• 제목/요약/키워드: Personal based Learning

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PBL을 활용한 <드레이핑> 교과 수업사례 및 학습효과 연구 (A case study of problem-based learning (PBL) in classes)

  • 강여선
    • 복식문화연구
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    • 제29권3호
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    • pp.346-360
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    • 2021
  • Universities have recently introduced problem-based learning (PBL) to various subjects to enhance problem-solving skills (including self-directed learning and small-group learning) required in industry. The PBL module was applied to the personal production process in a draping class. A study was based on a questionnaire after conducting two PBL modules with a group of students. Each PBL module included 'design analysis', 'presentation of flat sketch and draping plan', 'discussion of the plan', 'evaluation of the draping result and correcting the problem', and 'final evaluation of the completed project'. Results showed that satisfaction with the PBL method and its activities was higher than satisfaction with existing teaching methods. In particular, among the various components, the 'design analysis' and 'the presentation step of flat sketch and draping plan' stages were more helpful to students compared to small-group discussion. Moreover, the effects of PBL were observed through student reflection essays, in which students suggested that PBL was very effective in enhancing problem-solving through self-directed and small-group learning. Despite the overall satisfaction with PBL, students expressed some minor difficulties associated with awkwardness with a novel learning method, lack of diverse perspectives among each group, and poor communication skills. Therefore, the study shows that PBL is highly likely to be useful to students when they are solving pattern drafting problems and making samples through self-directed learning and small-group learning.

스마트 테크놀로지를 활용한 팀 기반 학습 모형 설계 연구 (Designing an Instructional Model for Smart Technology-Enhanced Team-Based Learning)

  • 이수영
    • 정보교육학회논문지
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    • 제17권4호
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    • pp.497-506
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    • 2013
  • 본 연구의 목적은 스마트 테크놀로지를 활용한 팀 기반 학습(Smart technology-enhanced Team-Based Learning, S-TBL) 모형 설계를 위한 디자인 원칙과 S-TBL의 개요, 절차 및 활동을 개념화하는 것이다. 이를 위해 기존의 팀 기반 학습(Team-Based Learning, TBL) 모형을 기반으로 모바일 테크놀로지, 협력학습, 문제해결학습과 다양한 평가 모형들을 종합한 학습 모형을 설계하였다. 기존의 TBL 모형을 기반으로 스마트 테크놀로지 학습 환경에서 적용 가능한 학습 모형을 설계함에 있어 1) 학습 자원, 평가 도구, 문제해결상황과 문제해결과정을 통합하는 총체적인 학습 환경을 제공하고, 2) 팀 구성원 간 및 교수자와 학습자 간 협력과 커뮤니케이션을 증대시킬 수 있는 환경 개발에 중점을 두었다. 이러한 S-TBL 모형은 1) 개별 학습과 협력적인 팀 학습을 통합하고, 2) 개념 학습과 문제해결 및 비판적 사고력 신장을 위한 학습을 통합하며, 3) 개별 평가와 그룹 평가를 통합하고, 4) 자기주도적 학습과 강의식 설명 학습을 통합하고, 5) 개인적 성찰과 산출물의 공유를 통합할 수 있도록 설계되었다.

The Effect of Applying Learning Theory to Horticultural Therapy on Improving Personal Relationships in High School Students with Intellectual Disabilities

  • Jang, Iee-Hwa;Han, Kyung-Hee
    • 인간식물환경학회지
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    • 제21권6호
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    • pp.523-532
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    • 2018
  • In order to actively apply horticultural therapy to vocational education base schools, this study applied the learning theories based on behaviorism, cognitivism, and constructivism to improve the vocational skills of high school students with intellectual disabilities. The horticultural therapy program was carried out in total 12 sessions with three groups composed of 20 students each: 20 in the control group, 20 in the experimental group with a normal horticultural program, and 20 in the experimental group with a horticultural therapy program which applied the learning theories based on behaviorism, cognitivism, and constructivism. The results were analyzed with SPSS 12.0 using the Interpersonal Negotiation Strategies evaluation tool. The study found that in terms of interpersonal relationship, there was no significant difference between the pre and post tests within each group. However, in the post tests among the three groups, there was no significant difference between control group and experimental group with normal horticultural program (p=.82), but there was a significant difference between the control group and experimental group with the horticultural therapy program applying the learning theories based on behaviorism, cognitivism (p=.03). This proved that the horticultural therapy program applying the learning theories based on behaviorism, cognitivism is effective for improving interpersonal relationship. Ultimately the program is expected to be continuously, and systematically improved and applied as a learning method contributing to developing the basic vocational skills of persons with intellectual disabilities.

Wearable Sensor-Based Biometric Gait Classification Algorithm Using WEKA

  • Youn, Ik-Hyun;Won, Kwanghee;Youn, Jong-Hoon;Scheffler, Jeremy
    • Journal of information and communication convergence engineering
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    • 제14권1호
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    • pp.45-50
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    • 2016
  • Gait-based classification has gained much interest as a possible authentication method because it incorporate an intrinsic personal signature that is difficult to mimic. The study investigates machine learning techniques to mitigate the natural variations in gait among different subjects. We incorporated several machine learning algorithms into this study using the data mining package called Waikato Environment for Knowledge Analysis (WEKA). WEKA's convenient interface enabled us to apply various sets of machine learning algorithms to understand whether each algorithm can capture certain distinctive gait features. First, we defined 24 gait features by analyzing three-axis acceleration data, and then selectively used them for distinguishing subjects 10 years of age or younger from those aged 20 to 40. We also applied a machine learning voting scheme to improve the accuracy of the classification. The classification accuracy of the proposed system was about 81% on average.

Machine Learning-Based Reversible Chaotic Masking Method for User Privacy Protection in CCTV Environment

  • Jimin Ha;Jungho Kang;Jong Hyuk Park
    • Journal of Information Processing Systems
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    • 제19권6호
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    • pp.767-777
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    • 2023
  • In modern society, user privacy is emerging as an important issue as closed-circuit television (CCTV) systems increase rapidly in various public and private spaces. If CCTV cameras monitor sensitive areas or personal spaces, they can infringe on personal privacy. Someone's behavior patterns, sensitive information, residence, etc. can be exposed, and if the image data collected from CCTV is not properly protected, there can be a risk of data leakage by hackers or illegal accessors. This paper presents an innovative approach to "machine learning based reversible chaotic masking method for user privacy protection in CCTV environment." The proposed method was developed to protect an individual's identity within CCTV images while maintaining the usefulness of the data for surveillance and analysis purposes. This method utilizes a two-step process for user privacy. First, machine learning models are trained to accurately detect and locate human subjects within the CCTV frame. This model is designed to identify individuals accurately and robustly by leveraging state-of-the-art object detection techniques. When an individual is detected, reversible chaos masking technology is applied. This masking technique uses chaos maps to create complex patterns to hide individual facial features and identifiable characteristics. Above all, the generated mask can be reversibly applied and removed, allowing authorized users to access the original unmasking image.

Telepresence in Video Game Streaming: Understanding Viewers' Perception of Personal Internet Broadcasting

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
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    • 제32권3호
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    • pp.684-705
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    • 2022
  • A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the "Let's Play" culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers' perspective? and (3) How does the feeling of telepresence affect viewers' learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.

Interaction-based Collaborative Recommendation: A Personalized Learning Environment (PLE) Perspective

  • Ali, Syed Mubarak;Ghani, Imran;Latiff, Muhammad Shafie Abd
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권1호
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    • pp.446-465
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    • 2015
  • In this modern era of technology and information, e-learning approach has become an integral part of teaching and learning using modern technologies. There are different variations or classification of e-learning approaches. One of notable approaches is Personal Learning Environment (PLE). In a PLE system, the contents are presented to the user in a personalized manner (according to the user's needs and wants). The problem arises when a new user enters the system, and due to the lack of information about the new user's needs and wants, the system fails to recommend him/her the personalized e-learning contents accurately. This phenomenon is known as cold-start problem. In order to address this issue, existing researches propose different approaches for recommendation such as preference profile, user ratings and tagging recommendations. In this research paper, the implementation of a novel interaction-based approach is presented. The interaction-based approach improves the recommendation accuracy for the new-user cold-start problem by integrating preferences profile and tagging recommendation and utilizing the interaction among users and system. This research work takes leverage of the interaction of a new user with the PLE system and generates recommendation for the new user, both implicitly and explicitly, thus solving new-user cold-start problem. The result shows the improvement of 31.57% in Precision, 18.29% in Recall and 8.8% in F1-measure.

3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발 (Development of story-based growth type content using 3D printing)

  • 이영천
    • 문화기술의 융합
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    • 제4권1호
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    • pp.27-32
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    • 2018
  • 최근 AR 기반 스토리텔링을 위한 체험학습 콘텐츠가 많이 개발되고 있는 추세이다. 본 논문에서는 3D프린터를 활용하여 체험학습의 흥미와 재미를 더할 수 있는 스토리기반의 성장형 콘텐츠를 개발하고자 한다. 3D프린터를 활용하여 출력한 캐릭터는 개인 기념품으로 소장함으로써 그 가치를 상승시킬 수 있고, 성장형 콘텐츠를 통해 지역문화와 역사 그리고 관광 생태 체험을 함으로써 이해와 재미를 증진시킬 수 있어 교육 효과를 향상시킬 수 있다. 본 연구의 목적은 체험학습 할 지역의 문화와 생태에 대해 오브젝트 스마트 디바이스에서 가상으로 생성시켜 성장과정을 거친 후 3D 프린터를 활용하여 결과물을 개인 기념품으로 출력함으로써 교육 효과를 높일 수 있는 체험 학습용 콘텐츠 애플리케이션을 개발하는 것이다. 개발된 체험 학습용 콘텐츠 어플리케이션은 학생 및 관광객을 대상으로 관광 정보 제공 및 학습용 콘텐츠로 활용 할 수 있으며, 3D프린팅 기술을 통해 다양한 콘텐츠 개발을 하기 위한 새로운 원동력이 될 수 있다.

Traffic Information Service Model Considering Personal Driving Trajectories

  • Han, Homin;Park, Soyoung
    • Journal of Information Processing Systems
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    • 제13권4호
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    • pp.951-969
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    • 2017
  • In this paper, we newly propose a traffic information service model that collects traffic information sensed by an individual vehicle in real time by using a smart device, and which enables drivers to share traffic information on all roads in real time using an application installed on a smart device. In particular, when the driver requests traffic information for a specific area, the proposed driver-personalized service model provides him/her with traffic information on the driving directions in advance by predicting the driving directions of the vehicle based on the learning of the driving records of each driver. To do this, we propose a traffic information management model to process and manage in real time a large amount of online-generated traffic information and traffic information requests generated by each vehicle. We also propose a road node-based indexing technique to efficiently store and manage location-based traffic information provided by each vehicle. Finally, we propose a driving learning and prediction model based on the hidden Markov model to predict the driving directions of each driver based on the driver's driving records. We analyze the traffic information processing performance of the proposed model and the accuracy of the driving prediction model using traffic information collected from actual driving vehicles for the entire area of Seoul, as well as driving records and experimental data.

대학과 협력한 초등수학 교사학습공동체의 발달 과정에 관한 연구 (A Study on the Development of Professional Learning Community in Mathematics Based on the Collaboration with University and Its Affiliated Elementary School)

  • 김남균
    • 한국수학교육학회지시리즈A:수학교육
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    • 제56권1호
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    • pp.119-130
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    • 2017
  • The purpose of this study is to explain the long term growth and development of elementary teachers' Professional Learning Communities(PLC) about mathematics implemented on an institutional basis. Especially, it is meaningful to analyze and present the development process and characteristics of PLC, which was started by the basis on the collaboration of a National University of Education and its affiliated elementary school. In this study, PLC activities during three years were analyzed according to the capacities and dimensions of a professional learning community. The developmental capacity of the PLC analyzed in this study can be summarized as follows. In the first year, development of organizational competence in terms of capacity, resources, structure, and system of exchanges was the main factor in personal competence, and the development of individual competence began to share collective learning and practice. In the second year, personal exchanges were active in all the topics of activities, and personal level competence was activated such that more activities of critical knowledge formation were performed on an individual level. On the basis of the development of the individual level formed in the second, individual competence and organizational capacity developed. Factors that have influenced the development of capacities of PLC include: disclosure of activities outside the community, participation in outsiders, provision of procedures to share equal participation and leadership, voluntary and critical participation of teachers, improvement of mathematics teaching methods, sharing themes and visions.