• Title/Summary/Keyword: Learning by Playing

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Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

An Adaptive Classification Model Using Incremental Training Fuzzy Neural Networks (점증적 학습 퍼지 신경망을 이용한 적응 분류 모델)

  • Rhee, Hyun-Sook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.6
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    • pp.736-741
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    • 2006
  • The design of a classification system generally involves data acquisition module, learning module and decision module, considering their functions and it is often an important component of intelligent systems. The learning module provides a priori information and it has been playing a key role for the classification. The conventional learning techniques for classification are based on a winner take all fashion which does not reflect the description of real data where boundarues might be fuzzy Moreover they need all data for the learning of its problem domain. Generally, in many practical applications, it is not possible to prepare them at a time. In this paper, we design an adaptive classification model using incremental training fuzzy neural networks, FNN-I. To have a more useful information, it introduces the representation and membership degree by fuzzy theory. And it provides an incremental learning algorithm for continuously gathered data. We present tie experimental results on computer virus data. They show that the proposed system can learn incrementally and classify new viruses effectively.

Analysis and study of Deep Reinforcement Learning based Resource Allocation for Renewable Powered 5G Ultra-Dense Networks

  • Hamza Ali Alshawabkeh
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.226-234
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    • 2024
  • The frequent handover problem and playing ping-pong effects in 5G (5th Generation) ultra-dense networking cannot be effectively resolved by the conventional handover decision methods, which rely on the handover thresholds and measurement reports. For instance, millimetre-wave LANs, broadband remote association techniques, and 5G/6G organizations are instances of group of people yet to come frameworks that request greater security, lower idleness, and dependable principles and correspondence limit. One of the critical parts of 5G and 6G innovation is believed to be successful blockage the board. With further developed help quality, it empowers administrator to run many systems administration recreations on a solitary association. To guarantee load adjusting, forestall network cut disappointment, and give substitute cuts in case of blockage or cut frustration, a modern pursuing choices framework to deal with showing up network information is require. Our goal is to balance the strain on BSs while optimizing the value of the information that is transferred from satellites to BSs. Nevertheless, due to their irregular flight characteristic, some satellites frequently cannot establish a connection with Base Stations (BSs), which further complicates the joint satellite-BS connection and channel allocation. SF redistribution techniques based on Deep Reinforcement Learning (DRL) have been devised, taking into account the randomness of the data received by the terminal. In order to predict the best capacity improvements in the wireless instruments of 5G and 6G IoT networks, a hybrid algorithm for deep learning is being used in this study. To control the level of congestion within a 5G/6G network, the suggested approach is put into effect to a training set. With 0.933 accuracy and 0.067 miss rate, the suggested method produced encouraging results.

A Study on Teaching-Learning and Evaluation Methods of Environmental Studies in the Middle School (중학교 "환경" 교과의 교수.학습 및 평가 방법 연구)

  • 남상준
    • Hwankyungkyoyuk
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    • v.7 no.1
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    • pp.1-17
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    • 1994
  • This study was performed to determine appropriate teaching-learning and evaluation methods for Environmental Studies. To promote the relevance of our study to the needs of the schools and concerned educational communities of environmental education, we reviewed related literature, conducted questionnaire surveys, interviewed related teachers and administrator, held meetings with experts, and field-tested our findings. For selecting and developing teaching-learning methods of Environmental Studies, findings of educational research in general are considered. moreover, principles of environmental education, general aim of environmental education, orientations of environmental education, and developmental stages of middle school students in educational psychology were attended. In addition, relevance to the purpose of the Environmental Studies curriculum, appropriateness for value inquiry as well as knowledge inquiry, small group centered class organization, social interaction centered teaching-learning process, regional environmental situation, significance of personal environment, evaluation methods of Environmental Studies, multi- and inter-disciplinary contents of the Environmental Studies textbook, suitability to the evaluation methods of Environmental Studies, and emphasis on the social interaction in teaching-learning process were regarded. It was learned the Environmental Studies can be taught most effectively in via of holding discussion sessions, conducting actual investigation, doing experiment-practice, doing games and plate, role-playing and carrying out simulation activities, and doing inquiry. These teaching-learning methods were field-tested and proved appropriate methods for the subject. For selecting and developing evaluation method of Environmental Studies, such principles and characteristics of Environmental Studies as objective domains stated in the Environmental Studies curriculum, diversity of teaching-learning organization, were appreciated. We categorized nine evaluation methods: the teacher may conduct questionnaire surveys, testings, interviews, non-participatory observations; they may evaluate student's experiment-practice performances, reports preparation ability, ability to establish a research project, the teacher may ask the students to conduct a self-evaluation, or reciprocal evaluation. To maximize the effect of these methods, we further developed an application system. It considered three variables, that is, evaluates, evaluation objectives domains, and evaluation agent, and showed how to choose the most appropriate methods and, when necessary, how to combine uses of different methods depending on these variables. A sample evaluation instrument made on the basis of this application system was developed and tested in the classes. The system proved effective. Pilot applications of the teaching-learning methods and evaluation method were made simultaneously; and the results and their implications are as follows. Discussion program was applied in a lesson dealing with the problems of waste disposal, in which students showed active participation and creative thinking. The evaluation method used in this lesson was a multiple-choice written test for knowledge and skills. It was shown that this evaluation method and device are effective in helping students' revision of the lesson and in stimulating their creative interpretations and responces. Pupils showed great interests in the actual investigation program, and this programme was proved to be effective in enhancing students' participation. However, it was also turned out that there must be pre-arranged plans for the objects, contents and procedures of survey if this program is to effective. In this lesson, non-participatory observation methods were used with a focus on the attitudes of students. A scaled reported in general description rather than in grade. Experiment-practice programme was adopted in a lesson for purifying contaminated water and in this lesson, instruction objectives were properly established, the teaching-learning process was clearly specified and students were highly motivated. On the other hand, however, it was difficult to control the class when some groups of students require more times to complete their experiment, and sometimes different results. As regards to evaluation, performance observation test were used for assessing skills and attitudes. If teachers use well-prepared Likert scale, evaluation of all groups within a reasonablely short period of time will be possible. The most effective and successful programme in therms of students' participation and enjoyment, was the 'ah-nah-bah-dah-market' program, which is kind of game of the flea market. For better organized program of this kind, however, are essential, In this program, students appraise their own attitudes and behavior by responding to a written questionnaire. In addition, students were asked to record any anecdotes relating to self-appraisal of changes on one's own attitudes and behaviours. Even after the lesson, students keep recording those changes on letters to herself. Role-playing and simulation game programme was applied to a case of 'NIMBY', in which students should decide where to located a refuse dumping ground. For this kind of programme to e successful, concepts and words used in the script should be appropriate for students' intellectual levels, and students should by adequately introduced into the objective and the procedures of the lessons. Written questionnaire was used to assess individual students' attitudes after the lesson, but in order to acquire information on the changes of students' attitudes and skills, pre-test may have to be made. Doing inquiry programme, in which advantages in which students actually investigated the environmental influence of the areas where school os located, had advantages in developing students' ability to study the environmental problems and to present the results of their studies. For this programme to be more efficient, areas of investigation should be clearly divided and alloted to each group so that repetition or overlap in areas of study and presentation be avoided, and complementary wok between groups bee enhanced. In this programme, teacher assessed students' knowledge and attitudes on the basis of reports prepared by each group. However, there were found some difficults in assessing students' attitudes and behaviours solely on the grounds of written report. Perhaps, using a scaled checklist assessing students' attitudes while their presentation could help to relieve the difficulties.

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Cognitive Effects of Mathematical Pre-experiences on Learning in Elementary School Mathematics (수학적 선행경험이 산수학습에 미치는 인지적 효과)

  • Lee Myong Sook;Jeon Pyung Kook
    • The Mathematical Education
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    • v.31 no.2
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    • pp.93-107
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    • 1992
  • The purpose of this study is to make out teaching-learning method for developing mathematical abilities of the 1st grade children in elementary school by investigating cognitive effects which mathematical pre-experiences given intentionally by teachers have on children's learning mathematics. The research questions for this purpose are as follows: In learning effects through mathematical pre-experiences given intentionally by teachers. 1) is there any differences between children with pre-experiences and children without them in Mathematics Achievement Test\ulcorner 2) is there any differences between children with pre-experiences and children without them in Transfer Test for learning effects\ulcorner For this study, a class with 41 children in H elementary school located in a Myon near Chong-ju was selected as an experimental group and a class with 43 children in G elementary school in the same Myon was selected as a control group. Nonequivalent Control Group Design of Quasi-Experimental Design was applied to this study. To give pre-experiences to the children in experimental group, their classroom was equipped with materials for pre-experiences, so children could always observe the materials and play with them. The materials were a round-clock on the wall, two pairs of scales, fifty dice, some small pebbles, two pairs of weight scales, two rulers on the wall, and various cards for playing games. Pre-experiences were given to the children repeatedly through games and observations during free time in the morning (00:20-09:00) and intervals between periods. There was a pretest for homogeneity of mathematics achievement between the two groups and were Mathematics Achievement Test (30 items) and Transfer Test (25 items) for learning effects as post-tests. The data were collected from the pretest on April 8 (control group), on April 11 (experimental group) and from the Mathematics Achievement Test and Transfer Test on July 15 (experimental group) and on July 16 (control group). T-test was used to analyze if there were any differences in the results of the test. The results of the analysis were as follows: (1) As the result of pretest, there was not a significance difference between the experimental group (M=17.10. SD=7.465) and the control group (M=16.31, SD=6.974) at p<.05 (p=0.632). (2) For the question 1. in the Mathematics Achievement Test, there was a significant difference between the experimental group (M=26.08, SD=4.827) and the control group (M=22.28. SD=5.913) at p<.01 (p=.003). (3) For the question 2. in the Transfer Test for learning effects. there was a significant difference between the experimental group (M=16.41, SD=5.800) and the control group (M=11.84, SD=4.815) at p<001, (p=.000). From the results of the analyses obtained in this study. the following conclusions can be drawn: First, mathematical pre-experiences given by teachers are effective in increasing mathematical achievement and transfer in learning mathematics. Second, games. observations, and experiments given intentionally by teachers can make children's mathematical experiences rich and various, and are effective in adjusting individual differences for the mathematical experiences obtained before they entered elementary schools. Third, it is necessary for teachers to give mathematical pre-experiences with close attention in order to stimulate children's mathematical interests and intellectual curiosity.

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Development and Application of Mobile-Based Math Learning Application (모바일 기반 수학 학습 어플리케이션 개발 및 활용 방안)

  • Kim, Bumi
    • School Mathematics
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    • v.19 no.3
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    • pp.593-615
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    • 2017
  • The purpose of this study is to develop a mobile-based math learning application and explore its application. In order to develop a learning application, the present study included literature review on math education involving mobile learning, investigation of literature related to mathematics education conducted in a digital environment, and method of use and implementation environment of existing math learning applications by type. Based on these preliminary investigation and analysis, an android version application, 'Mathematics Classroom for Middle School 3rd Graders' was developed. This application can be used for learning units such as Quadratic Functions and Graphs, Representative Value, and Variance and Standard Deviation. For the unit on Quadratic Functions and Graphs, the application was constructed so that students can draw various graphs by using the graphic mode and discuss their work with other students in the chatting room. For the unit on Representative Value, the application was constructed with the mathematical concept of representative value explained through animation along with activities of grouping data acquired after playing archery games by points or arranging them according to size so that students can study when and how to use median value, mode, and average. The application for Variance and Standard Deviation unit was also constructed in a way that allowed students to study the concept of variance and standard deviation and solve the problems on their own. The results of this study can be used as teaching & learning materials customized for individual student in math classes and will provide anyone the opportunity to engage in an interesting self-directed learning of math at anytime. Developed in the format of real life study, the application will contribute to helping students develop a positive attitude about math.

An Ethnography on Fundamental Nursing Practice Class (기본간호학실습 수업의 문화기술지 연구)

  • An, Hyo-Ja;Park, Hyun-Ju
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.25 no.1
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    • pp.33-45
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    • 2018
  • Purpose: Objectives of this study were to identify and describe cultural meaning for nursing students in the class in fundamental nursing practice. Methods: Data were collected from November 2016 to May 2017 included focus group interviews and participants observation. The key informants in this study included 23 nursing students divided into 3 focus groups who had taken the course in fundamental nursing practice in university U and university S in Kyungpook, and university D in Jeonnam. Interviews continued until no new information could be identified from transcripts. Data were analyzed using the taxonomic analysis method developed by Spradley. Results: Based on the data acquired from the interviews, cultural domains in the class "fundamental nursing practice" were classified as 'community oriented activities', 'learning and playing space', 'relationship of difference and discrimination', 'time for present and future'. Conclusion: The culture in the class "fundamental nursing practice" could be summarized as 'non-standardized learning with team dynamics'. Also nursing students learned about a small society whose members are becoming nurses. Results indicate that it is critical for professors to understand students' values, beliefs and their attitude in order to aid in adjustment to class.

Nuclear Medicine Physics: Review of Advanced Technology

  • Oh, Jungsu S.
    • Progress in Medical Physics
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    • v.31 no.3
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    • pp.81-98
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    • 2020
  • This review aims to provide a brief, comprehensive overview of advanced technologies of nuclear medicine physics, with a focus on recent developments from both hardware and software perspectives. Developments in image acquisition/reconstruction, especially the time-of-flight and point spread function, have potential advantages in the image signal-to-noise ratio and spatial resolution. Modern detector materials and devices (including lutetium oxyorthosilicate, cadmium zinc tellurium, and silicon photomultiplier) as well as modern nuclear medicine imaging systems (including positron emission tomography [PET]/computerized tomography [CT], whole-body PET, PET/magnetic resonance [MR], and digital PET) enable not only high-quality digital image acquisition, but also subsequent image processing, including image reconstruction and post-reconstruction methods. Moreover, theranostics in nuclear medicine extend the usefulness of nuclear medicine physics far more than quantitative image-based diagnosis, playing a key role in personalized/precision medicine by raising the importance of internal radiation dosimetry in nuclear medicine. Now that deep-learning-based image processing can be incorporated in nuclear medicine image acquisition/processing, the aforementioned fields of nuclear medicine physics face the new era of Industry 4.0. Ongoing technological developments in nuclear medicine physics are leading to enhanced image quality and decreased radiation exposure as well as quantitative and personalized healthcare.

The research of posture training system in self-directed learning golf (자기주도 학습식 골프의 운동자세 트레이닝 시스템 연구)

  • Ko, Yun-Hwa
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.151-157
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    • 2013
  • This research is about set-up own posture standard and enables to compare the set-up and own posture; therefore, this posture training system leads the user's active learning through the method of self-directed learning. This system includes the camera part that shoots user's posture and save the movie clip for comparison about the user and target, the training server that provides a comparison screen playing clips simultaneously by user's input, and the terminal equipment that connects the training server and a network, transmits the user's input to the server, and displays them from the comparison screen. The Journal of Digital Policy & Management. This space is for the abstract of your study in English.

A Case based Multiplex Teaching and Learning Model to Improve the Educational Level of Information and Communication Ethics in Elementary School (초등 정보통신 윤리수준 개선을 위한 사례 기반 다중형 교수학습모형)

  • Lee, Dae-Ho;Cho, Gi-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.31-39
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    • 2011
  • Information and communication environment includes a lot of dangerous factors to elementary school children who do not establish their own value sense as well as its related knowledge yet. This paper proposes a case based multiplex teaching and learning model which leads students to participate and be interested in, then to improve the educational level of information and communication ethics in elementary school. This model progresses in centric of the conflict situations in information and communication ethics that can be commonly occurred in actual life. To adapt case based approach, three types of teaching and learning models, value conflict, value clarification, and role playing, are applied in a combined form. Along with applying the models, their educational effects have been compared and analysed in time sequence, in the educational level improvement point of view. The verification has been conducted by using surveys and questionnaires, in the four areas; cognitive, affective, behavioral, and then overall. The verification results show that the proposed method is effective to improve the educational level of information and communication ethics in elementary schooll.

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