• 제목/요약/키워드: Personal based Learning

검색결과 446건 처리시간 0.044초

대학 구내 시설물과 급식소 집기의 접촉에 의한 미생물학적 위해성의 정량비교 (Comparison of Microbiological Risks in Hand-Contact Surfaces of Items in Cafeteria versus Items in Other Facilities in a College Campus)

  • 조영근
    • 미생물학회지
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    • 제49권1호
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    • pp.51-57
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    • 2013
  • 대학 구내 학습시설과 집기들은 다중에 의해 이용되기 때문에 그 표면들은 감염성 병원체의 교차감염의 경로로 작용할 수 있다. 그러나 구내 집단급식소 등의 주요 위생관리 시설과 달리 정기적 위생관리의 대상이 아니며, 위생상태 현황이 잘 파악되지 않고 있다. 본 연구는 한 대학 단과대학 1,500여 명의 학생들이 강의실, 도서관 등 학습시설을 이용하면서 병원체에 노출될 수 있는 미생물학적 위해도를 구내급식소에서 집기 접촉을 통해 위해도와 정량적으로 비교하였다. 총대장균군을 병원성의 미생물의 대리모델로 간주하고, 학생들이 공통적으로 이용하는 대학구내 집기별로, 표면의 세균농도에 접촉률, 전이율 등을 적용한 노출알고리즘을 설정하여 결정론적 방법에 의한 노출량을 산정하였다. 급식소 집기의 세균에 대한 노출량은 약 1.0 CFU/day이었으며, 학습시설의 세균에 대한 노출량은 0.5 CFU/day로 급식소에서 노출량의 절반에 해당하였다. 그러나, 개인별 급식소 이용 정도가 달라, 약 70%의 학생들은 급식시설보다 학습시설의 인체접촉면에서 교차감염에 더 많이 노출되는 것으로 나타났다. 결론적으로, 승강기버턴을 비롯한 일부 학습 시설의 인체접촉면은 급식소와 마찬가지로 주기적 위생관리를 필요로 하는 것으로 판단되며, 학생들의 개인위생 관리 이외에, 계절적으로 변동하는 교차감염 가능 병원체의 종류에 부합하도록 인체접촉면 위생관리를 효율적으로 실시하는 것이 권고된다.

PC사용경험이 PDA사용에 대한 직관적 인지에 미치는 영향에 관한 연구 (The effect of the PC experience on the usability of PDAs - make a comparison between Palm Vx and iPAQ Pocket PC on intuitive recognition to use the PDAs, based on laboratory-based usability testing)

  • 정상훈;이건표
    • 디자인학연구
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    • 제16권2호
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    • pp.301-310
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    • 2003
  • The interface design of mobile products has become a hot issue recently as a variety of products are being developed for extended usages. There have been two different views on interface design of mobile products like PDAs(personal digital assistants) or cellular phone. One 치aims that the current interface design of PC cannot be directly applied because mobile products have their own specific functions and requirements. On the meantime, the other argues that an extended application of PC metaphors to mobile products can have advantages because users'PC experiences can reduce the learning efforts and thus contribute to intuitive understanding mobile products. In this research, two types of PDAs, developed according to the aforementioned conflicting philosophies were compared and evaluated, based on laboratory-based usability testing conducted by novice users. The experiment consists of asking subjects to perform identical tasks for the two different types of products. The interaction data collected during usability testing were analyzed in terms of time taken, rate of success of tasks and errors. The experiment shows that there were some meaningful effects of users'experience of PC on the usability of PDAs.

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'튼튼하고 안전한 다리 설계' 문제중심학습(PBL) 프로그램이 고등학교 과학영재의 과학적 태도, 과학 진로지향도 및 리더십에 미치는 영향 (The Effects of a Problem-Based Learning Program Titled 'Designing Safe and Strong Bridge' on the Scientific Attitudes, Science Career Orientation, and Leadership of Scientifically Gifted High School Students)

  • 김대현;유미현;우희진
    • 영재교육연구
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    • 제26권3호
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    • pp.449-471
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    • 2016
  • 본 연구의 목적은 '튼튼하고 안전한 다리 설계' 문제중심학습(Problem-Based Learning; PBL) 프로그램이 고등학교 과학영재들의 과학적 태도, 과학 진로지향도 및 리더십에 어떠한 영향을 미치는 알아보는 것이다. 연구 참여자는 3단계의 영재선발 과정을 통해 선발된 경기도 소재 C고등학교 부설 영재학급의 고등학교 2학년 19명이다. PBL 프로그램을 개발하고 14차시에 걸쳐 적용하기 전과 후에 과학적 태도, 과학 진로지향도, 리더십에 대한 검사를 실시하였고, 사후에는 추가로 프로그램에 대한 소감문을 작성하도록 하였다. 본 연구에서 얻어진 결과는 다음과 같다. 첫째, PBL 프로그램을 적용한 후 고등학교 과학영재의 과학적 태도가 통계적으로 유의미하게 향상되었다. 7개 하위영역중 개방성을 제외한 6가지 영역 모두 유의미하게 향상되었다. 둘째, PBL 프로그램을 적용한 후 고등학교 과학영재의 과학 진로지향도가 통계적으로 유의미하게 향상되었다. 과학 진로지향도 4개 하위영역 모두에서 유의미하게 향상되었다. 셋째, PBL 프로그램을 적용한 후 고등학교 과학영재의 리더십 전체 점수가 통계적으로 유의미하게 향상되었다. 리더십의 1차 요인인 개인 내 특성과 개인 외 특성에서도 모두 유의미하게 향상되었다. 학생들의 사후 소감문을 분석한 결과 소그룹으로 PBL 문제해결과정에서 대인관계능력, 타인과 공동체 배려, 과제 책임감, 비전과 자신감 등 2차 요인 전 영역이 고르게 향상되었음을 확인할 수 있었다.

한국의학교육의 새로운 과제: 불확실성이 큰 문제상황에 대처하는 능력의 강화 (New Challenges for Korean Medical Education: Enhancing Students' Abilities to Deal with Uncertain Ill-Defined Problems)

  • 최익선;윤보영
    • 의학교육논단
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    • 제16권3호
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    • pp.111-118
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    • 2014
  • Over the last century, medical education in North America has evolved by identifying educational challenges within its own socio-cultural context and by appropriately responding to these challenges. A discipline-based curriculum, organ-system or integrated curriculum, problem-based curriculum, and competency-based curriculum are historical examples of the educational solutions that have been developed and refined to address specific educational challenges, such as students' lack of basic scientific knowledge, lack of integration between scientific knowledge and clinical practice, and lack of clinical practice. In contrast, Korean medical education has evolved with the influence of two forces: (1) the adoption of educational solutions developed in North America by pioneers who have identified urgent needs for medical education reform in Korea over the last three decades, and (2) the revitalization of Korean medical schools' curricula through medical education accreditation and national medical licensing examination. Despite this progressive evolution in Korean medical education, we contend that it faces two major challenges in order to advance to the next level. First, Korean medical education should identify its own problems in medical education and iteratively develop educational solutions within its own socio-cultural context. Secondly, to raise reflective doctors who have scientific knowledge and professional commitment to deal with different types of medical problems within a continuum from well-defined to ill-defined, medical education should develop innovative ways to provide students with a balanced spectrum of clinical problems, including uncertain, ill-defined problems.

IoT 센서의 시계열 데이터 정확도 향상을 위한 인공지능 기반 분류 기법 (Artificial Intelligence-based Classification Scheme to improve Time Series Data Accuracy of IoT Sensors)

  • 김진영;심이삭;윤성훈
    • 한국인터넷방송통신학회논문지
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    • 제21권4호
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    • pp.57-62
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    • 2021
  • 인공지능을 위한 병렬연산 능력이 향상됨에 따라 인공지능 적용 분야가 다양한 방향으로 확대되고 있다. 특히 방대한 데이터를 처리해야 하는 IoT센서의 데이터를 처리하기 위해 인공지능이 도입되고 있다. 하지만 시간에 따른 데이터의 중요도가 달라지는 IoT 시계열 데이터 특성상 기존의 인공지능 학습 기법을 그대로 적용하기에는 한계점이 있다. 본 과제에서는 IoT 센서 데이터를 효과적으로 처리하기 위해 시간가중치기반 및 사용자 상태값 기반 인공지능 처리기법을 연구한다. 상기 기법을 통해 기존 인공지능 학습을 적용시키는 것 보다 높은 센서 정확도를 확보 할 수 있게 된다. 이에 더해, 해당 연구를 기반으로 다양한 분야에서 인공지능 학습을 적용하는 방안을 제시하고, 지속적인 연구를 통해 다양한 분야로의 확장을 기대할 수 있다.

QUANTITATIVE STUDY ON THE FEARFULNESS OF HUMAN DRIVER USING VECTOR QUANTIZATION

  • Kim, J.H.;Kim, Y.W.;Sim, K.Y.
    • International Journal of Automotive Technology
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    • 제8권4호
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    • pp.505-512
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    • 2007
  • This paper presents the quantitative evaluation of the fearfulness of the human driver in the case of the short range (time) on the highway. The driving situation is realized by using the driving simulator based on CAVE, which provides three-dimensional stereoscopic immersive visual information. The examinees' responses and personal information are categorized reasonably by applying the competitive learning algorithm. The characteristics of each group are analyzed. The following two situations are also compared: (1) the active approaching situation where the examinee drives the vehicle near the preceding vehicle, and (2) the passive approaching situation where the preceding vehicle nears the examinee's vehicle by gradually decelerating. The range time that the examinee feels fear in the active approaching case tends to be shorter than that in the passive approaching case.

예비유아교사의 영어 전공수업 경험에 관한 연구 (Study on the Experiences of Preservice Teacher in Early Childhood Education on Learning Content in English)

  • 안효진;김은현
    • 한국생활과학회지
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    • 제21권4호
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    • pp.629-647
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    • 2012
  • This study explored what Korean college students, especially preservice teacher in early childhood education, experienced and how they constructed the meanings of experiences about their subject- matter course (early childhood mathematics education) taught in English. One cohort- 20 senior students- majoring in early childhood education in a 4-year university was participated in this study. Using action research method and narrative research method, data were analyzed. The findings were as follows: 1) preservice teacher experienced some difficulties to construrct professional knowledge through English. 2) They challenged to overcome these difficulties through active participation. 3) They got supports from instructor and peer group. 4) They accomplished the course with self-satisfaction. 5) They experienced the conflicts between social requirements and personal needs.

실시간 멀티미디어 교육에서 공정 평가를 위한 인터넷 문제 은행의 설계 및 구현 (Design and Implementation of the Internet Problem bank for the Fairness test on the Realtime Multimedia Education Environment)

  • 김종률;박길철
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2002년도 춘계학술발표논문집(하)
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    • pp.797-801
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    • 2002
  • Information network technologies introduce a new education environment. Cyber education is growing rapidly as a field of practice especially in distance education system. The development of multimedia environment based on such technology as graphics, image, voice, and video, personal computer systems use has become the media for interactive teaching-teaming service. These features have made integrated multimedia education feasible. This research suggested a direction for the development of an interactive distance education system. I have developed an education system which cooperate problem bank and learning system. This system support arbitration of the relative difficulty in the problem bank database. An ongoing version of this research was evaluated. Those findings reveal several factors that influence how the proposed system can be tailored to the students' perspectives in order to come up with the enhanced version of this system.

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R의 분류방법을 이용한 신용카드 승인 분석 비교 (A Comparison of Classification Methods for Credit Card Approval Using R)

  • 송종우
    • 품질경영학회지
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    • 제36권1호
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    • pp.72-79
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    • 2008
  • The policy for credit card approval/disapproval is based on the applier's personal and financial information. In this paper, we will analyze 2 credit card approval data with several classification methods. We identify which variables are important factors to decide the approval of credit card. Our main tool is an open-source statistical programming environment R which is freely available from http://www.r-project.org. It is getting popular recently because of its flexibility and a lot of packages (libraries) made by R-users in the world. We will use most widely used methods, LDNQDA, Logistic Regression, CART (Classification and Regression Trees), neural network, and SVM (Support Vector Machines) for comparisons.

Educational Satisfaction in the Cyber Space

  • Yum, Ji-Hwan;Park, Byoung-Jin
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 추계학술대회
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    • pp.553-565
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    • 2005
  • The new paradigm of education in the cyber space is not limited by time or locations. The students do not need to attend classroom physically and simultaneously. This study tries to probe the relationships among demographic variables and instructional variables with students' satisfaction with the management class in a cyber university. The results demonstrate that demographic variables are not significantly related with students' satisfaction. Rather instructional variables such as personal interactions with professors, job related contents and careful reduction of difficulties countered during the class proceeding are more significantly related with learning satisfaction. The result shows the newly emerged internet based education system requires in-depth cooperation among professors, system engineers, education instrument designers, and students.

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