• Title/Summary/Keyword: Learning Feedback

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Design of an Intelligent Tutoring System based on Web (웹기반 지능형 교수 시스템의 설계)

  • 최숙영
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2001.05a
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    • pp.152-158
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    • 2001
  • Since web_based tutoring systems are generally composed with passive and static hypertext, they could not provide adaptive learning environments according to learning ability of each student. In this study, we suggest an intelligent tutoring system, which grasps the learning state of student and provides each student with dynamic learning materials suitable to individual feature based on learning result. It is an agent based system, in which, courseware knowledge for learning is effectively constructed, the proper feedback according to learning assessment is inferred, and it is given to each student.

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A Study on the Design and Development of Computer Based Learning and Test System (컴퓨터 평가 기반 학습 시스템 설계 및 개발 연구)

  • HEO, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.4
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    • pp.1160-1171
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    • 2015
  • The purpose of this study is to design and develop a computer based learning and test system, which supports not only testing learner's ability but also learning contents with giving feedback and hint. In order to design and develop a computer based learning and test system, Visual Basic dot Net software is used. The system works in three stages: sequential problem solving stage, randomized problem solving stage, and the challenge stage of pass/fail. The results of this study are as follows: (a) We propose the context of design for the computer based learning and test system. (b) We design and develop items display function with sequential and random algorithm in this system. (c) We design and develop pass/fail function by applying SPRT(Sequential Probability Ratio Testing) algorithm in the computer based learning and test system.

Implementation of an Intelligent Controller for Biped Walking Robot using Genetic Algorithm and Learning Control (유전자 알고리즘과 학습제어를 이용한 이족보행 로봇의 지능 제어기 구현)

  • Kho, Jaw-Won;Lim, Dong-Cheol
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.55 no.2
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    • pp.83-88
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    • 2006
  • This paper proposes a method that minimizes the consumed energy by searching the optimal locations of the mass centers of the biped robot's links using Genetic Algorithm. This paper presents a learning controller for repetitive gait control of the biped robot. The learning control scheme consists of a feedforward learning nile and linear feedback control input for stabilization of learning system. The feasibility of learning control to the biped robotic motion is shown via computer simulation and experimental results with 24 DOF biped walking robot.

The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

The effect of the entry programming course on the flow of elementary pre-service teacher (엔트리 프로그래밍 교육이 초등예비교원의 몰입에 미치는 영향)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.403-413
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    • 2017
  • The purpose of this paper is to verify whether the entry programming course applied with the flow based learning type is to affect the flow of students' learning. The subjects of the study were the students in the 3rd grade of the National University of education who had not experienced the coding before, and conducted two hours of programming lessons per week for three months. Learning contents and learning materials of beginner course in Entry Homepage were used as learning materials. The teaching and learning process consisted of clear goals setting, motivation, follow-up and immediate feedback, providing application problems, and providing reflection time for students. As a result of the study, the nine factors of flow were compared before and after the experiment. The seven factors - A balance between challenges and skills, Immediate feedback, Action and awareness are merged, Distractions are excluded from consciousness, No worry of failure. Self-consciousness disappears, The activity becomes autotelic-were obtained.

Study on ICT utilization contents for physical education (체육수업 ICT 콘텐츠에 관한 연구)

  • Kang, Sunyoung;Kang, Seungae;Jung, Hyungsu
    • Convergence Security Journal
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    • v.16 no.5
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    • pp.17-22
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    • 2016
  • This study examined the current state of ICT utilization in physical education and presented the available physical education ICT contents configuration model. Using ICT in physical education is expected to be an alternative of overcome the bad physical education facilities and environment, also highly utilized as a valuable material that can provide specific feedback in learning motor skill. The types of ICT use in physical education classes are being utilized divided by web-use learning and application program-use learning. In composing physical education ICT contents, the server presents a problem to be solved by each student and encourage cooperative learning. If one team determines the solving idea about learning problem through team discussion, they solve the problem by repeating the process of giving teacher and other team's feedback on determining opinion. On the other hand, the class begins after learning the principle of specific movement utilizing the VTR or computer S/W in the practical training lesson of physical education. If the good hardware and software environment combine with the transformation of the recognition on physical education which has been away from the ICT, it will be able expected a broad using of ICT in physical education.

Researching for Improvement Directions for Elementary school Real-time Remote Learning Through Unit Class Analysis and Teacher Interviews (단위 차시 수업 분석 및 교사 면담을 통한 초등학교 실시간 원격수업 개선 방향 모색)

  • Kim, Dong-jin;Koo, Duk-hoi
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.355-360
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    • 2021
  • COVID-19 has brought major changes to school education. Although it was attempted to guarantee students' right to learn through romote learning, the limitations of remote learning compared to face-to-face classes were clear. Nevertheless, the method of remote learning is undoubtedly a learning method that needs to be continuously developed in terms of being able to consider separated time and space and enabling learners to learn individually and autonomously. Therefore, in this study, real-time romote learning cases were analyzed at the elementary school stage, and problems in real-time remote classes were discovered and improved through teacher interviews. The problems with real-time remote classes in elementary school unit classes examined through examples are: First, that the proportion of teacher activity is high due to the anxiety of the unfamiliar environment of remote classes, and second, even though it is a real-time interactive class, it It was impossible to provide feedback. As a solution to this, it is necessary to consider the basic class steps (introduction-deployment-organization) and the use of class tools to provide appropriate communication and feedback was suggested.

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Design of shift controller using learning algorithm in automatic transmission (학습 알고리듬을 이용한 자동변속기의 변속제어기 설계)

  • Jun, Yoon-Sik;Chang, Hyo-Whan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.22 no.3
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    • pp.663-670
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    • 1998
  • Most of feedback shift controllers developed in the past have fixed control parameters tuned by experts using a trial and error method. Therefore, those controllers cannot satisfy the best control performance under various driving conditions. To improve the shift quality under various driving conditions, a new self-organizing controller(SOC) that has an optimal control performance through self-learning of driving conditions and driver's pattern is designed in this study. The proposed SOC algorithm for the shift controller uses simple descent method and has less calculation time than complex fuzzy relation, thus makes real-time control passible. PCSV (Pressure Control Solenoid Valve) control current is used as a control input, and turbine speed of the torque converter is used indirectly to monitor the transient torque as a feedback signal, which is more convenient to use and economic than the torque signal measured directoly by a torque sensor. The results of computer simulations show that an apparent reduction of shift-transient torque is obtained through the process of each run without initial fuzzy rules and a good control performance in the shift-transient torque is also obtained.

A study of effective contents construction for AR based English learning (AR기반 영어학습을 위한 효과적 콘텐츠 구성 방향에 대한 연구)

  • Kim, Young-Seop;Jeon, Soo-Jin;Lim, Sang-Min
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.143-147
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    • 2011
  • The system using augmented reality can save the time and cost. It is verified in various fields under the possibility of a technology by solving unrealistic feeling in the virtual space. Therefore, augmented reality has a variety of the potential to be used. Generally, multimodal senses such as visual/auditory/tactile feed back are well known as a method for enhancing the immersion in case of interaction with virtual object. By adapting tangible object we can provide touch sensation to users. a 3D model of the same scale overlays the whole area of the tangible object; thus, the marker area is invisible. This contributes to enhancing immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In this paper, sound feedback is considered. By further improving immersion learning augmented reality for children with the initial step learning content is presented. Augmented reality is in the intermediate stages between future world and real world as well as its adaptability is estimated more than virtual reality.

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MFMAP: Learning to Maximize MAP with Matrix Factorization for Implicit Feedback in Recommender System

  • Zhao, Jianli;Fu, Zhengbin;Sun, Qiuxia;Fang, Sheng;Wu, Wenmin;Zhang, Yang;Wang, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2381-2399
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    • 2019
  • Traditional recommendation algorithms on Collaborative Filtering (CF) mainly focus on the rating prediction with explicit ratings, and cannot be applied to the top-N recommendation with implicit feedbacks. To tackle this problem, we propose a new collaborative filtering approach namely Maximize MAP with Matrix Factorization (MFMAP). In addition, in order to solve the problem of non-smoothing loss function in learning to rank (LTR) algorithm based on pairwise, we also propose a smooth MAP measure which can be easily implemented by standard optimization approaches. We perform experiments on three different datasets, and the experimental results show that the performance of MFMAP is significantly better than other recommendation approaches.