• Title/Summary/Keyword: Learning Elements

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Production Equipment Monitoring System Based on Cloud Computing for Machine Manufacturing Tools

  • Kim, Sungun;Yu, Heung-Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.197-205
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    • 2022
  • The Cyber Physical System(CPS) is an important concept in achieving SMSs(Smart Manufacturing Systems). Generally, CPS consists of physical and virtual elements. The former involves manufacturing devices in the field space, whereas the latter includes the technologies such as network, data collection and analysis, security, and monitoring and control technologies in the cyber space. Currently, all these elements are being integrated for achieving SMSs in which we can control and analyze various kinds of producing and diagnostic issues in the cyber space without the need for human intervention. In this study, we focus on implementing a production equipment monitoring system related to building a SMS. First, we describe the development of a fog-based gateway system that links physical manufacturing devices with virtual elements. This system also interacts with the cloud server in a multimedia network environment. Second, we explain the proposed network infrastructure to implement a monitoring system operating on a cloud server. Then, we discuss our monitoring applications, and explain the experience of how to apply the ML(Machine Learning) method for predictive diagnostics.

The Structural Relationship among Academic stress, Achievement motivation, Learning environment, School flow, Learning persistence in Cyber Education (사이버수업에서 학업스트레스, 성취동기, 학습환경, 학교몰입, 학습지속의향간의 구조적 관계)

  • Joo, Young-Ju;Chung, Ae-Kyung;Han, Ae-Ri
    • The Journal of Korean Association of Computer Education
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    • v.14 no.3
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    • pp.73-82
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    • 2011
  • The purpose of the present study is to examine the structural relationship among academic stress, achievement motivation, learning environment, school flow and learning persistence in cyber education. For this study, 879 students who were enrolled in S cyber university in Korea was chosen to conduct the survey. Achievement motivation was measured in the beginning of the semester. Academic stress, learning environment, school flow, and learning persistence were measured at the end of the semester through the web survey system. The results of this study were as follows: First, academic stress, achievement motivation, and learning environment significantly affected school flow. Second, academic stress, achievement motivation, and school flow affected learning persistence, but didn't affect learning environment significantly. The results imply that academic stress, achievement motivation, and school flow should be considered as the significant elements for constructing cyber education environments to enhance students' learning persistence.

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A Case Study on Application of Cyber Home Study in Mathematics (수학과 사이버 가정학습 운영에 관한 연구)

  • Lee, In-Sik;Park, Young-Hee
    • Journal of Elementary Mathematics Education in Korea
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    • v.13 no.1
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    • pp.51-74
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    • 2009
  • The purpose of this study is to search for various strategies that could self-regulated learning within cyber home study efficiently, to operate the cyber home study based on such strategies, to manage and support students' learning and to investigate what effects it would have on the ability of self-regulated learning and attitude. In this study, an operational strategy for cyber home study according to the compositional elements of self-regulated learning based on prior studies. Then, the study developed the learning contents of cyber home study and operated cyber home study according to the operational strategy. From the results of the analysis obtained in this study, the following conclusions can be drawn as follows. First, A learner's self-regulated learning capability is able to be improved by self-regulated leaning strategies. Cyber home study that would enable students to implement the leaning on their own through learning contents and operating strategies corresponding to them was the environment that could help their self-regulated learning. Second, in order to find out students' satisfaction for the application of cyber home study, the study compared the survey of cyber home study with the frequency and percentage by each question and the mean value of technical statistics. Cyber home study let students have positive recognition on mathematical learning, and especially as shown in the results of the interview, it was helpful to improve students' interest and confidence as well as their mathematical learning.

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A Study on a Model of Teacher Education System in u-Learning (u-Learning 시대의 교사양성 체제 모형 연구)

  • Park, Jung-Hwan;Cheong, Dong-Uk;Park, Hyung-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3308-3314
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    • 2009
  • The purpose of this research is to develop a model of teacher education system in u-Learning age. To achieve the purpose, first, the current teacher education system was analyzed. Second, ubiquitous technologies which could be used in future teacher education system were analyzed. Third, functions of ubiquitous technologies supporting communication between the elements of teacher education system were explored based on the analysis of the technologies. Forth, researchers analyzed pre-service teachers' understanding, needs, and demands for the future teacher education system in u-Learning age. The model of teacher education system which is appropriate for u-Learning age was proposed based on the results of analyses. The developed model could help to educate pre-service teachers who will lead the education in u-Learning age.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.

Development of a Design Model for School Library-based Instruction under EduTech (에듀테크 기반 학교도서관활용교육 설계 모형 개발)

  • Gi-Ho Song
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.31-51
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    • 2024
  • The purpose of this study is to propose a design model for school library based instruction under EduTech. EduTech-based education expands learning boundaries and requires new instructional environments and learning experiences for learner-centered deeper learning. Accordingly, this study modified the ADDIE model based on the system theory and presented a four-stage instructional design model (draft) consisting of 'analysis stage, preliminary learning and development stage, learning management stage, and team teaching evaluation stage.' This model reflects elements of flipped learning, the backward design model, and inquiry-based learning to develop of customized student materials and inquiry activities. In addition, the scope of learning was expanded to include prior learning, face-to-face learning, and additional learning to increase the diversity of collaboration and opportunities to utilize school library materials. Also, Several ways for school library based instruction within EduTec were proposed in terms of teacher librarians' expertise, school library space, budget, standard curriculum development, and comprehensive support system for reading education.

An Analysis Study of SW·AI elements of Primary Textbooks based on the 2015 Revised National Curriculum (2015 개정교육과정에 따른 초등학교 교과서의 SW·AI 요소 분석 연구)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.317-325
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    • 2021
  • In this paper, the degree of reflection of SW·AI elements and CT elements was investigated and analyzed for a total of 44 textbooks of Korean, social, moral, mathematics and science textbooks based on the 2015 revised curriculum. As a result of the analysis, most of the activities of data collection, data analysis, and data presentation, which are ICT elements, were not reflected, and algorithm and programming elements were not reflected among SW·AI content elements, and there were no abstraction, automation, and generalization elements among CT elements. Therefore, in order to effectively implement SW·AI convergence education in elementary school subjects, we will expand ICT utilization activities to SW·AI utilization activities. Training on the understanding of SW·AI convergence education and improvement of teaching and learning methods using SW·AI is needed for teachers. In addition, it is necessary to establish an information curriculum and secure separate class hours for substantial SW·AI education.

Hypernetwork Memory-Based Model for Infant's Language Learning (유아 언어학습에 대한 하이퍼망 메모리 기반 모델)

  • Lee, Ji-Hoon;Lee, Eun-Seok;Zhang, Byoung-Tak
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.12
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    • pp.983-987
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    • 2009
  • One of the critical themes in the language acquisition is its exposure to linguistic environments. Linguistic environments, which interact with infants, include not only human beings such as its parents but also artificially crafted linguistic media as their functioning elements. An infant learns a language by exploring these extensive language environments around it. Based on such large linguistic data exposure, we propose a machine learning based method on the cognitive mechanism that simulate flexibly and appropriately infant's language learning. The infant's initial stage of language learning comes with sentence learning and creation, which can be simulated by exposing it to a language corpus. The core of the simulation is a memory-based learning model which has language hypernetwork structure. The language hypernetwork simulates developmental and progressive language learning using the structure of new data stream through making it representing of high level connection between language components possible. In this paper, we simulates an infant's gradual and developmental learning progress by training language hypernetwork gradually using 32,744 sentences extracted from video scripts of commercial animation movies for children.

The Effect of a Programming WBI Based on the Flow Theory on Flow Level and Academic Achievement (몰입이론을 적용한 프로그래밍 WBI가 학습자의 몰입수준과 학업성취도에 미치는 영향)

  • Chae, Yu-Mi;Cho, Seong-Hwan;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.15-22
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    • 2009
  • Computer programming language learning has an educational effect on improving the high level abilities such as a logical thinking ability and a problem solving ability as well as on understanding a computer working process through the process of programming and debugging tasks. In this study, the Flow Theory is applied for the students to have inner learning motive and continue their learning in the programming language learning. For this, we developed teaching-learning strategies applied by Flow elements, and designed to the WBI. We also applied to the actual teaching-learning field designed WBI and verified the effects on the changes in the learner's Flow level and academic achievement. The result of verification, WBI learning applied by Flow Theory is effective on improving Flow level, making the students have the learning goal and spirit of challenging, forming feedbacks. Also Flow experiences have effect on improving academic achievement(programming ability) through the positive effects on the results of the learning.

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A study on the Effect of Flipped Learning on Learning Motivation and Academic Achievement (플립러닝 학습이 학습동기 및 학업성취도에 미치는 효과에 관한 연구)

  • Lee, Hee-Suk;Kang, Shin-Cheon;Kim, Chang-Suk
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.47-57
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    • 2015
  • In this study, the experiment was carried out on an experiment group of 24 and a control group of 25 in order to investigate the effect of flipped learning on the motivation and academic achievement of elementary students. Research tools such as flipped learning program, motivation questionnaire and academic achievement questionnaire were used. Study procedures consisted of pre-test, experimental process, and post-test in order and the data processing was performed by independent sample t-test and paired sample t-test. The results show that flipped learning has a positive effect on learning motivation and academic achievement. For instance, flipped learning influenced on improvement of motivation elements such as attention and confidence. Also flipped learning has a more effect on low-level students than high-level students in academic achievement.