• Title/Summary/Keyword: Learning goal

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Design of a Pedagogical Evaluation Model for Analyzing the Effectiveness of Cyber Home Learning (사이버가정학습의 효과성 분석을 위한 교육청 평가 모델 설계)

  • Choi, Jong-Hong;Park, Gi-Sun;Lee, Jong-Yun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.65-76
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    • 2008
  • Since Cyber Home Learning is an e-learning system promoted with policy goals of reducing private tutoring costs, solving gaps among regions, and improving scholastic attainments, preceding researches to verify its effects have been developed of evaluation standards focused on achievement of its policy goals rather than educational goals. The evaluation standards suggested in preceding researches have limitations in clearly reviewing Cyber Home Learning's effects by teaching-learning activities factors and Cyber Home Learning's improvement related to teaching-learning activities. Therefore, an evaluation model capable of analyzing effects of Cyber Home Learning from pedagogical aspect is required. The goal of this paper is to design pedagogical evaluation model according to teaching-learning activities factors and analyze effects of Cyber Home Learning. For the goal, researches from Korea and abroad related to Cyber Home Learning have been examined, pedagogical evaluation model was designed according to teaching-learning activities factors, and the model was then experimented through survey and in-depth interview on students who used Cyber Home Learning. It is expected that results of this paper can be used as a basic data to improve quality of Cyber Home Learning service for teaching-learning activities, and will contribute to establishment of more developmental Cyber Home Learning policy in the future.

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Research of Foresight Knowledge by CMAC based Q-learning in Inhomogeneous Multi-Agent System

  • Hoshino, Yukinobu;Sakakura, Akira;Kamei, Katsuari
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.280-283
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    • 2003
  • A purpose of our research is an acquisition of cooperative behaviors in inhomogeneous multi-agent system. In this research, we used the fire panic problem as an experiment environment. In Fire panic problem a fire exists in the environment, and follows in each steps of agent's behavior, and this fire spreads within the constant law. The purpose of the agent is to reach the goal established without touching the fire, which exists in the environment. The fire heat up by a few steps, which exists in the environment. The fire has unsureness to the agent. The agent has to avoid a fire, which is spreading in environment. The acquisition of the behavior to reach it to the goal is required. In this paper, we observe how agents escape from the fire cooperating with other agents. For this problem, we propose a unique CMAC based Q-learning system for inhomogeneous multi-agent system.

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A Study on the Design of Fusion Education Program - Fusion of ME and Kinesiology - (융합 교과목 개발방법에 관한 연구 - 기계공학과 인간운동과학의 융합 -)

  • Lee, Kunsang
    • Journal of Engineering Education Research
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    • v.21 no.1
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    • pp.66-76
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    • 2018
  • In order to facilitate the process of designing a fusion curriculum, this study used the learning outcomes presented in KEC2015 to design a fusion goal dimension. The three dimensions of fusion education in the fusion curriculum framework are fusion goals, fusion approach and fusion context. As a result of examining the curriculum learning activities in order to confirm that the developed curriculum meets these three dimensions, it can be confirmed that it contributes relatively evenly to the fusion goal, fusion approach and fusion context dimension. In addition, it provides a procedure to develop the fusion curriculum through the concrete procedures and examples from the design to implementation of the developed fusion curriculum, and to confirm the result of the fusion dimension.

The Goal of Mathematics School-Based Professional Development Program for Elementary School Teachers

  • CHENG, Lu Pien;KO, Ho Kyoung
    • Research in Mathematical Education
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    • v.19 no.3
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    • pp.155-174
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    • 2015
  • The goal of this study was to examine the three components of a laboratory class cycle that empowered teachers to change their teaching practices. Six teachers and their administrator in an elementary school in the southeastern United States participated in the study. All the teachers were interviewed, and their mathematics lessons were observed at the end of each cycle of laboratory classes. The study revealed how planning, observing, and critiquing mathematics lessons as a team assisted the teachers' learning and teaching. We identified opportunities for the teachers to experiment with different teaching approaches, and we found that support from the team and from the school were key factors for the laboratory class cycle to function effectively.

Concept of intergenerational and intercultural approaches in the education for the third age people in Saint Petersburg (Russia)

  • Tatiana, Tereshkina;Svetlana, Tereshchenko
    • International Journal of Advanced Culture Technology
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    • v.4 no.3
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    • pp.6-12
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    • 2016
  • The concept of intergenerational and intercultural approaches in education and learning are changing nowadays. Intergenerational approach in the third age education and learning programs can be defined as planned activities that link various generations with the goal of exchanging knowledge, experiences and receiving mutual benefits. The goal is to connect people by using mutually beneficial activities that encourage understanding, cooperation and respect between generations, as well as contribute to the society. Intercultural approach in the third age education is connected with activities that link people of various cultures aimed at receiving mutual benefits. This paper discusses the development of third age education in Saint Petersburg, Russia and shows how the intercultural and intergenerational approaches are used in this type of education. The third age universities in Saint Petersburg do not have a lot of experience in this. In the article examples of the using intercultural and intergenerational approaches in the third age education are showed.

Control of Seesaw balancing using decision boundary based on classification method

  • Uurtsaikh, Luvsansambuu;Tengis, Tserendondog;Batmunkh, Amar
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.11-18
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    • 2019
  • One of the key objectives of control systems is to maintain a system in a specific stable state. To achieve this goal, a variety of control techniques can be used and it is often uses a feedback control method. As known this kind of control methods requires mathematical model of the system. This article presents seesaw unstable system with two propellers which are controlled without use of a mathematical model instead. The goal was to control it using training data. For system control we use a logistic regression technique which is one of machine learning method. We tested our controller on the real model created in our laboratory and the experimental results show that instability of the seesaw system can be fixed at a given angle using the decision boundary estimated from the classification method. The results show that this control method for structural equilibrium can be used with relatively more accuracy of the decision boundary.

A Function Approximation Method for Q-learning of Reinforcement Learning (강화학습의 Q-learning을 위한 함수근사 방법)

  • 이영아;정태충
    • Journal of KIISE:Software and Applications
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    • v.31 no.11
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    • pp.1431-1438
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    • 2004
  • Reinforcement learning learns policies for accomplishing a task's goal by experience through interaction between agent and environment. Q-learning, basis algorithm of reinforcement learning, has the problem of curse of dimensionality and slow learning speed in the incipient stage of learning. In order to solve the problems of Q-learning, new function approximation methods suitable for reinforcement learning should be studied. In this paper, to improve these problems, we suggest Fuzzy Q-Map algorithm that is based on online fuzzy clustering. Fuzzy Q-Map is a function approximation method suitable to reinforcement learning that can do on-line teaming and express uncertainty of environment. We made an experiment on the mountain car problem with fuzzy Q-Map, and its results show that learning speed is accelerated in the incipient stage of learning.

Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

A Study on Educational Application of Smart Devices for Enhancing the Effectiveness of Problem Solving Learning (문제해결학습의 효과성 증대를 위한 스마트기기의 교육적 활용에 관한 연구)

  • Kim, Meeyong
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.143-156
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    • 2014
  • The smart education has the goal of enhancing the capability of learners in the 21st century and especially address the improvement of the problem solving capability. This smart education based on the growth of smart devices and the effect of dramatical spread requires the ability of problem solving using the smart technology in accordance with time change. As the problem solving learning is a model used mainly for improving the capability of problem solving, this study develops the problem solving learning model focusing on the teaching-learning activity using the smart devices and also applies this model to the school field. As a result, the favorable response that using the smart devices is effective to the problem solving can be obtained. This study can contribute to achieve the goal of the smart education, and later can be effective to the successful smart education in the school field.

The Effect of Computer Game-Based Learning on Computer Education Achievements of Middle Schoolers (컴퓨터 게임기반학습이 중학교 컴퓨터교과의 학업성취도에 미치는 영향)

  • Hong, Il-Soon;Kim, Sung-Wan;Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.83-88
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    • 2007
  • The goal of this research was to investigate the effect the computer game-based learning has on learning achievement in computer education for middle school students. To achieve this goal 74 middle schoolers were allocated into the experiment group(34 students) with the educational computer games class and the control group(34 students) with the traditional face-to-face class. After identifying the homogeneity of two groups through the pre-test, the experiment was carried out. As a result, the mean difference between the experiment group and the control group was statistically significant. That is, learning achievement of middle schoolers utilizing the computer games was higher than that of the face-to-face class. It is suggested that the game factors should be considered in designing the computer education.

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