• Title/Summary/Keyword: Learning tools

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Analysis on Trends of No-Code Machine Learning Tools

  • Yo-Seob, Lee;Phil-Joo, Moon
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.412-419
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    • 2022
  • The amount of digital text data is growing exponentially, and many machine learning solutions are being used to monitor and manage this data. Artificial intelligence and machine learning are used in many areas of our daily lives, but the underlying processes and concepts are not easy for most people to understand. At a time when many experts are needed to run a machine learning solution, no-code machine learning tools are a good solution. No-code machine learning tools is a platform that enables machine learning functions to be performed without engineers or developers. The latest No-Code machine learning tools run in your browser, so you don't need to install any additional software, and the simple GUI interface makes them easy to use. Using these platforms can save you a lot of money and time because there is less skill and less code to write. No-Code machine learning tools make it easy to understand artificial intelligence and machine learning. In this paper, we examine No-Code machine learning tools and compare their features.

Inquiry-Based Learning of Circumcenter Using Teaching Tools (교구를 활용한 탐구기반 외심 학습)

  • Choi, Su Kyoung;Kang, Yun Soo
    • The Mathematical Education
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    • v.56 no.3
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    • pp.257-280
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    • 2017
  • The purpose of this study is to analyze middle school students' learning characteristics they showed on the inquiry-based learning process of circumcenter using various teaching tools, and then to identify the effects of using teaching tools in the middle school students' learning process of circumcenter. For this purpose, we developed teaching materials for inquiry-based learning of circumcenter using textbook, origami, ruler and compass, GeoGebra and sand experiment. Then we applied them on the learning process of circumcenter for five groups of middle school students. From the analyzing of audio/video materials and documents which are collected from the process of participants' inquiry-based learning of circumcenter, we identified the following results. First, inquiry-based learning of circumcenter using various teaching tools promoted mathematical discourses among participants of this study. For example, they conjectured mathematical properties or justified their opinions after manipulated teaching tools in the process of learning circumcenter. Second, inquiry-based learning of circumcenter using various teaching tools promoted participants' divergent thinking. They tried many inquiry methods to find new mathematical properties relate to circumcenter. For example, they tried many inquiry methods to know whether there is unique circle containing four vertices of given quadrangles. Third, we found several didactic implications relate to inquiry-based learning of circumcenter using various teaching tools which are due to characteristics of teaching tools themselves. Participants showed several misconceptions about mathematical properties during they participated inquiry-based activity for learning of circumcenter using various teaching tools. We identified their misconceptions were not due to any other variables containing their learning characteristics but to characteristics of teaching tools.

A Case Study on the Use of Digital Learning Tools for Effective Class Operation (효과적인 수업 운영을 위한 디지털 학습 도구 적용 사례 연구)

  • Kim Sungrim;Kwon Joonhee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.2
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    • pp.1-10
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    • 2023
  • Digital transformation is accelerating in all industries due to COVID-19 and rapidly developing ICT technology. In the field of education, teaching methods that combine various IT devices and software technologies are being applied. The education requires a future learning environment using EduTech such as digital learning tools. We perform a case study on the use of digital learning tools for effective class. In this study, digital learning tools were applied to an university class. The class was held in the second semester of 2022 at A university, with 67 students participating. In our case, QuizN, Mentimeter, and Google Forms were applied as digital learning tools. In order to evaluate our case, a survey was conducted using the Google Questionnaire. From the results of the survey evaluation, more than 85% of all survey questions answered that they were satisfied. From it, digital learning tools were shown to be effective in class operation.

Use Cases of Program Task using Tools based on Machine Learning and Deep Learning

  • Chae-Rim Hong;Jin-Keun Hong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.394-401
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    • 2024
  • The difference of this paper is that it analyzes the latest machine learning and deep learning tools for various tasks of program such as program search, understanding, completion, and review. In addition, the purpose of this study is to increase the understanding of various tasks of program by examining specific cases of applying various tasks of program based on tools. Recently, machine learning (ML) and deep learning (DL) technologies have contributed to automation and improvement of efficiency in various software development tasks such as program search, understanding, completion, and review. This study examines the characteristics of the latest ML and DL tools implemented for various tasks of program. Although these tools have many strengths, they still have weaknesses in generalization in various programming languages and program structures, and efficiency of computational resources. In this study, we evaluated the characteristics of these tools in a real environment.

Development of the Evaluation Criteria of the Physical Computing Based Learning Tools for SW Education in the 2015 Revised National Curriculum for Elementary Education (2015 개정 초등 교육과정의 SW교육을 위한 피지컬 컴퓨팅 기반 교구 평가 준거 개발)

  • Jeon, HyeongKi;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.21 no.5
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    • pp.37-48
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    • 2018
  • The 2015 revised national curriculum includes SW courses to improve computational thinking, and a variety of physical computing tools for learning are on sale for use in education. The purpose of this study is to provide a basis for selecting physical computing tool for learning suitable for learning situations and learning purposes, and to provide a reasonable basis for judging the choice of tools in the field. Delphi survey method was used as a reference method for developing evaluation criteria through 25 expert panels. As a result, the criterion of evaluation of the learning tool composed of 40 essential and 11 selection criteria for 7 domains was presented. In addition, the evaluation results of five kinds of learning tools commercialized through the evaluation criteria of the learning tool were analyzed. The evaluation criteria for the learning tools developed through this study are expected to help teachers select rational learning tools and help learning tool developers develop learning tools.

Comparison of Machine Learning Tools for Mobile Application

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.360-370
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    • 2022
  • Demand for machine learning systems continues to grow, and cloud machine learning platforms are widely used to meet this demand. Recently, the performance improvement of the application processor of smartphones has become an opportunity for the machine learning platform to move from the cloud to On-Device AI, and mobile applications equipped with machine learning functions are required. In this paper, machine learning tools for mobile applications are investigated and compared the characteristics of these tools.

Development of Scale Tools for Measure Programming Task Value and Learning Persistence at Elementary School Students

  • Kim, Ji-Yun;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.187-192
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    • 2017
  • In this paper, we have studied scale tools for measure programming task value and learning persistence at elementary school students. In order to develop complete test tools, we have improved the completeness by revising tests through stepwise verification. The first scales were constructed based on the previous studies. As a result of the content validity test, 5 out of 14 items of the task value test tool and 1 out of 10 items of the learning persistence test were not suitable. The second test tools were constructed by revising and supplementing the first scale, and consisted of 13 items of task value and 8 items of learning persistence. As a result of the contents validity test, all the items included in the test tool proved to be valid. The reliability of the secondary testing tools were also found to be reliable at ${\alpha}=.970$ and ${\alpha}=.975$, respectively.

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.