• Title/Summary/Keyword: Self Paced Learning

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A Review of Intelligent Self-Driving Vehicle Software Research

  • Gwak, Jeonghwan;Jung, Juho;Oh, RyumDuck;Park, Manbok;Rakhimov, Mukhammad Abdu Kayumbek;Ahn, Junho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5299-5320
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    • 2019
  • Interest in self-driving vehicle research has been rapidly increasing, and related research has been continuously conducted. In such a fast-paced self-driving vehicle research area, the development of advanced technology for better convenience safety, and efficiency in road and transportation systems is expected. Here, we investigate research in self-driving vehicles and analyze the main technologies of driverless car software, including: technical aspects of autonomous vehicles, traffic infrastructure and its communications, research techniques with vision recognition, deep leaning algorithms, localization methods, existing problems, and future development directions. First, we introduce intelligent self-driving car and road infrastructure algorithms such as machine learning, image processing methods, and localizations. Second, we examine the intelligent technologies used in self-driving car projects, autonomous vehicles equipped with multiple sensors, and interactions with transport infrastructure. Finally, we highlight the future direction and challenges of self-driving vehicle transportation systems.

Investigating Academic Success and Satisfaction in Self-paced Learning with 3D Printed Teaching Aids (적층형 3D 프린팅으로 제작한 신경계 교구를 활용한 자기주도학습의 학업성취도와 만족도 조사)

  • Young-Hee Lee;Yong-Ki, Lee
    • Journal of the Korean Society of Radiology
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    • v.17 no.7
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    • pp.1109-1114
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    • 2023
  • This study investigated the effects of utilizing 3D printed teaching aids on academic achievement and learning motivation in a non-face-to-face learning environment during the COVID-19 pandemic. The study was divided into an experimental and a comparison group that applied traditional lecture-based teaching and self-directed learning using 3D printed teaching aids and videos. The results of the study showed that the experimental group using 3D printed brain puzzles improved their academic performance compared to the comparison group using traditional lectures. This may be due to the fact that visual and experiential learning helped students to acquire knowledge on their own. The brain puzzles provided an interesting learning experience for the students, and their overall satisfaction with the class was also positive. These results indicate that teaching with teaching aids can increase students' motivation to learn and improve their academic performance. Therefore, the active introduction of 3D printed teaching aids in the non-face-to-face learning environment caused by COVID-19 is expected to improve the quality of education through innovation in learner-centered teaching methods.

A Study on the Evaluation of Information Literacy Program and the Development Ofits Design Principle (정보활용능력 교수효과 평가 및 교과설계에 대한 연구)

  • Kim, Sung-Won
    • Journal of Information Management
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    • v.41 no.4
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    • pp.23-40
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    • 2010
  • The needs for independent 'lifelong learning' is on the rise for the individuals living in today's fast-paced society. As a result, the significance of 'information literacy' as the core requirement for lifelong learning has become widely recognized. Some countries have even established standards for information literacy at the national level, and introduced programs to improve the overall level of information literacy in the school curriculum. In Korea, various studies have been done to identify the importance of information literacy, and also there are increasing offerings of information literacy programs in regular curriculum. Based on the result of self-efficiency assessment by the students who attended the information literacy courses, this study tries to examine the effects of those programs. It consequently confirms that these curriculums resulted in improvement of the information literacy of the students, and also provide some suggestions and guidelines for the design of the curriculum for information based on the findings.

Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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Semantic transparency effects in the learning of new words: An ERP study (의미 투명성이 단어 학습에 미치는 영향: 사건관련전위 연구)

  • Bae, Sungbong;Yi, Kwangoh;Park, Taejin
    • Korean Journal of Cognitive Science
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    • v.27 no.3
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    • pp.421-439
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    • 2016
  • The present study investigates the effects of semantic transparency on the learning of new words using both behavioral measures and event-related brain potentials. Participants studied novel words with either semantically transparent or opaque definitions while their brain potentials were recorded. Learning performance was assessed with both a lexical decision task and a recall test. The results indicated that transparent novel words were easier to learn than opaque words. More specifically, self-paced learning times were shorter for transparent novel words across three study sessions. Transparent words also elicited reduced N400s compared with opaque words in all sessions. Moreover, lexical decisions to both learned novel words and real words were faster and more accurate within the transparent condition compared to the opaque condition. These results suggest that semantic transparency also plays an important role within word learning, just as within word recognition, further supporting the notion that morphological information is critical within lexical processing.

The Comparison of the learning achievement and learning satisfaction Between in the Blended Class and Online Class and Offline Class (블렌디드 학습, 온라인 학습, 오프라인 학습의 학업성취도와 학습만족도 비교)

  • Kim, Miyoung;Ahn, Kwangsik;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.106-119
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    • 2005
  • Many problems with the offline class, which is the traditional education type in corporations or universities, were indicated and people hoped that e-learning, which is web-based instruction, would solve these problems. However, e-learning also has weak points in that it should be self-paced and media-based in many ways. Therefore, when considering the good and weak points of offline classes and e-learning, blended learning seems to be necessary. Until now, blended learning has usually been used in corporations, and there have been almost no studies on the effectiveness or management of blended learning in universities. Thus, in this study, I would like to design blended classes, manage them at the level of university classes, and verify the effectiveness of blended classes, by comparing academic achievement, student participation, and student satisfaction. The subject students who signed up for Computer & Technology at C University in 2005 were divided into three study groups: offline class, online class, and blended class. The offline class was taught using the traditional class teaching method. For the online class and the blended class, multimedia contents were developed and a different LMS was used. The results of 13 weeks of teaching are as follows. For the academic achievement in the offline, online and blended classes, there was no statistically significant difference (f=2.387, p=.096). But when comparing the average achievement, the average of the blended class was higher than that of the other classes, so that it can be said that the blended class has positive effects on academic achievement. Second, when comparing the learners' participation in the online class and the blended class, the total posts were 85 and 138 respectively, which shows a considerable difference. The hit counts for each post in the online class and the blended class are 10 and 20, respectively. Moreover, the login counts for subjects are 3 in the online class and 4 in the blended class. In the questionnaire for the students' academic satisfaction in the online class and the blended class, all of the 15 items showed higher satisfaction in the blended class. Considering all these results, if adequate media are properly combined, the blended class is better than either the pure online class or the pure offline class.