• Title/Summary/Keyword: Learning Feedback

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Design and Implementation of Oracle Web Courseware for Problem Solving Learning (문제 해결 학습을 위한 오라클 웹 코스웨어 설계 및 구현)

  • Cho, Do-Eun;Lee, Jie-Young
    • The Journal of Information Technology
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    • v.5 no.2
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    • pp.95-106
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    • 2002
  • This study attempts to construct and manage the distance learning system by focusing on education institutins. However, they lack not only web-based courseware for information literacy but also the contents for the management technology. This study tried to design and implement the web-based courseware by using OCP(Oracle Certified Profession) based on the initial Oracle in distance learning. Learners' individual variations were considered based on problem solving learning. Also, the practical contents that could be applied in the educational field were selected. The learning type web-based courseware, using the technology of ASP, DHTML, JAVAscript, VBA, was designed and implemented into the framework that could be updated easily. The result of the study shows: first of all, this courseware induced a greater understanding of the Oracle language and the student's interests. Secondly, the student's had more control over the process of individual learning and achieved the goal more effectively through immediate feedback, finally, the students could learn wherever they have on-line connections to the web server.

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Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Comparison of educational activities and performance of dental hygiene and other healthcare students (치위생학과 학생과 보건의료계열 학생의 교육활동과 교육성과에 대한 비교)

  • Kim, Hoon;Hwang, Soo-Jeong
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.1
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    • pp.39-45
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    • 2022
  • Background: Dental hygienists undergo 3 or 4 years of college education, and dental hygienist education must receive continuous feedback through evaluation. The purpose of this study was to compare the educational performance of students from the Department of Dental Hygiene in 2018 with those from other departments in the healthcare field. Methods: We used data from the National Assessment of Student Engagement in Learning, conducted by the Korean Educational Development Institute in 2018. The survey data of 55 dental hygiene students and 60 healthcare students at K University were provided after excluding all identifying information. An independent t-test was used for comparisons between the Department of Dental Hygiene and other healthcare departments. Results: Regarding class-related activities, dental hygiene students were passive in presentations, discussions, and projects and had significantly lower grades in cooperative learning and challenging learning. Regarding extra-class activities, dental hygiene students had significantly lower global learning and external experiences, domestic experiences, club activities, and interactions with professors. Regarding learning outcomes, students had significantly lower grades in writing, speaking, critical and analytical thinking, data evaluation, understanding of data meaning, problem-solving ability, goal setting and execution, core content extraction, human and material resource utilization, creative convergence thinking, statistical understanding and analysis, information technology use, collaboration, sense of community, stress management, time management, and foreign language proficiency. Conclusions: Dental hygiene education requires innovation in educational methods and efforts of instructors to improve poor learning activities and outcomes.

A Study on the Current Status and Improvement Plans for e-Learning Utilization Using the Delphi Technique: Focusing on Scuba Diving Education

  • Sung-Soo Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.143-153
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    • 2024
  • This study aims to analyze both the current utilization of e-learning in the scuba diving education sector and the possible improvements by using Delphi analysis. The study administered three rounds of Delphi surveys with 25 specialists, including business executives and educational leaders from scuba diving centers and resorts affiliated with organizations that conduct scuba diving education through e-learning. The comparative analysis of the state of e-learning utilization and factors for improvement revealed significant insights. In terms of expected benefits, the analysis highlighted an increase in user convenience, temporal flexibility in learning activities, and easy access to products. However, it identified major issues such as the simplistic mandatory exams, inadequate professional depth in the feedback provided, and a lack of bidirectional communication between learners and instructors. Recommendations for improvements included enhancing communication through various online communities, conducting mandatory exams offline, and developing a variety of content. Conducting regular program quality evaluations, integrating with various diving communities, and assigning dedicated tutors were deemed crucial factors for future development.

The Influence of On-Off Line Blended Learning in Emphasizing the Interaction Between Teacher and Students on the Perception about Learning Environment and Science-Related Attitude (교사와 학생의 상호작용이 강조된 온-오프라인 혼합형 학습이 학습 환경에 대한 인식과 과학 관련 태도에 미치는 영향)

  • Hwang, Yohan;Kim, Jinsook;Lee, Mu Sang
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.27-35
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    • 2015
  • General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.

App Inventor 2 As a Tool for Enhancement of Computational Thinking (Computational Thinking 향상 도구로서의 App Inventor 2)

  • Lim, Byeongchoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.519-526
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    • 2016
  • MIT App Inventor 2, much like the other block-based programming languages such as Scratch and Alice, is a useful tool that can be utilized to improve the computational thinking skills for students. The coding and the execution of program are done mainly on the computer in Scratch programming, but in App Inventor 2 programming, the students can execute the program and get immediate feedback on the smart-phone in the middle of the programming. Therefore, we can expect better enhanced learning effect. In this study, it has been claimed that the learning of App Inventor2 can strengthen the computational thinking skills of our students by extracting four core concepts of the computational thinking and then showing how these concepts are applied through the learning of App Inventor 2.

A Development for Short-term Stock Forecasting on Learning Agent System using Decision Tree Algorithm (의사결정 트리를 이용한 학습 에이전트 단기주가예측 시스템 개발)

  • 서장훈;장현수
    • Journal of the Korea Safety Management & Science
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    • v.6 no.2
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    • pp.211-229
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    • 2004
  • The basis of cyber trading has been sufficiently developed with innovative advancement of Internet Technology and the tendency of stock market investment has changed from long-term investment, which estimates the value of enterprises, to short-term investment, which focuses on getting short-term stock trading margin. Hence, this research shows a Short-term Stock Price Forecasting System on Learning Agent System using DTA(Decision Tree Algorithm) ; it collects real-time information of interest and favorite issues using Agent Technology through the Internet, and forms a decision tree, and creates a Rule-Base Database. Through this procedure the Short-term Stock Price Forecasting System provides customers with the prediction of the fluctuation of stock prices for each issue in near future and a point of sales and purchases. A Human being has the limitation of analytic ability and so through taking a look into and analyzing the fluctuation of stock prices, the Agent enables man to trace out the external factors of fluctuation of stock market on real-time. Therefore, we can check out the ups and downs of several issues at the same time and figure out the relationship and interrelation among many issues using the Agent. The SPFA (Stock Price Forecasting System) has such basic four phases as Data Collection, Data Processing, Learning, and Forecasting and Feedback.

Modeling of Self-Constructed Clustering and Performance Evaluation (자기-구성 클러스터링의 모델링 및 성능평가)

  • Ryu Jeong woong;Kim Sung Suk;Song Chang kyu;Kim Sung Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.6C
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    • pp.490-496
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    • 2005
  • In this paper, we propose a self-constructed clustering algorithm based on inference information of the fuzzy model. This method makes it possible to automatically detect and optimize the number of cluster and parameters by using input-output data. The propose method improves the performance of clustering by extended supervised learning technique. This technique uses the output information as well as input characteristics. For effect the similarity measure in clustering, we use the TSK fuzzy model to sent the information of output. In the conceptually, we design a learning method that use to feedback the information of output to the clustering since proposed algorithm perform to separate each classes in input data space. We show effectiveness of proposed method using simulation than previous ones

Virtual Reality based Situation Immersive English Dialogue Learning System (가상현실 기반 상황몰입형 영어 대화 학습 시스템)

  • Kim, Jin-Won;Park, Seung-Jin;Min, Ga-Young;Lee, Keon-Myung
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.245-251
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    • 2017
  • This presents an English conversation training system with which learners train their conversation skills in English, which makes them converse with native speaker characters in a virtual reality environment with voice. The proposed system allows the learners to talk with multiple native speaker characters in varous scenarios in the virtual reality environment. It recongizes voices spoken by the learners and generates voices by a speech synthesis method. The interaction with characters in the virtual reality environment in voice makes the learners immerged in the conversation situations. The scoring system which evaluates the learner's pronunciation provides the positive feedback for the learners to get engaged in the learning context.

A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.53-59
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    • 2021
  • In this paper, we propose a system that can perform dumbbell exercise by recognizing the weight of dumbbells without wearing and device. With the development of virtual reality technnology, many studies are being conducted to simulate the pysical feedback of the real world in the virtual world. Accurate motion recognition is important to the elderly for rehabilitation exercises. They cannot lift heavy dumbbells. For rehabilitation exercise, correct body movement according to an appropriate weight must be performed. We use a machine learning algorithm for the accuracy of motion data input in real time. As an experiment, we was test three types of bicep, double, shoulder exercise and verified accuracy of exercise. In addition, we made a virtual gym game to actually apply these exercise in virtual reality.