• Title/Summary/Keyword: Technical learning

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The Influence of Online Classes Educational Quality and Learning Emotions on Learning Outcome - Focusing on H Technical College Students - (온라인 수업의 교육의 질, 학습 정서가 학습성과에 미치는 영향 - H 전문대학 학생들을 중심으로 -)

  • Kim, Bo-Young;Hwang, Hye-Kyoung
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.467-476
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    • 2020
  • The purpose of this study is as a base study for improving the quality of online classes through multilateral analysis that examines the learning outcoms of educational quality and learning emotions on non-face-to-face online classes at Technical Colleges To this study, from March 1, 2020 to August 31, 2020, a survey was conducted on 1,000 students of H Technical Colleges located in the metropolitan area. The collected data were statistically processed using the SPSS Statistics 18.0 program, t-validation were performed to reveal awareness of online class also correlation analysis and multiple regression analysis were performed to reveal the relation and influence of factors related to quality of instruction, learning emotions, learning outcomes. First, there was a statistically significant difference in perception of online classes by gender and grade. Second, there was a positive correlation between the educational quality, learning emotions, and learning outcomes for online classes. Third, among the learning outcomes, the factors that influence the achievement were the educational content and positive emotions, and the factors that influence the satisfaction among the learning outcomes were the educational content and the learning environment.

Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.41-53
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    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

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Opportunities of Organization of Classes in Foreign Languages by Means of Microsoft Teams (in Practice of Teaching Ukrainian as Foreign Language

  • Olha Hrytsenko;Iryna Zozulia;Iryna Kushnir;Tetiana Aleksieienko;Alla Stadnii
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.160-172
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    • 2024
  • The characteristic aspects of learning a foreign language require special resources and tools for online learning. Criteria for choosing educational platforms depend on key elements of an academic subject area. Microsoft Teams (hereafter, MT) educational platform is competitive one because it meets most of the needs that arise during the formation of a secondary linguistic persona. Due to the large number of corporate programs, there are a successful acquisition of language skills and the implementation of all types of oral activities of students. A significant MT advantage is the constant analysis and monitoring of the platform of participants' needs in the educational process by developers. The article highlights MT advantages and disadvantages. The attention is drawn to individual programs, which, in the authors' opinion, are the most successful to learn writing, reading, speaking, listening, as well as organize classes that meet needs of modern foreign students.

Development and Application of Failure-Based Learning Conceptual Model for Construction Education

  • Lee, Do-Yeop;Yoon, Cheol-Hwan;Park, Chan-Sik
    • Journal of Construction Engineering and Project Management
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    • v.1 no.2
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    • pp.11-17
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    • 2011
  • Recent demands from construction industry have emphasized the capability for graduates to have improved skills both technical and non-technical such as problem solving, interpersonal communication. To satisfy these demands, problem-based learning that is an instructional method characterized by the use of real world problem has been adopted and has proven its effectiveness various disciplines. However, in spite of the importance of field senses and dealing with real problem, construction engineering education has generally focused on traditional lecture-oriented course. In order to improve limitations of current construction education and to satisfy recent demands from construction industry, this paper proposes a new educational approach that is Failure-Based Learning for using combination of the procedural characteristics of the problem-based learning theory in construction technology education utilizing failure information that has the educational value in the construction area by reinterpreting characteristics of construction industry and construction failure information. The major results of this study are summarized as follows. 1) Educational effect of problem-based learning methodology and limitation of application in construction area 2) The educational value of the information on construction failure and limitation in application of the information in construction sector 3) Anticipated effect from application of the failure-based learning 4) Development and application of the failure-based learning conceptual model.

DEVELOPMENT AND APPLICATION OF FAILURE-BASED LEARNING MODEL FOR CONSTRUCTION TECHNOLOGY EDUCATION

  • Do-Yeop Lee;Cheol-Hwan Yoon;Chan-Sik Park
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.99-106
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    • 2011
  • Recent demands from construction industry have emphasized the capability for graduates to have improved skills both technical and non-technical such as problem solving, interpersonal communication. To satisfy these demands, problem-based learning that is an instructional method characterized by the use of real world problem has been adopted and has proven its effectiveness various disciplines. However, in spite of the importance of field senses and dealing with real problem, construction engineering education has generally focused on traditional lecture-oriented course. In order to improve limitations of current construction education and to satisfy recent demands from construction industry, this paper proposes a new educational approach that is Failure-Based Learning for using combination of the procedural characteristics of the problem-based learning theory in construction technology education utilizing failure information that has the educational value in the construction area by reinterpreting characteristics of construction industry and construction failure information. The major results of this study are summarized as follows. 1) Educational effect of problem-based learning methodology and limitation of application in construction area 2) The educational value of the information on construction failure and limitation in application of the information in construction sector 3) Anticipated effect from application of the failure-based learning 4) Development and application of the failure-based learning model

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Development and its Effects of Contents for Blended Learning in Public Practical Center of Technical High School, Busan City (부산광역시 공업계 고등학교 공동 실습소에서 혼합형 학습을 위한 컨텐츠의 개발 및 적용)

  • Park, Jae-Taek;Lee, Sang-Hyuk
    • 대한공업교육학회지
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    • v.32 no.1
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    • pp.93-116
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    • 2007
  • The purpose of this study was to improve the academic achievement at the public practical center of technical high school in Busan. For this study, 1 class(31 students) in the second grade at "B"technical high school were selected and these students were divided into two groups. One is the experiment group which blended learning was applied to and the other is control group which traditional lecture method was applied to. Each group was divided into three sub-groups by the level of learning ability. Non-randomized control-group pretest-posttest design was applied for this experiment planning. The subject of experiment was the unit of "3D Modeling and Making NC code" in the textbook of "Application of Automatic System" applied by the public practical center of technical high school in Busan. On-line contents were developed and applied to the blended learning to control group. In order to analyze the test result, t-test with a significance level of 0.05 was carried out using SPSS 10.0. The results of this study was summarized as follows; First, as a result of the post test performed on the experiment and the control group, there was a significant difference between two groups, that was, the blended learning was more effective than the traditional lecture method in improving academic achievement. Second, blended learning was more effective than the traditional lecture method in the group of high-leveled and middle-leveled, but was little effective on the low-leveled group. Third, blended learning was more effective than the traditional lecture method in the functional domain, but was little effective in the cognitive domain and psychomotor domain.

Analysis of Effectiveness in Project Based Learning Using Thinking Tool on IT Ethics Education for the Technical High School Students (전문계 고등학생의 정보통신윤리 교육에서 사고력 신장 도구를 활용한 프로젝트 학습의 효과 분석)

  • Son, Yu-Kyeong;Song, Hee-Heon
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.43-52
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    • 2010
  • In this paper, project based learning model using on-line thinking tool was designed and implemented, and the model is reflected in the instructional design on the IT ethics part included in 'General Computer' subject. This instructional design was applied to the class of the technical high school students. In-depth interview on the consciousness of IT ethics reveals that the positive changes occur in the consciousness of IT ethics, especially netiquette, Internet communications languages, copyright, and so on. Also, the result of the quantitative researches represents that a proposed model have a positive effect on academic self-efficacy of the technical high school students. These results show that the proposed model is able to apply to IT ethics education in the technical high school.

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Re-engineering Adult Education Programme-an Online Learning Curricular Perspective

  • Mathai, K.J.;Karaulia, D.S.
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.685-697
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    • 2003
  • The Web based multimedia programmes/courses are becoming widely available in recent years. Most of these courses focus on Behaviorist way of learning, which does not promote deep learning in any way. For Adults this approach further incapacitated, as it does not satisfy Andragogical needs. The search for Constructivist way of learning through the web applied to Indian conditions led to need for developing a curriculum development approach that would promote construction of knowledge through web based collaboration. This paper attempts to reengineer existing curriculum development processes and lays out a framework of‘Problem Based Online Learning (PBOL)’curriculum design. In this context, entire curriculum development life cycle is evolved and explained. This is a part of doctoral work (Ph.D), which is in progress and being undertaken by K.James Mathai, and guided of Dr.D.S.Karaulia.

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Intelligent AGV Machine-Learning System based on Self-Driving Simulator for Smart Factory (스마트 팩토리를 위한 자율주행 시뮬레이터 기반 지능형 AGV 머신러닝 시스템)

  • Lee, Se-Hoon;Kim, Ki-Cheol;Mun, Hwan-Bok;Kim, Do-Gyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.17-18
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    • 2017
  • 본 논문은 스마트 팩토리의 중요 요소인 무인반송차(AGV)를 자율 주행시키기 위해 오픈 소스 자율 주행차 시뮬레이터인 udacity를 이용해 머신 러닝시키는 시스템을 개발하였다. 공장의 운행 루트를 자율주행 시뮬레이터의 전경으로 가공하고, 3개의 카메라를 부착시킨 AGV를 운행시키면서 머신 러닝시킨다. AGV를 주행하여 얻어진 여러 학습 데이터를 통해 도출된 결과들을 각각 비교하여 우수한 모델을 선정하고 운행시킨 결과 AGV가 정해진 운행 루트를 정확하게 주행하는 것을 확인하였다. 이를 통해, 가상 운행 환경에서 저비용으로 AGV 운행 학습이 가능하다는 것을 보였다.

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Reinforcement Learning based AGV Scheduling (강화학습 기반의 AGV 스케줄링)

  • Lee, Se-Hoon;Kim, Jea-Seung;Yeom, Dae-Hoon;Mun, Hwan-Bok;Lee, Chang-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.23-24
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    • 2018
  • 스마트 팩토리의 핵심 요소 중 하나인 AGV를 운용하기 위해서 스케줄링은 간과할 수 없는 문제이다. 기존의 정적인 휴리스틱 방식은 실시간으로 운용되는 스마트 팩토리에 다소 부적합한 면이 있다. 본 논문에서는 이러한 스케줄링에 관한 문제를 해결하고자 SLAM 기반의 자율주행 AGV를 운용 할 수 있는 3D 가상 환경을 설계하고 해당 환경에서 강화학습을 기반으로 한 스케줄링을 구현해 실시간으로 변화하는 공장에 적합한 동적인 스케줄링을 설계하였다.

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