• Title/Summary/Keyword: Learning by Playing

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Effects of Multi-modal Guidance for the Acquisition of Sight Reading Skills: A Case Study with Simple Drum Sequences (멀티모달 가이던스가 독보 기능 습득에 미치는 영향: 드럼 타격 시퀀스에서의 사례 연구)

  • Lee, In;Choi, Seungmoon
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.217-227
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    • 2013
  • We introduce a learning system for the sight reading of simple drum sequences. Sight reading is a cognitive-motor skill that requires reading of music symbols and actions of multiple limbs for playing the music. The system provides knowledge of results (KR) pertaining to the learner's performance by color-coding music symbols, and guides the learner by indicating the corresponding action for a given music symbol using additional auditory or vibrotactile cues. To evaluate the effects of KR and guidance cues, three learning methods were experimentally compared: KR only, KR with auditory cues, and KR with vibrotactile cues. The task was to play a random 16-note-long drum sequence displayed on a screen. Thirty university students learned the task using one of the learning methods in a between-subjects design. The experimental results did not show statistically significant differences between the methods in terms of task accuracy and completion time.

A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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An Open Medical Platform to Share Source Code and Various Pre-Trained Weights for Models to Use in Deep Learning Research

  • Sungchul Kim;Sungman Cho;Kyungjin Cho;Jiyeon Seo;Yujin Nam;Jooyoung Park;Kyuri Kim;Daeun Kim;Jeongeun Hwang;Jihye Yun;Miso Jang;Hyunna Lee;Namkug Kim
    • Korean Journal of Radiology
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    • v.22 no.12
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    • pp.2073-2081
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    • 2021
  • Deep learning-based applications have great potential to enhance the quality of medical services. The power of deep learning depends on open databases and innovation. Radiologists can act as important mediators between deep learning and medicine by simultaneously playing pioneering and gatekeeping roles. The application of deep learning technology in medicine is sometimes restricted by ethical or legal issues, including patient privacy and confidentiality, data ownership, and limitations in patient agreement. In this paper, we present an open platform, MI2RLNet, for sharing source code and various pre-trained weights for models to use in downstream tasks, including education, application, and transfer learning, to encourage deep learning research in radiology. In addition, we describe how to use this open platform in the GitHub environment. Our source code and models may contribute to further deep learning research in radiology, which may facilitate applications in medicine and healthcare, especially in medical imaging, in the near future. All code is available at https://github.com/mi2rl/MI2RLNet.

Self-supervised Meta-learning for the Application of Federated Learning on the Medical Domain (연합학습의 의료분야 적용을 위한 자기지도 메타러닝)

  • Kong, Heesan;Kim, Kwangsu
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.27-40
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    • 2022
  • Medical AI, which has lately made significant advances, is playing a vital role, such as assisting clinicians with diagnosis and decision-making. The field of chest X-rays, in particular, is attracting a lot of attention since it is important for accessibility and identification of chest diseases, as well as the current COVID-19 pandemic. However, despite the vast amount of data, there remains a limit to developing an effective AI model due to a lack of labeled data. A research that used federated learning on chest X-ray data to lessen this difficulty has emerged, although it still has the following limitations. 1) It does not consider the problems that may occur in the Non-IID environment. 2) Even in the federated learning environment, there is still a shortage of labeled data of clients. We propose a method to solve the above problems by using the self-supervised learning model as a global model of federated learning. To that aim, we investigate a self-supervised learning methods suited for federated learning using chest X-ray data and demonstrate the benefits of adopting the self-supervised learning model for federated learning.

Students' Perspectives towards M-learning Achievement, and Disposition towards Mathematics Using a mobile phone (Mobile-Learning에 의한 수학학습에서 학생들의 인식변화, 성취도, 및 성향에 대한 연구)

  • ChoiKoh, Sang-Sook
    • Communications of Mathematical Education
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    • v.23 no.3
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    • pp.863-885
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    • 2009
  • In the era of wireless internet, we are apt to use a mobile phone for learning mathematics, besides the pc computer and the notebook computer. This study was to investigate the effect of M-learning when students were given a wireless mobile phone in terms of their perspectives towards the use of a mobile phone, achievement and attitudes towards mathematics. They were the 3th grader in a high school, who were expected to take Aptitude Test for the entrance of the university level. The most students who took an ubiquitous environment of M-learning showed it as a benefit for learning mathematics and did not spend time at other activities such as listening to music, sending text-message, playing games, etc, but at the M-learning activities. The students who engaged in the M-learning activities were improved a significantly higher score at Aptitude Test than the students who took the make-up courses in the school and also did a significantly higher disposition towards mathematics which was caused by curiosity among 7 components of the mathematical disposition.

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Structural Equation Model Analysis of Communication Ability by Havruta Teaching-Learning Method

  • Jae-Nam Kim;Seong-Eun Chu
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.197-205
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    • 2023
  • This study is to apply the Havruta teaching-learning method to college students' major classes and analyze the relationship between the effectiveness evaluation of communication skills and sub-factors using a structural equation model. As a result of the study, the communication ability score was different before and after Havruta teaching-learning, and it was found that after Havruta teaching-learning was higher than before Havruta teaching-learning. The path effect was found to be significant in all of the total, direct, and indirect effects among latent variables, except for the relationship between interpretation ability, role-playing ability, and goal-setting ability in the direct effect. In this study, it was found that the Havruta teaching-learning method not only improves creativity and thinking ability, but also improves self-directed learning ability. In addition, it was reconfirmed that it is a teaching-learning method that can develop social skills and communication skills as well as problem-solving skills while experiencing opinions different from one's own. As a result, research on a thorough student-centered teaching-learning method suitable for the Homo Machina era must be continued and its application in the educational field must be implemented.

Activation method of inquiry activity for students playing a leading role in teaching and learning by applying the van Hiele's learning process by stages in undergraduate pre-service teachers' mathematics class (van Hiele의 단계적 교수법에 근거한 예비교사들의 수학 수업에서 탐구 활동의 활성화 방안 탐색)

  • Hwang, Seok-Yoon;Kim, Ik-Pyo
    • Journal of the Korean School Mathematics Society
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    • v.18 no.1
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    • pp.39-60
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    • 2015
  • It is one of the fundamental issues that students in teaching and learning process should take a proactive role in school mathematics. Inquiry or discovery learning in school mathematics is the specific method for students to participate in lessons on their own initiative, which is supported by many scholars in mathematics education. In this paper, we investigate pre-service teachers' perspectives of Inquiry or discovery learning by intensively analyzing information and guided orientation in teaching practice. From this, we find the direction of the pre-service teacher training program for carrying out pre-service teachers' role to help students to take a proactive role in school mathematics.

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

A Qualitative Study on the Perceptions and Learning Behavior of Medical Students in Online Classes (의과대학 학생의 온라인 수업에 대한 인식 및 학습행동에 관한 질적 연구)

  • Kang, Yeji;Kim, Do-Hwan
    • Korean Medical Education Review
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    • v.23 no.1
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    • pp.46-55
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    • 2021
  • Since the emergence of coronavirus disease 2019 (COVID-19), medical schools have experienced a sudden, full-scale transition to online classes. As the COVID-19 pandemic continues, it is important to evaluate current educational programs and to assess their implications. This study explored perceptions of online classes and learning behavior among medical students. Twenty preclinical medical students were interviewed in focus groups for 2 months. They generally expressed positive perceptions about online classes, and in particular, positively assessed the ability to lead their individual lifestyles and study in comfortable environments with fewer time and space constraints. Students thought that the online environment provided a fair chance of facilitating positive interactions with the professor and considered communication with the professor to be an important factor only when it was related to the class content or directly helped with their grades and careers. Students also had negative views, such as feeling uncertain when they could not see their peers' learning progress and assess themselves in comparison and feeling social isolation. Learning behaviors have also changed, as students explored their learning styles and adapted to the changed learning environment. Students expanded their learning by using online functions. However, students sometimes abused the online class format by "just playing" the lecture while not paying attention and relying on other students' lecture transcripts to study. The results of this study are hoped to provide a useful foundation for future research on online class-based teaching and learning.

Computational Thinking based Mathematical Program for Free Semester System

  • Lee, Ji Yoon;Cho, Han Hyuk
    • Research in Mathematical Education
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    • v.18 no.4
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    • pp.273-288
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    • 2014
  • In recent years, coding education has been globally emphasized and the Free Semester System will be executed to the public schools in Korea from 2016. With the introduction of the Free Semester System and the rising demand of Computational Thinking (CT) capacity, this research aims to design 'learning environment' in which learners can design and construct mathematical objects through computers and print them out through 3D printers. Furthermore, it will design learning mathematics by constructing the figurate number patterns from 'soma cubes' in the playing context and connecting those to algebraic and combinatorial patterns, which will allow students to experience mathematical connectivity. It is expected that the activities of designing figurate number patterns suggested in this research will not only strengthen CT capacity in relation to mathematical thinking but also serve as a meaningful program for the Free Semester System in terms of career experience as 3D printers can be widely used.