• Title/Summary/Keyword: Puzzle-based learning

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Steel-UHPC composite dowels' pull-out performance studies using machine learning algorithms

  • Zhihua Xiong;Zhuoxi Liang;Xuyao Liu;Markus Feldmann;Jiawen Li
    • Steel and Composite Structures
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    • v.48 no.5
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    • pp.531-545
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    • 2023
  • Composite dowels are implemented as a powerful alternative to headed studs for the efficient combination of Ultra High-Performance Concrete (UHPC) with high-strength steel in novel composite structures. They are required to provide sufficient shear resistance and ensure the transmission of tensile forces in the composite connection in order to prevent lifting of the concrete slab. In this paper, the load bearing capacity of puzzle-shaped and clothoidal-shaped dowels encased in UHPC specimen were investigated based on validated experimental test data. Considering the influence of the embedment depth and the spacing width of shear dowels, the characteristics of UHPC square plate on the load bearing capacity of composite structure, 240 numeric models have been constructed and analyzed. Three artificial intelligence approaches have been implemented to learn the discipline from collected experimental data and then make prediction, which includes Artificial Neural Network-Particle Swarm Optimization (ANN-PSO), Adaptive Neuro-Fuzzy Inference System (ANFIS) and an Extreme Learning Machine (ELM). Among the factors, the embedment depth of composite dowel is proved to be the most influential parameter on the load bearing capacity. Furthermore, the results of the prediction models reveal that ELM is capable to achieve more accurate prediction.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

Effects of a Cultural Competence Promotion Program for Multicultural Maternity Nursing Care: Case-based Small Group Learning (다문화 산모 간호를 위한 문화적 역량증진 프로그램의 효과: 사례기반 소그룹 학습방법 적용)

  • Park, Myung-Sook;Kweon, Young-Ran
    • Journal of Korean Academy of Nursing
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    • v.43 no.5
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    • pp.626-635
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    • 2013
  • Purpose: The purpose of this study was to examine the effects of a cultural competence improvement program for maternity nurses. Methods: A quasi-experimental study using a non-equivalent control group pre and posttest design was used. Participants were 67 maternity nurses caring for multicultural pregnant women in G city. The cultural competence improvement program was developed based on the 3-D Puzzle Model and was provided using case-based small group learning methods for the experimental group (n=31). The control group (n=36) did not receive any intervention. Data were collected using self-report structured questionnaires at two time points: prior to the intervention and after the intervention and were analyzed with descriptive statistics, ${\chi}^2$-test, and t-test. Results: Compared to the control group, the experimental group reported significant positive changes for cultural knowledge (t=6.39, p<.001), cultural awareness (t=3.50, p<.001), and cultural acceptance (t=4.08, p<.001). However, change in cultural nursing behaviors (t=0.92, p=.067) was not significantly different between the two groups. Conclusion: Findings from this study indicate that a cultural competence improvement program with case-based small group learning is a useful intervention strategy to promote multicultural maternity care. Further, strategies to improve cultural nursing behavior should be developed to promote culturally congruent nursing care.

V-Killer: An English Vocabulary Game using Searching and Ranking based on Mobile (V-Killer: 검색과 랭킹을 이용한 모바일 기반의 영어 단어 맞추기 게임)

  • Jung, Eun-Ji;Lee, Hyun-Joo;Kwon, Jin-Hee;Song, Hye-Ju;Park, Young-Ho;Lee, Jong-Woo;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.17-26
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. Specially, the mobile game for learning can help to reinforce an academic performance and an interest for a brief time anytime anywhere. Thus, we propose new mobile contents named V-Killer which combines learning with a game. V-Killer is a word puzzle game which has functions of ranking and searching. The game can get feedback on your learning or progress and choose the degree of difficulty according to the ability of the user. The game lead to an interaction of user and games as sets questions by user, in addition, it is easy to operate and has a simple construction. In the paper, we implement the proposed game on the mobile and present the game.

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Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.