the needs of mathematics learning program using web or application for the development of adaptive mathematics learning program. For this study, a questionnaire survey was conducted for middle school students. The results of the 290 responses were analyzed to identify students' needs for adaptive mathematics learning. As a result, learners wanted functions to design their own learning and to support self-directed learning. The results of this study are expected to be used as basic data for the development of a adaptive mathematics learning program reflecting students' needs.

A Study on the Development and Application of the Learning Material for Mathematics Optional Activities. - Focused on 8-ga Grade - (수학 교과 재량활동에 대한 학습자료 개발 및 적용에 관한 연구 -8-가 단계를 중심으로-)

  • 유희식;박달원
    • Journal of the Korean School Mathematics Society
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    • v.5 no.2
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    • pp.71-82
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    • 2002
  • This study purported to develop the learning materials for the optional activities of mathematics, apply them to the students, and examine the effect on the learner's interest and attitude to mathematics. In order to conduct this study, the learning materials for the mathematics optional activities were developed according to the units of grade 8-Ga and the developed learning materials of the mathematics optional activities were inputted in two classes for 18 units after the second grade middle school students in Daejeon area received the questionnaire regarding the learning attitude and the interest in the mathematics. After that, the questionnaire regarding the learning attitude and the interest in the mathematics and the examination regarding the response to the application of the learning materials for mathematics optional activities were conducted and did t-test. The results of the study as follows : First The learning materials applied exciting games for mathematics optional activities aroused interest in mathematics and made the learners have confidence in mathematics learning. Second, There was affirmative change in the interest and attitude to the mathematics learning with the application of the mathematics optional learning materials. Third The leaning materials of the mathematics optional activities made the learners think mathematical questions connected with the real life and try various ways to solve the questions. Here are some suggestions to study the development of the learning materials such as story, game, quiz and craft. First it is necessary to develop the learning materials applied the games or the real life matters connected with mathematics for all grade middle school students and use them in the mathematics optional activities. Second, many students feel a great interest in animation. moving picture, sound graphic, etc. If the multimedia learning materials included the real life matters or the games are developed, the learners will feel more interest in mathematics. Third, the systematic and economical support is continuously needed in order that teachers are given much time to study and the opportunity to attend the training course for the understanding of the optional activities and the development of the various learning materials.

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Factors Increasing the Satisfaction with learning in Dental Morphology Class Using the Mobile Apps (모바일 앱 활용 치아형태학 수업에서의 학습 만족도 제고 요인)

  • Lee, Seung-Hee;Jung, Hyo-Kyung
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.5
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    • pp.869-880
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    • 2022
  • This study was conducted on 54 freshmen of the department of dental technology in D University to examine the effect of dental morphological practice mobile application utilization on the students' perception of class and satisfaction with learning. Major results of the study showed that satisfaction and utility towards functions of mobile application strengthened positive perception of dental morphology class, leading to improvement of satisfaction with learning, which suggested that functional convenience and utility in the use of applications were the effective factors for increasing the satisfaction with learning. Those results need to be given important consideration in designing the class using the mobile applications.

Application Development Plan for Building Construction Courses Applied with Innovation Teaching Methods (혁신 교수법을 적용한 건축시공 학습용 애플리케이션 개발 방안)

  • Kim, Seong-Bin;Jo, Min-Jin;Kim, Jae-Yeob
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2020.11a
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    • pp.121-122
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    • 2020
  • Universities that offer architectural engineering programs in Korea are making efforts to introduce innovation teaching methods to cultivate teamwork, creativity, flexibility of thought and practical skills needed for the Fourth Industrial Revolution. However, there is a lack of specific measures to support them. In this regard, this study investigated a method of application development for building construction courses applied with the innovation teaching methods. It mainly focused on 'improvement directions for existing learning management systems' and 'online learning support plans using the innovation teaching method' as research contents. It is expected that these improvement directions can be applied to the field of education through the development of mobile and web-based applications. In the follow-up research, the development of specific software for field application will be carried out.

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Educational usage of Web 2.0-tool for Cooperative Learning (협동학습을 위한 Web 2.0도구의 교육적 활용 방안)

  • Kim, Heejin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.9-14
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    • 2018
  • In this paper, I introduce web 2.0 tool with which cooperative learning is possible based on C4LPT, and suggest educational application plan of web 2.0 tool by offering briefly the teaching-learning process plan for application class of web 2.0 tool. The class through the suggested teaching-learning process plan encouraged participation so that the common goal of a small group could be achieved and provided a web base where free communication could be possible. Futhermore, by using the collaboration space of web 2.0 tool, I could attract learners' study interest and maintain learning atmosphere. Based on teaching-learning process plan, I have taught university freshmen from 2012 to the present, and I could confirm the possibility of education application and the satisfaction of education application of web 2.0 tool through students' learning results and a survey.

The Effect of the Instructional Models for ICT on the Practical Ability in the Application of Information with Relation to the Levels of Self-Regulated Learning (자기조절 학습전략 수준에 따른 정보통신기술 활용수업 모형이 정보활용 실천력에 미치는 효과)

  • Kang Ohhan;Kim Kinam
    • Journal of KIISE:Software and Applications
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    • v.32 no.4
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    • pp.327-334
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    • 2005
  • Recently, ICT has emerged as an indispensable tool for teaching a variety of subjects in education systems. In this paper, we examine the effect of the instructional models for ICT on the practical ability in the application of information with relation to the levels of self-regulated learning strategies. Students were divided into 3 groups, according to the instructional model for ICT which were problem search learning, problem solution learning, and discussion learning. As an experimental tools, we did pretest using self-regulated learning strategies measurement questionnaire and did pretest and posttest using practical ability in the application of information measurement questionnaire. The results show that higher level of self-regulated teaming strategies group has high practical ability in the application of information than lower level group. Other interesting results are also provided.