• Title/Summary/Keyword: Learning ability improvement

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A Study on Performance Improvement of Fuzzy Min-Max Neural Network Using Gating Network

  • Kwak, Byoung-Dong;Park, Kwang-Hyun;Z. Zenn Bien
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.492-495
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    • 2003
  • Fuzzy Min-Max Neural Network(FMMNN) is a powerful classifier, It has, however, some problems. Learning result depends on the presentation order of input data and the training parameter that limits the size of hyperbox. The latter problem affects the result seriously. In this paper, the new approach to alleviate that without loss of on-line learning ability is proposed. The committee machine is used to achieve the multi-resolution FMMNN. Each expert is a FMMNN with fixed training parameter. The advantages of small and large training parameters are used at the same time. The parameters are selected by performance and independence measures. The Decision of each expert is guided by the gating network. Therefore the regional and parametric divide and conquer scheme are used. Simulation shows that the proposed method has better classification performance.

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A Study on The Improvement of Computer Programming Ability for The Learners Participated in Custom Learning Programs (수준별 맞춤형 프로그램 학습자들의 컴퓨터 프로그래밍 능력 향상에 관한 연구)

  • Ahn, You Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.295-296
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    • 2015
  • 본 연구에서는 컴퓨터 프로그래밍 정규 수업과 병행하여 운영된 수준별 맞춤형 프로그램에 참여한 학습자들의 프로그래밍 능력 향상을 평가하고자 한다. 수준별 맞춤형 프로그램으로 수준별 전공스터디와 피어 튜터링 프로그램을 운영하고, 참여 학생들이 별도 학습을 통해 얼마나 실력 향상이 되었는지 평가하기 위해 프로그램 참여자들과 비참여자들의 상대적인 성적 변화를 분석한다. 나아가 참여 학생들이 졸업 후의 취업률과 취업 분야 그리고 고용상태도 분석함으로써 학생들의 실력 향상이 원하는 분야로의 취업에 얼마나 기여했는지도 분석해본다.

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An improvement of the learning speed through Improved Reinforcement Learning on Jul-Gonu Game (개선된 강화학습을 이용한 줄고누게임의 학습속도개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Internet Computing and Services
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    • v.10 no.3
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    • pp.9-15
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    • 2009
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. This paper used reinforcement learning algorithm for board characters to learn, and so they can move intelligently. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was far more improved on learning speed.

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Development of a Web-based Courseware to Improve the Understanding of Numerical Concepts for Elementary Students with Learning Difficulties (초등학교 학습장애 학생의 수 개념 향상을 위한 웹 코스웨어 개발)

  • Jang, Jin-Guk;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.8 no.2
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    • pp.141-153
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    • 2004
  • Pupils with learning impediments in elementary schools have difficulties in learning numerical calculations. Numerical concepts, the basis of numerical calculations, require repetitious exercises, and it has been widely reported that computer-mediated learning motivates the learners to concentrate on their learning for longer hours. The aim of the research is to develop and apply a Web-based courseware to experimental groups to improve learning numerical concepts of the learners with learning difficulties in elementary school and to discuss the effects of the results. The courseware is designed to improve the numerical concepts of the learners through many thought activities. The experiment shows effectiveness of the learning activities to improve learning numerical concepts for students with learning difficulties, categorized into two groups - an experimental group and a control group, and also it shows positive responses on improvement of their calculation ability.

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The Effects of Elements of Learning Information's Record on the Correctness of Decision When Applied to the E-Learning based on CAT with SPRT Model (e-러닝 기반의 SPRT형 CAT모델에서 학습정보이력 요소의 적용이 판정의 정확성에 미치는 영향)

  • Kim, Kyung-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.71-79
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    • 2007
  • The purpose of this research is to show that elements of learning information's record(learning time and the score of practice test) have a significant effect on the correctness of decision when they are applied to e-Learning based on CAT with SPRT model. Especially, the score of practice test can be used in the real e-learning environment as its effect showed approximately 90% improvement. Therefore, if we apply learning information's record to SPRT in evaluation, we can evaluate the learner's ability more precisely and quickly, contributing to the enhancement of the individualization of learners. If an algorithm with variables from learning information's record can be developed, a better e-Learning evaluation program will be made in the future.

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Evaluation of Tracking Performance: Focusing on Improvement of Aiming Ability for Individual Weapon (개인화기 조준 능력 향상 관점에서의 추적 기법의 성능평가)

  • Kim, Sang Hoon;Yun, Il Dong
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.481-490
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    • 2013
  • In this paper, an investigation of weapon tracking performance is shown in regard to improving individual weapon performance of aiming objects. On the battlefield, a battle can last only a few hours, sometimes it can last several days until finished. In these long-lasting combats, a wide variety of factors will gradually lower the visual ability of soldiers. The experiments were focusing on enhancing the degraded aiming performance by applying visual tracking technology to roof mounted sights so as to track the movement of troops automatically. In order to select the optimal algorithm among the latest visual tracking techniques, performance of each algorithm was evaluated using the real combat images with characteristics of overlapping problems, camera's mobility, size changes, low contrast images, and illumination changes. The results show that VTD (Visual Tracking Decomposition)[2], IVT (Incremental learning for robust Visual Tracking)[7], and MIL (Multiple Instance Learning)[1] perform the best at accuracy, response speed, and total performance, respectively. The evaluation suggests that the roof mounted sights equipped with visual tracking technology are likely to improve the reduced aiming ability of forces.

Development of PBL packages for the improvement of the problem-solving ability, self-directed learning capability and communicative competence of dental hygiene students (치위생과 학습자의 문제해결능력, 자기주도적 학습능력, 의사소통능력의 향상을 위한 문제중심학습 패키지 개발)

  • Jung, Young-Ran;Lee, Woo-Sook;Cho, Duk-Joo
    • Journal of Korean society of Dental Hygiene
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    • v.10 no.1
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    • pp.33-49
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    • 2010
  • Obiectives : The purpose of this study was to develop PBL packages geared toward improving the problem-solving abilities, self-directed learning capabilities and communicative competency of dental hygienists, which were all required for dental hygienists to have in the dental field. Methods : After three PBL packages for a semester of oral health education were developed, the PBL packages were evaluated by an expert to determine what improvements should be made. Results : The findings of the study were as follows. The three PBL packages were based on real clinical situations and designed to have a different degree of difficulty and provide problems in the form of scenario for learners to solve in a self-directed manner. When the packages were assessed by an expert, the packages were expected to make a contribution to the improvement of the three different abilities on which this study focused, and the packages were found to be appropriate in general in terms of learning content and field applicability, though they needed some modifications. Thus, this study attempted to develop PBL packages and let an expert assess the packages in order to give some suggestions about the development of PBL packages. The packages developed in this study are expected to help boost the problem-solving abilities, self-directed learning capabilities and communicative competency of dental hygienists, which should all be possessed by dental hygienists in the dental field. Moreover, the packages were found to be conducive to the introduction of PBL in the field of dental hygiene. Conclusions : To ensure the successful application of the packages, dental hygiene students should be provided with the packages in situations similar to real clinical situations, and they should have an opportunity to practice dental hygiene duties.

A Study of the Problems and Solutions of Electronic Attendance System -Focused on User's Awareness- (전자출결 시스템의 문제점과 해결방안에 대한 연구 -사용자 인식을 중심으로-)

  • Lee, Jae-Hak;Lee, Hee-Hwa
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.41-49
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    • 2019
  • This study aims to investigate the awareness and status of smart attendance systems in the professors and college students who directly use an electronic smart system, a learning management system utilizing IT and to propose a plan for improvement to increase the efficiency of the smart attendance system. As for the research method, this study conducted an online survey with 264 students at S. University to investigate the status of their use and awareness of the smart attendance system. As a result, first, the professors mostly were satisfied with the smart attendance system, and it would be necessary to improve learning ability and the function of self-management in connection with the learning management system. Second, the college students were dissatisfied with the user interface and speed of the smart attendance system, and it would be necessary to improve the delay time, login, update, and false attendance.

Implementation and Evaluation of Blended PBL Systems for Information Communication Ethics Education (정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 구현 및 평가)

  • Lee, Jun-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.83-91
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    • 2011
  • The purpose of this thesis was to implement effective blended PBL(Problem-Based Learning) systems for information communication ethics education. Online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals. And the main module for online learning run on Moodle, an open source learning management system. To examine educational effectiveness of the proposed systems, an experimental study was conducted through the method to the subject of two class in the second-grade of university located in ${\bigcirc}{\bigcirc}$ city. For experiment 60 students(treatment group=30, control group=30) are participated. And they were assigned to one of ten subgroups, comprising of six students, respectively. The results of this study are follows, First, the education using proposed blended PBL method is more effective in cultivating consciousness of information communication ethics than the education using face-to-face PBL learning method. Second, learners who participated in the proposed blended PBL more experienced various effects of PBL, such as (1) Improvement of problem solving ability, (2) Understanding of cooperative learning than the other learners who participated in the face-to-face PBL.

Design and Implementation of Blended PBL Systems for Information Communication Ethics Education (정보통신윤리 교육을 위한 블랜디드 문제중심학습 시스템 설계 및 구현)

  • Lee, Jun-Hee;Yoo, Kwan-Hee
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.179-188
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    • 2011
  • The purpose of this thesis was to implement effective blended PBL(Problem-Based Learning) systems for information communication ethics education. The proposed systems, Online learning and face-to-face classes were systematically combined and Moodle is used for online learning platform. We proposed the use of wikis and blogs not just for creation of knowledge, but as active learning tool to support PBL. In the proposed system, learners used the web 2.0 as a open place to create new knowledge and experience various effects of PBL, such as (1) Improvement of problem solving ability, (2) Understanding of cooperative learning. The blended PBL systems with teaching and learning model were evaluated learners' level of satisfaction and educational achievement in the study of information communication ethics. The result shows that blended PBL learning method is more effective in cultivating consciousness of information communication ethics and showed more higher level of learners' satisfaction and educational achievement than the face-to-face PBL learning method.

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