• 제목/요약/키워드: Role-Playing Learning

Search Result 100, Processing Time 0.02 seconds

The Role of Digital Technology in Climate Technology Innovation

  • KARAM JO
    • KDI Journal of Economic Policy
    • /
    • v.45 no.2
    • /
    • pp.21-50
    • /
    • 2023
  • In this paper, I empirically estimate the relationship between digital technology and climate technology using the United States Patent and Trademark Office's patent database. I find that innovation in digital technology increases the number of patents for climate technology by 17.3% on average, with digital data-processing technology and machine-learning-related technologies especially playing a key role in this relationship. Designing and implementing detailed policies that take into account the relationship between the two technologies will help us reduce the time required to achieve carbon neutrality and shift to the digital economy.

A Case Study of High School Student's Mathematics Teaching and Learning using a Learning Platform (학습 플랫폼을 활용한 고등학생의 수학 교수·학습 사례 연구)

  • Jung, Eun Young;Kim, Hyung Won;Ko, Ho Kyoung
    • East Asian mathematical journal
    • /
    • v.38 no.4
    • /
    • pp.415-437
    • /
    • 2022
  • Recently, various platforms of education technology (Edu-Tech) that use artificial intelligence have been developed in the field of mathematics education. The case study in this paper reports the learning experience of a high school student who was directed to learn mathematics through the self-directed learning process provided by a mathematics learning platform using Edu-Tech with the intervention of mentoring provided by his teacher. The study found that the mentoring intervention could make an effective contribution to student's mathematics learning by playing the role of an auxiliary tool for the self-directed learning over time. In this paper, we explain the nature of the challenges that the student encountered in the process of self-directed learning and the roles that the teacher mentoring has played in this process.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
    • /
    • v.6 no.2
    • /
    • pp.59-67
    • /
    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Cluster Analysis Algorithms Based on the Gradient Descent Procedure of a Fuzzy Objective Function

  • Rhee, Hyun-Sook;Oh, Kyung-Whan
    • Journal of Electrical Engineering and information Science
    • /
    • v.2 no.6
    • /
    • pp.191-196
    • /
    • 1997
  • Fuzzy clustering has been playing an important role in solving many problems. Fuzzy c-Means(FCM) algorithm is most frequently used for fuzzy clustering. But some fixed point of FCM algorithm, know as Tucker's counter example, is not a reasonable solution. Moreover, FCM algorithm is impossible to perform the on-line learning since it is basically a batch learning scheme. This paper presents unsupervised learning networks as an attempt to improve shortcomings of the conventional clustering algorithm. This model integrates optimization function of FCM algorithm into unsupervised learning networks. The learning rule of the proposed scheme is a result of formal derivation based on the gradient descent procedure of a fuzzy objective function. Using the result of formal derivation, two algorithms of fuzzy cluster analysis, the batch learning version and on-line learning version, are devised. They are tested on several data sets and compared with FCM. The experimental results show that the proposed algorithms find out the reasonable solution on Tucker's counter example.

  • PDF

A Study on Web-Based Education (웹기반 교육에 관한 연구)

  • Ko, Seong-Gyu;Shin, Yong-Cheol
    • Journal of Society of Preventive Korean Medicine
    • /
    • v.11 no.2
    • /
    • pp.113-120
    • /
    • 2007
  • The Internet is increasingly changing our lives and enables the ordinary person to have access to never-ending quantities of information and knowledge. Technology and the Internet empower individuals and facilitate a more active role in the educational process. The webcast is a media file distributed over the Internet using streaming media technology and is used extensively in the commercial sector for investor relations presentations, in e-learning, and for related communications activities. And relating to computers, technology, and news are particularly popular and many new shows are added regularly. Especially e-learning is a general term used to refer to computer-enhanced learning and has the ability to level the learning playing field. So that the e-learning experience will be second nature to the growing Internet population. And this study intends to develop web-based education.

  • PDF

Influence of Method Using Analogy on Students' Concept Learning (과학 수업에서 비유의 사용 방식이 학생들의 개념학습에 미치는 영향)

  • Yang, Chan-Ho;Kim, Kyung-Sun;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
    • /
    • v.30 no.8
    • /
    • pp.1044-1059
    • /
    • 2010
  • In this study, we investigated the influences of the method of using analogy on concept understanding, mapping understanding, and mapping error by analogical reasoning ability level. We also investigated students' perception of a role-playing analogy activity. Seventh graders (N=152) at a middle school were assigned to the comparison and the experimental groups. The students of the experimental group were taught about 'the relation between pressure and volume of gas' with experience-based role-playing analogy, while those of the comparison group were taught with explanation-centered analogy. Analyses of the results revealed that the instruction using roleplaying analogy was more effective in concept understanding and retention of mapping understanding than explanation-centered analogy instruction, regardless of analogical reasoning ability level. It was also found that the students of the experimental group had fewer mapping errors than those of the comparison group. However, there was little difference in t pes of mapping errors by the method of using analogy. The students of the experimental group answered that they did not have difficulties in performing the role-playing analogy activity and they actively engaged in the activity. They perceived that the role-playing analogy activity was interesting. Educational implication of these findings are discussed.

A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.26 no.1
    • /
    • pp.93-107
    • /
    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.

Activation method of inquiry activity for students playing a leading role in teaching and learning by applying the van Hiele's learning process by stages in undergraduate pre-service teachers' mathematics class (van Hiele의 단계적 교수법에 근거한 예비교사들의 수학 수업에서 탐구 활동의 활성화 방안 탐색)

  • Hwang, Seok-Yoon;Kim, Ik-Pyo
    • Journal of the Korean School Mathematics Society
    • /
    • v.18 no.1
    • /
    • pp.39-60
    • /
    • 2015
  • It is one of the fundamental issues that students in teaching and learning process should take a proactive role in school mathematics. Inquiry or discovery learning in school mathematics is the specific method for students to participate in lessons on their own initiative, which is supported by many scholars in mathematics education. In this paper, we investigate pre-service teachers' perspectives of Inquiry or discovery learning by intensively analyzing information and guided orientation in teaching practice. From this, we find the direction of the pre-service teacher training program for carrying out pre-service teachers' role to help students to take a proactive role in school mathematics.

Role Experiences of Two Elder Sisters who have Different Risk Factors from the Rural Mixed-age Preschool Class (농촌지역 유치원 혼합연령반의 서로 다른 위험요인을 가진 두 누나의 역할 경험)

  • Chung, Kai-Sook;Goh, Eun-Kyoung;Kyun, Ju-Youn
    • Korean Journal of Child Studies
    • /
    • v.31 no.5
    • /
    • pp.79-99
    • /
    • 2010
  • This study inquired into the life and experiences of two elder sisters who have different individual and familial risk factors and their younger brothers from the mixed-age preschool class through ethnographic research method using participant observation. The results showed that an elder sister from low-income multi-children family played her role very actively through caring for, learning and playing with younger brother during almost of the play situations. On the other hand, the other elder sister who has experience of depression, showed strong possessiveness and neglect of younger brother. As for psychological aspects of sibling relationship, the elder sisters were suffering psychological stresses resulted from excessive role expectation in family or from self-recognition on elder sister role, respectively.

A Study on the Research Trends to Flipped Learning through Keyword Network Analysis (플립러닝 연구 동향에 대한 키워드 네트워크 분석 연구)

  • HEO, Gyun
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.28 no.3
    • /
    • pp.872-880
    • /
    • 2016
  • The purpose of this study is to find the research trends relating to flipped learning through keyword network analysis. For investigating this topic, final 100 papers (removed due to overlap in all 205 papers) were selected as subjects from the result of research databases such as RISS, DBPIA, and KISS. After keyword extraction, coding, and data cleaning, we made a 2-mode network with final 202 keywords. In order to find out the research trends, frequency analysis, social network structural property analysis based on co-keyword network modeling, and social network centrality analysis were used. Followings were the results of the research: (a) Achievement, writing, blended learning, teaching and learning model, learner centered education, cooperative leaning, and learning motivation, and self-regulated learning were found to be the most common keywords except flipped learning. (b) Density was .088, and geodesic distance was 3.150 based on keyword network type 2. (c) Teaching and learning model, blended learning, and satisfaction were centrally located and closed related to other keywords. Satisfaction, teaching and learning model blended learning, motivation, writing, communication, and achievement were playing an intermediary role among other keywords.