• Title/Summary/Keyword: Online engineering education

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Machine Learning Algorithm Accuracy for Code-Switching Analytics in Detecting Mood

  • Latib, Latifah Abd;Subramaniam, Hema;Ramli, Siti Khadijah;Ali, Affezah;Yulia, Astri;Shahdan, Tengku Shahrom Tengku;Zulkefly, Nor Sheereen
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.334-342
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    • 2022
  • Nowadays, as we can notice on social media, most users choose to use more than one language in their online postings. Thus, social media analytics needs reviewing as code-switching analytics instead of traditional analytics. This paper aims to present evidence comparable to the accuracy of code-switching analytics techniques in analysing the mood state of social media users. We conducted a systematic literature review (SLR) to study the social media analytics that examined the effectiveness of code-switching analytics techniques. One primary question and three sub-questions have been raised for this purpose. The study investigates the computational models used to detect and measures emotional well-being. The study primarily focuses on online postings text, including the extended text analysis, analysing and predicting using past experiences, and classifying the mood upon analysis. We used thirty-two (32) papers for our evidence synthesis and identified four main task classifications that can be used potentially in code-switching analytics. The tasks include determining analytics algorithms, classification techniques, mood classes, and analytics flow. Results showed that CNN-BiLSTM was the machine learning algorithm that affected code-switching analytics accuracy the most with 83.21%. In addition, the analytics accuracy when using the code-mixing emotion corpus could enhance by about 20% compared to when performing with one language. Our meta-analyses showed that code-mixing emotion corpus was effective in improving the mood analytics accuracy level. This SLR result has pointed to two apparent gaps in the research field: i) lack of studies that focus on Malay-English code-mixing analytics and ii) lack of studies investigating various mood classes via the code-mixing approach.

Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

A Study on the Application of Google Classroom for Problem-Based Learning (문제중심학습을 위한 구글크레스룸 활용 방안 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.81-87
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    • 2018
  • Problem-based learning (PBL) appears to be a superior and effective strategy to train competent and skilled practitioners and to promote long-term retention of knowledge and skills acquired during the learning experience. This study concerns the implementation of PBL in the online environment and face-to-face PBL. An online environment allows participants to communicate with one another, view presentations or videos, interact with other participants, and engage with resources in work groups. Nowadays, education is accessible everywhere with the use of digital devices. Educational institutions subscribe to GSuite for Education, and Google introduced its Google Classroom as an e-learning platform. This study aims to analyze Google Classroom and to design PBL for Mongolian students taking Korean courses. The main objective of this paper is to identify the usability and evaluation of Google Classroom. The result of this study will be a proposed e-learning platform for Dornod University, Mongolia, which is initially needed in the Natural Science and Business Department.

Development of Metacognitive-Based Online Learning Tools Website for Effective Learning (효과적인 학습을 위한 메타인지 기반의 온라인 학습 도구 웹사이트 구축)

  • Lee, Hyun-June;Bean, Gi-Bum;Kim, Eun-Seo;Moon, Il-Young
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.351-359
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    • 2022
  • In this paper, this app is an online learning tool web application that helps learners learn efficiently. It discusses how learners can improve their learning efficiency in these three aspects: retrieval practice, systematization, metacognition. Through this web service, learners can proceed with learning with a flash card-based retrieval practice. In this case, a method of managing a flash card in a form similar to a directory-file system using a composite pattern is described. Learners can systematically organize their knowledge by converting flash cards into a mind map. The color of the mind map varies according to the learner's learning progress, and learners can easily recognize what they know and what they do not know through color. In this case, it is proposed to build a deep learning model to improve the accuracy of an algorithm for determining and predicting learning progress.

A Study on Project Management Learning Community using Application (앱을 이용한 프로젝트관리 학습 커뮤니티에 관한 연구)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1126-1131
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    • 2011
  • As the recent paradigm of education changes to become learner-centered, there is an increasing interest in project based class as one of new teaching models. Universities are accepting this change and aiming at fostering human resources of next generations, who are able to create creative changes, and studies are being actively conducted to that end. This study suggested a learner-centered teaching model which minimizes intervention of teachers in conducting projects of main text contents in designed subjects. This study suggested support system for the suggested model project-based class, team organization method, various interaction methods of learners, and team work monitoring method of teachers. And the suggestions were designed and realized through project management applications using smart phones which are being used by a rapidly growing number of people recently.

The Effects of Flipped Learning and Mind-Wandering on Idea Generation: Focusing on the use of SIT & BCC (플립드 러닝과 마인드 원더링이 아이디어 창출에 미치는 영향: SIT와 BCC의 활용을 중심으로)

  • Yeo, Hyung-Seok;Park, Young-Taek
    • Journal of Engineering Education Research
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    • v.20 no.5
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    • pp.23-33
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    • 2017
  • It is examined that how flipped learning and mind-wandering affect an idea generation task. For the purpose, the participants in the idea generation task are divided into two groups to learn SIT(Systematic Inventive Thinking) and BCC(Business Creativity Codes) as idea generating tools in advance. One group learned the tools in a classroom, and the other group through an online education program. The creativity level of an idea is evaluated in the dimensions of originality, practicality, and realizability. The creativity levels of the ideas from the two groups are not statistically different in all the three creativity dimensions. To examine the effect of mind-wandering, another group generated ideas two hours a day in four days instead of eight hours in one day. The creativity levels of the ideas from the third group are higher in the dimensions of originality and practicality. This shows that the effectiveness of flipped learning is not so different from the face-to-face learning in a classroom, and mind-wandering has a positive effect in the learning.

College Students' Workload and Productivity for Different Types of Tasks before and during COVID-19 Pandemic in the U.S.

  • Tian, Chi;Wu, Hongyue;Chen, Yunfeng
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.500-507
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    • 2022
  • COVID-19 pandemic forces college education to be rapidly switched from face-to-face education into remote education. Two inconsistent findings exist in previous study about remote learning. First, studies before COVID-19 pandemic found remote learning is an effective method, which provided students with higher achievement and improved their work-life balance. However, studies showed remote learning during COVID-19 pandemic is not as effective as expected because of technical issues, lack of motivations and even mental health issues. Second, findings from studies about remote learning impacts on workload and productivity during COVID-19 are also inconsistent. Therefore, this study aims to quantitatively measure college students' workload and productivity during COVID-19 of different types of tasks to provide a comprehensive and latest evaluation on remote learning. The findings of this study show remote learning slightly increases college students' total listening and speaking tasks workload, total reading and writing tasks workload. Furthermore, phone call, in-person meeting, online meeting and email workload increase significantly in remote learning. However, productivity for both listening and speaking, reading and writing tasks decreases after remote learning but no significant changes of productivity are found.

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A Study on the Influence Factors of safety Management Activities of Safety Assistants on Dispatch Method (안전보조원의 안전관리활동이 파견법에 미치는 영향요인 연구)

  • Shin, Seung Ha;Moon, Yu Mi;Choi, Byong Jeong
    • Journal of the Society of Disaster Information
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    • v.17 no.2
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    • pp.306-318
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    • 2021
  • The dispatch law has a negative impact on safety management at construction sites as the command and command relationship to safety assistants of the original contractor are applied to the dispatch law. Purpose: The purpose is to study the importance and impact of safety management according to the dispatch law, and to propose a direction for safety management so that safety assistants can actively and proactively prevent accidents. In this study, we used AHP analysis techniques for experts to achieve the final goal and verified the suitability through logistic regression. Method: AHP analysis technique is used for experts and workers and logistic regression analysis is conducted. Result: The result of analyzing scenario data where the dispatch method can be applied showed the importance in the order of education (SkillUp education), management (work-time management) and direct instructions (feedback instruction). In logistic regression analysis, feedback is the factor that affects direct instruction, and in education management, the ratio of education management is 3.42 times lower than that of other groups when only the team leader of the company gives work instructions. Conclusion: The management of feedback and education is more important than anything else within the range in which the dispatch method is not applied, and the expansion of non-face-to-face online education is judged to avoid the violation of dispatch method because the expansion of non-face-to-face online education due to covid 19 recently has brought more various target for safety education.

A Study on Difference in Tendency of Undergraduates with Reliance on Factors of Online Game Addiction (온라인 게임 중독 요인에 따른 대학생들의 경향 차이 연구)

  • Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1228-1233
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    • 2009
  • The purpose of this study is to suggest a countermeasure against a major cause that leads to game addiction, by grasping tendency of the actual condition for the online game use in freshmen for university and by analyzing relationship of game addiction according to factors. As a result of analyzing on relationship among sub-variables for game addiction, it could be known that the more men in gender leads to the more serious game addiction and that the longer game time given using once leads to the higher level in control loss and game addiction. Also, it was indicated that the more in group with high risk leads to the more serious in physical and mental problem. There is a suggestion that a scale related to game is developed for the expansion in counseling institution nationwide and for the preventive education targeting all the ages including undergraduates and adults as well as small children and children.

A Workflow for Practical Programming Class Management Using GitHub Pages and GitHub Classroom

  • Aaron Daniel Snowberger;Choong Ho Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.331-339
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    • 2023
  • In programming classes, there is always a need to efficiently manage programming assignments. This is especially important as class sizes and assignment complexity grows. GitHub and GitHub Classroom makes the management of student assignments much simpler than uploading files and folders to a LMS or shared online drive. Additionally, git and GitHub are industry standard tools, so introducing students these tools in class provides them a good opportunity to start learning about how software is developed in the real-world. This study describes a workflow that uses both GitHub Pages and GitHub Classroom for more efficient classroom and assignment management. The workflow outlined in this study was used in two practical web programming classes in Spring 2023 with 46 third and fourth-year university students. GitHub Pages was used as a classroom website to distribute class announcements, assignments, lecture slides, study guides, and exams. GitHub Classroom was used as a class roster and assignment management platform. The workflow presented in this study is expected to assist other lecturers with the formidable tasks of distributing, collecting, grading, and leaving feedback on multiple students' multi-file programming assignments in practical programming classes.