• Title/Summary/Keyword: Learning Elements

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A Self-regulated Learning Model Development in Computer Programming Education (컴퓨터 프로그램 교육에서 자기조절 학습 모델 개발)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.21-30
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    • 2015
  • Information and knowledge society in the 21st century computer education is very important. Computer programming education in computer education is very important. There are very few teaching and learning model of computer programming education. In this paper, we develop a self-regulated learning model for students to be self-regulated learning. In this study, we propose self-regulated learning elements, a self-regulated learning steps and self-regulated learning modele. Self-regulated learning elements are task level, generalized level, and efficiency level. Self-regulated learning phases are problem understanding, design, and coding, testing, and maintenance. Self-regulated learning models are to copy, to modify, create, and to challenge. The results of this study are as follows. At Correlations between learning elements and achievement, generalized level, and efficiency level are higher than the task level. At Correlations between learning and achievement, Understanding and design stages are higher than the other stages. At Correlations between learning model and achievement, to transform, to create, and to challenge are higher than to copy.

A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1677-1684
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    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.

An Approach to Linguistic Instruction Based Learning and Its Application to Helicopter Flight Control

  • M.Sugeno;Park, G.K.
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1993.06a
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    • pp.1082-1085
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    • 1993
  • In this paper, we notice the fact that a human learning process is characterized by a process under a natural language environment, and discuss an approach of learning based on indirect linguistic instructions. An instruction is interpreted through some meaning elements and each trend. Fuzzy evaluation rule are constructed for the searched meaning elements of the given instruction, and the performance of a system to be learned is improved by the evaluation rules. In this paper, we propose a framework of learning based on indirect linguistic instruction based learning using fuzzy theory: FULLINS(FUzzy-Learning based on Linguistic IN-Struction). The validity of FULLINS is shown by applying it to helicopter flight control.

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Fuzzy Control of Dynamic systems Using LIBL(Linguistic Instruction Based Learning) (LIBL을 이용한 다이나믹 시스템의 퍼지제어)

  • 조중선;박계각;정경욱;박래석
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1995.10b
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    • pp.139-144
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    • 1995
  • LIBL(Linguistic Instruction Based Leaning) is an effective learning algorithm for fuzzy controller which interpretes and uses natural language of human The possibiliy of the LIBL algorithm to the fuzzy control of dynamic systems is investigated in this paper. Rise time, percent overshoot, and steady stste are proposed as suitable meaning elements for dynamic systems. A supervisor is able to give "higer-level linguistic instruction" to the learning algorithm through these three meaning elements Simulation results for a DC servo motor show the validity of the proposed algorithm.

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Interface Design for E-Learning: Investigating Design Characteristics of Colour and Graphic Elements for Generation Z

  • Nordin, Hazwani;Singh, Dalbir;Mansor, Zulkefli
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.9
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    • pp.3169-3185
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    • 2021
  • The majority of students in higher education institutions are among generation Z. They have always depended on e-learning to support their learning activities. Therefore, higher education institutions should provide an attractive e-learning platform. E-learning interface design should be reviewed frequently to smoothen the interaction between students and the e-learning system. It is because interface design that fulfils generation Z students' preferences and expectations may upsurge their participation in e-learning. However, interface design has continually been condemned and turn out to be part of the problem that contributes to the failure of e-learning. Lack of consideration about generation Z students' preferences towards the interface design of e-learning is the factor that leads to these causes. Therefore, this study focused on identifying design characteristics of colour and graphic elements of e-learning from generation Z students' perception. This research involved a purposive sampling method for questionnaire among students of generation Z. The findings from this study could help e-learning developers to design the interface of e-learning that is suitable for generation Z students that will consider color and graphic as important characteristics.

A Comparative Study on Euclid's Elements and Pardies' Elements (Euclid 원론과 Pardies 원론의 비교 연구)

  • Chang, Hyewon
    • Journal for History of Mathematics
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    • v.33 no.1
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    • pp.33-53
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    • 2020
  • Euclid's Elements has been considered as the stereotype of logical and deductive approach to mathematics in the history of mathematics. Nonetheless, it has been criticized by its dryness and difficulties for learning. It is worthwhile to noticing mathematicians' struggle for providing some alternatives to Euclid's Elements. One of these alternatives was written by a French scientist, Pardies who called it 'Elemens de Geometrie ou par une methode courte & aisee l'on peut apprendre ce qu'il faut scavoir d'Euclide, d'Archimede, d'Apllonius & les plus belles inventions des anciens & des nouveaux Geometres.' A precedent research presented its historical meaning in traditional mathematics of China and Joseon as well as its didactical meaning in mathematics education with the overview of this book. However, it has a limitation that there isn't elaborate comparison between Euclid's and Pardies'in the aspects of contents as well as the approaching method. This evokes the curiosity enough to encourage this research. So, this research aims to compare Pardies' Elements and Euclid's Elements. Which propositions Pardies selected from Euclid's Elements? How were they restructured in Pardies' Elements? Responding these questions, the researcher confirmed his easy method of learning geometry intended by Pardies.

Deep Learning Model for Electric Power Demand Prediction Using Special Day Separation and Prediction Elements Extention (특수일 분리와 예측요소 확장을 이용한 전력수요 예측 딥 러닝 모델)

  • Park, Jun-Ho;Shin, Dong-Ha;Kim, Chang-Bok
    • Journal of Advanced Navigation Technology
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    • v.21 no.4
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    • pp.365-370
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    • 2017
  • This study analyze correlation between weekdays data and special days data of different power demand patterns, and builds a separate data set, and suggests ways to reduce power demand prediction error by using deep learning network suitable for each data set. In addition, we propose a method to improve the prediction rate by adding the environmental elements and the separating element to the meteorological element, which is a basic power demand prediction elements. The entire data predicted power demand using LSTM which is suitable for learning time series data, and the special day data predicted power demand using DNN. The experiment result show that the prediction rate is improved by adding prediction elements other than meteorological elements. The average RMSE of the entire dataset was 0.2597 for LSTM and 0.5474 for DNN, indicating that the LSTM showed a good prediction rate. The average RMSE of the special day data set was 0.2201 for DNN, indicating that the DNN had better prediction than LSTM. The MAPE of the LSTM of the whole data set was 2.74% and the MAPE of the special day was 3.07 %.

THE FIT BETWEEN NEW PRODUCT STRATEGY AND VALUE CHAIN STRATEGY : A SYSTEM DYNAMICS PERSPECTIVE

  • Heungshik Oh;Kim, Bowon
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.37-43
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    • 2001
  • New product development has been a key element fur organizational evolution. The bulk of research about new product strategy has focused solely on new product development function itself. This paper investigates cross-functional elements in new product development. More specifically, we suggest that there must exist a fit between new product strategy and value chain strategy. It means that, in order to support new product development activity, there must exist a relevant value chain strategy. We consider three types of integration - internal integration, customer integration, and supplier integration - as strategic elements of value chain strategy. For the case of new product strategy, we consider market newness and product technology unfamiliarity as strategic elements. We also consider two types of learning characteristic, i.e., \\\"fast-adaptive learning\\\" and \\\"slow-adaptive leaning\\\" as control factor. Learning characteristic represents firms organizational capability related with organizational learning. For example, fur fast-adaptive learning case, the effect of integration appears early in time. System dynamics simulation is employed to verify our research framework. The results exhibit that there must exist cross-functional relationships between value chain strategy and new product strategy in order to shorten total development time.al development time.

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Impacts of Badges and Leaderboards on Academic Performance: A Meta-Analysis

  • KIM, Areum;LEE, Soo-Young
    • Educational Technology International
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    • v.23 no.2
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    • pp.207-237
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    • 2022
  • As technological changes continue to accelerate every day, meeting the needs of a shifting educational landscape requires leaving an exclusively "in-person" education behind. Gamified learning environments should be carefully designed in light of conflicting studies to suit students' needs. The purpose of this meta-analysis is to draw conclusive results regarding the application of the most commonly used game elements in education, i.e., badges and leaderboards, through a comprehensive analysis of their impact on academic performance in online learning. Review Manager (RevMan 5.4) was used to analyze eligible studies selected from Emerald, SAGE, ERIC, EBSCO, and ProQuest between January 2011 and January 2022. Analyzing 37 studies found that using leaderboards and badges in online education enhanced academic performance when compared to traditional learning without gamification (SMD = 0.39). The badge-only intervention showed a larger effect size (SMD = 0.33) than the leaderboard-only intervention (SMD = 0.27). Badges and leaderboards together exhibited a larger effect size (SMD = 0.48) than individual game elements (SMD = 0.40). The impact of the game elements on academic performance was greater in the humanities (SMD = 0.51) than in STEM fields (SMD = 0.32) and was greater for K-12 students (SMD = 0.63) than for college students (SMD = 0.31). This study contributes to a timely discussion of the use of badges and leaderboards in COVID-19 online learning trends and provides relevant data for designing integrations of online education and gamification models.

Design of a Neurochip's Core with on-chip Learning Capability on Hardware with Minimal Global Control (On-chip 학습기능을 구현한 최소 광역 제어 신경회로망 칩의 코어 설계)

  • 배인호;황선영
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.31A no.10
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    • pp.161-172
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    • 1994
  • This paper describes the design of a neurochip with on-chip learning capability in hardware with multiple processing elements. A digital architecture is adopted because its flexiblity and accuracy is advantageous for simulating the various application systems. The proposed chip consists of several processing elements to fit the large computation of neural networks, and has on-chip learning capability based on error back-propagation algorithm. It also minimizes the number of blobal control signals for processing elements. The modularity of the system makes it possible to buil various kinds of boards to match the expected range of applications.

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