• Title/Summary/Keyword: Learning Elements

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Didactic Games and Gamification in Education

  • Almalki, Mohammad Eidah Messfer
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.417-419
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    • 2022
  • This paper undertakes educational games and gamification, their features, importance, and integration into the educational process. Besides outlining features, benefits, and difficulties, it highlights the difference between gaming, gamification, and game-based learning. The article contends that game-based learning and gamification elements such as reward, completion, and cooperation develop students' positive attitudes toward the curriculum and boost their learning motivation.

Machine Learning Applied to Uncovering Gene Regulation

  • Craven, Mark
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2000.11a
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    • pp.61-68
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    • 2000
  • Now that the complete genomes of numerous organisms have been ascertained, key problems in molecular biology include determining the functions of the genes in each organism, the relationships that exist among these genes, and the regulatory mechanisms that control their operation. These problems can be partially addressed by using machine learning methods to induce predictive models from available data. My group is applying and developing machine learning methods for several tasks that involve characterizing gene regulation. In one project, for example, we are using machine learning methods to identify transcriptional control elements such as promoters, terminators and operons. In another project, we are using learning methods to identify and characterize sets of genes that are affected by tumor promoters in mammals. Our approach to these tasks involves learning multiple models for inter-related tasks, and applying learning algorithms to rich and diverse data sources including sequence data, microarray data, and text from the scientific literature.

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A Model of Collaborative Learning Based on On-line Game (온라인 게임을 응용한 협동학습 모형)

  • Roh Chang-Hyun;Lee Wan-Bok
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.8-14
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    • 2006
  • The social interest for collaborative learning and educational game has been increased. In this paper, we investigates the educational value of collaborative learning and game. Based on this investigation, we propose an educational on-line game model for collaborative learning. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative learning method for young children. In detail, we speculate about the conventional educational method performed in normal school. And then, we describes the elements of a computer game which complies with the real collaborative learning program.

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Design and Implementation of Project Learning Site by Using XML (XML을 이용한 프로젝트 학습사이트의 설계 및 구현)

  • Choe, Hyun-Kun;Ha, Tai-Hyun
    • Journal of Digital Convergence
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    • v.5 no.2
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    • pp.123-134
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    • 2007
  • The purpose of this study is to design and implementation of project learning site by using XML. The development of the Internet site for project learning was planned as per preparation, development and test/application stages. The research shows that the elements used for the development of the Internet site for project learning are to give learners motivation, specification of learning goals, reminiscence of preceding knowledge, positive participation in teaching activities, learning-guide feedback, evaluation, reinforcement and correction. It is expected that many teachers apply this model to their classes and show realistic results to motivate their students.

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The Practice of Overcoming Stress During Distance Learning of Students - Future Teachers of Preschool Education Institutions

  • Oksana Dzhus;Oleksii Lystopad;Iryna Mardarova;Tetyana Kozak;Tetiana Zavgorodnia
    • International Journal of Computer Science & Network Security
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    • v.23 no.4
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    • pp.151-155
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    • 2023
  • The main purpose of the article is to analyze the practice of overcoming during distance learning of students-future teachers of a preschool education institution. The key aspects of practical activities to counter a stressful situation during distance learning of students-future teachers of a preschool education institution are identified. The research methodology includes a number of methods designed to analyze the practice of coping with stress during distance learning of students. The results of the study include the definition of the main elements of practical activities to counteract stress and stressful situations of different scales in the distance learning of students-future teachers of a preschool education institution. Further research requires the analysis of international experience in dealing with a stressful situation during distance learning of students.

A study on the Correlation of between Online Learning Patterns and Learning Effects in the Non-face-to-face Learning Environment (비대면 강의환경에서의 온라인 학습패턴과 학습 효과의 상관관계 연구)

  • Lee, Youngseok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.557-562
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    • 2020
  • In the non-face-to-face learning environment forced into effect by the COVID-19 pandemic, online learning is being adopted as a major educational technique. Given the lack of research on how online learning patterns affect academic performance, this study focuses on the number and duration of online video learning sessions as a major factor based on midterm and final exams, and with a formative assessment for each type of learning. The correlation of the learning effects was analyzed. The analysis focused on computer programming subjects, which are among the most difficult liberal arts subjects for arts and science students at the university level. The analysis of cases of actual students showed no correlation among weekly formative assessments, the number of learning sessions, and the learning duration. On the other hand, the number of learning sessions (r=.39 p<0.05) and learning duration (r=.42 p<0.05) were correlated with the midterm and final exams. Elements, such as SMS text, bulletin board, and e-mail, were excluded from the analysis because not all students have access to them. Therefore, the results can be improved if future analysis of the students' learning patterns in a non-face-to-face lecture environment is performed considering more factors/elements and the learners' needs.

A Study on the Construction of Intelligent Learning Platform Model for Faith Education in the Post Corona Era (포스트 코로나 시대 신앙교육을 위한 지능형학습플랫폼 모형 구성 연구)

  • Lee, Eun Chul
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.309-341
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    • 2021
  • The purpose of this study is to develop an intelligent learning platform model for faith education in preparation for the post-corona era. This study reviewed artificial intelligence algorithms, research on learning platform development, and prior research related to faith education. The draft of the intelligent learning platform design model was developed by synthesizing previous studies. The developed draft model was validated by a Delphi survey targeting 5 experts. The content validity of the developed draft model was all 1. This is the validation of the draft model. Three revised opinions of experts were presented on the model. And the model was revised to reflect the opinions of experts. The modified final model consisted of three areas: learning materials, learning activities, learning data, and artificial intelligence. Each area is composed of 9 elements of curriculum, learning content additional learning resources, learner type, learning behavior, evaluation behavior, learner characteristic data, learning activity data, artificial intelligence data, and learning analysis. Each component has 29 sub-elements. In addition, 14 learning floors were formed. The biggest implication of this study is the first development of a basic model of an intelligent learning platform for faith education.

A Study on User Satisfacation of Kiosk UI Design Elements on University Campus (대학 캠퍼스 키오스크 UI 디자인 요소의 사용자 만족도에 관한 연구)

  • Cai, XiaoJun.;Oh, Yong Kyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1369-1379
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    • 2021
  • The post-corona era is having a major impact on university campus life, and campus cultural life has undergone drastic changes. In the process of adapting to this change. The existing face-to-face learning method is converted to non-face-to-face learning, and kiosks representing campus self-service are increasingly used. Subsequently, in order to match the characteristics of public places such as university campuses and provide better self-service, there are no related studies considering UI design elements of kiosks and characteristics of kiosks. This study conducted a survey on Chinese university students considering the characteristics and usability of university campus kiosks through user interface design elements in terms of design by considering previous studies. The purpose of this study is to examine the relationship between color, icon, typography, which are elements of kiosk interface design, and convenience, reliability, and usability, which are characteristics of a kiosk. In this study, the design elements and characteristics of the unmanned self-service system kiosk UI used by students at four universities in Korea and China were set as the scope of the study, and related documents were organized and surveyed in Korea and China. Case analysis and comparison method Through the kiosk usage characteristics of 4 universities were derived. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The usability evaluation criteria use the five evaluation criteria suggested by the authority JacobNidsn. The survey and analysis of this study were conducted for students who had experience using kiosks at two universities in China, and kiosk UI design elements were organized through survey and analysis of a total of 200 people.

Research on Developing Instructional Design Models for Enhancing Smart Learning (스마트 러닝 교수학습 설계모형 탐구)

  • Lim, Keol
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.33-45
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    • 2011
  • According to recent needs for 'smart learning', the concept of smart learning was reviewed by device, environmental, and theoretical approaches. The principle of smart learning includes three elements: First, rich instructional resources as learning contents. Second, participatory learning environments with interactions among teachers and learners as learning methods. Third, practical and realistic contexts as learning environments. Based on those characteristics, instructional designs for smart learning can be summed up as learning objectives, learning resources, instructional environments, instruction process design, instruction method development, implementation, and evaluation. As a conclusion, it is required to systematically develop instructional designs addressing specific learning settings to facilitate smart learning.

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An Analysis of Inquiry Area in the Chemistry (I) Textbooks by the Inquiry Elements Based on the 7th Science Curriculum (제7차 과학교육과정의 탐구 요소들에 의한 화학 (I) 교과서의 탐구 영역 분석)

  • Kang, Dae-Ho;Jeong, Soo-Goon;Kim, Bong-Gon
    • Journal of the Korean Chemical Society
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    • v.47 no.6
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    • pp.633-644
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    • 2003
  • The purpose of this study was to analyze the inquiry elements and inquiry activity of the inquiry area in chemistry I textbooks authorized by 7th curriculum. It was to confirm suitable reflection of the 7th science curriculum and to find educational suggestions of inquiry learning. It was found that the basic inquiry elements except measuring and classifying were well reflected on the textbooks. However, only several integrated inquiry elements and the inquiry activities were well reflected on the same textbooks. For the integrated inquiry elements, interpreting data was shown as the tower above the rest inquiry elements. In the analysis of inquiry activity, the numbers of experiment is placed almost half of all inquiry activities. The sum of two numbers of investigation and discussion is similar ratio to experiment but field trip and project are rarely or low ratio. As the integrated inquiry elements and inquiry activities were not balanced for various inquiry learning. It is suggested that learners be educated with complementary of these aspects in inquiry learning.