• Title/Summary/Keyword: learn

Search Result 3,984, Processing Time 0.032 seconds

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.4
    • /
    • pp.232-237
    • /
    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

A Semiotic Analysis of Opportunity to Learn about Plane Figures in Grade 1 and 2 Mathematics Textbooks (초등학교 1학년과 2학년 수학교과서가 제공하는 평면도형의 학습기회에 대한 기호학적 분석)

  • Cho, Jinwoo
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.24 no.1
    • /
    • pp.129-149
    • /
    • 2020
  • This study reports the results of analyzing the learning opportunities about the plane figures provided by the first and second grade mathematics textbooks. The plane figures that students learn during this period are important in that it serves as the basis for the later geometric education. With assumptions that mathematics learning is related to the problem of meaning and that meaning-related activity can be viewed as a symbolic activity, it adopts and uses the perspectives and tools of semiotics to analyze the learning opportunities provided by the mathematics textbook. The analysis of the semiotic process of the textbook activities revealed the significance of learning opportunities and helped to distinguish the seemingly similar learning opportunities. Based on the results of the analysis, I discussed the link between learning opportunities provided by grade 1 and grade 2 mathematics textbooks. Finally, the paper concludes with suggestions and conclusions and suggestions for further research.

A Study on ICT Textbook Development Raising the Humanity and Creativeness Based on the Web (웹을 기반으로 인성과 창의력을 기르는 ICT 교재 개발에 관한 연구)

  • Kim, Hak-Won;Ko, Byung-Oh
    • Journal of The Korean Association of Information Education
    • /
    • v.5 no.1
    • /
    • pp.1-13
    • /
    • 2001
  • Several problems occur including lack of humanity, confinement of creativeness, lack of independent learning capability, when elementary students are taught computer, since the they learn only basic functions of computer in general. Accordingly, it is required to have subject-integrated textbook with which they learn curriculum and nurture the humanity as well as creativeness, while studying functions of computer. In light of this, I plan to develop computer textbook, which divided the contents of Hangul 97 and Windows 98, operation system, per subject, and organized them in the order of question to study for himself, part to learn function, formation evaluation, study on subject integration study related to curriculum, part to raise creativeness, and supplementary study, after extracting the contents of curriculum, creative factor and humanity factor suitable for each subjects. By realizing the subject-integrated textbook that enables the interaction by taking advantage of dynamic feature of web, this textbook aims to raise the humanity and creativeness while learning the functions of computer.

  • PDF

The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem (일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로)

  • Koun, Nam-Suk;Lee, Ji-Hyun
    • Journal of the Korean Society of School Health
    • /
    • v.26 no.1
    • /
    • pp.13-25
    • /
    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

  • PDF

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.449-455
    • /
    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

A Study on Thought of Regimen specified in Gyeokchiyeoron (『격치여론(格致餘論)』에 나타난 양생사상(養生思想)에 관한 연구)

  • Yoon, Young-Heum;Yun, Chang-Yeol
    • Journal of Korean Medical classics
    • /
    • v.27 no.4
    • /
    • pp.153-169
    • /
    • 2014
  • Objectives : This paper was motivated by the discovery that there is a regimen which is more realistic and can be used in practical life with deep consideration of Dangye's thought through Judangye's book Gyeokchiyeoron. Methods : First, after looking into the movement of the heart through the contents of natural science underlying Dangye's regimen thought, this paper intends to examine regimens by dividing them into a regimen of food, regimen of sexual desire, and regimen for infancy and the elderly according to age on the basis of the contents included in Gyeokchiyeoron. Results : As for food, Dangye argued that it's necessary that people should avoid overeating and savory taste and observe the proper time for eating, and as for sexual desire, Dangye argued that people should control themselves from bodily and mental aspects. In addition, this paper could learn that as for infants, what matter are eating, clothes to wear, their mother's role, and education while as for the elderly, what matter are taking good care of the spleen and stomach, and children's filial piety, and the elderly should awaken themselves to sound mentality. Conclusions : Through the research on Gyeokchiyeoron, this paper was able to learn that Dangye-argued regimen includes a regimen of food, sexual desire, and a regimen for infants and the elderly; in addition, this paper could learn that there are some parts of Dangye-argued regimen contents, which anyone can easily apply in reality.

A Study on Middle school boys’ and girls’ Perception of the Curriculum of Home Economics and the Learning Achievement of Home Economics Education in Inchon (인천시내 남녀 중학생의 가정교과에 대한 인식 및 학습효과에 대한 연구)

  • 오현주;홍성야
    • Journal of Korean Home Economics Education Association
    • /
    • v.9 no.1
    • /
    • pp.19-37
    • /
    • 1997
  • The aim of this study is to research and analyse how junior-high students, both male and female in Inchon area, are recognizing the contents of the curriculum in the subject of home economics and how effectively they are learning and applying it in their actual life. 772 students, both male and female, who started to learn the subject of home economics from the 7th grade as compulsory are the respondents, and the survey is done by using questionnaire. The result shows that after taking the course of home economics, both male and female students have got more positive view on the necessity of learning the subject. But still, on the whole, female students are more intersted and more active than males the subject in learning. As for food and nutrition part, large percentage of the respondents, both male and female, answer that it is very helpful. They tend to be on more balanced diet and when they purchase food or when they eat at restaurant they refer what they learn about nutrition at school more often than not. A number of the students are re-practicing cooking at home after they learn it at school. Also the fact in the survey shows that more and more mothers are getting active in asking their children to re-practice cooking. One of the difficulties for male students to take the course is stereo-typed thinking on the separate role of man and woman in the family. But many of them started cooking some food, even though it is very simple, and the survey shows that their interest in nutrition and health increased after they were initiated into this course.

  • PDF

An Incremental Multi Partition Averaging Algorithm Based on Memory Based Reasoning (메모리 기반 추론 기법에 기반한 점진적 다분할평균 알고리즘)

  • Yih, Hyeong-Il
    • Journal of IKEEE
    • /
    • v.12 no.1
    • /
    • pp.65-74
    • /
    • 2008
  • One of the popular methods used for pattern classification is the MBR (Memory-Based Reasoning) algorithm. Since it simply computes distances between a test pattern and training patterns or hyperplanes stored in memory, and then assigns the class of the nearest training pattern, it is notorious for memory usage and can't learn additional information from new data. In order to overcome this problem, we propose an incremental learning algorithm (iMPA). iMPA divides the entire pattern space into fixed number partitions, and generates representatives from each partition. Also, due to the fact that it can not learn additional information from new data, we present iMPA which can learn additional information from new data and not require access to the original data, used to train. Proposed methods have been successfully shown to exhibit comparable performance to k-NN with a lot less number of patterns and better result than EACH system which implements the NGE theory using benchmark data sets from UCI Machine Learning Repository.

  • PDF

보편 양화사 (UNIVERSAL QUANTIFIER)에 대한 아동들의 해석 양상

  • 강혜경
    • Proceedings of the Korean Society for Language and Information Conference
    • /
    • 2001.06a
    • /
    • pp.237-257
    • /
    • 2001
  • This paper investigates the idiosyncratic understanding of universal quantifiers such as every, each or all by young children at the ages of 4 to 7, and argues that the phenomenon is explicable in terms of the maturation of both the cognitive system and the linguistic system. Evidence for this dual explanation comes from the fact that the visual input, a picture, plays a key role in determining the children’s conceptual representation, suggesting the need for the central integration of visual and linguistic elements; and from the fact that a quantifier in the linguistic input has an intrinsic property, i.e. a <+focus> feature. I have tried to explain the nature of the cognitive factors in terms of the function of the central system, suggesting a modified form of Smith & Tsimpli’s (1995) version of Fodor’s (1983) modularity hypothesis. Conceptual representations of two kinds are in competition with each other and they are integrated into a neutral LOT (Language of Thought) representation at some point . In the process of this integration, the representations from the visual input predominate over those from the auditory input, though the quantize. (treated as new information provided by the latter) is salient in the final representations. When visual conceptual representations predominate over purely linguistic ones, quantifier spreading errors occur. By contrast, when the relevant grammatical knowledge has developed sufficiently to counteract the conceptual representations, this peculiar behaviour by children should disappear. It is argued that children have to learn two kinds of grammatical fact with regard to universal quantification: (i) they have to learn the status of the quantifier as a functional head of DP so that it has to be positioned inside DP; and (ii) they have to learn the Left-Branch Condition which specifies that movement of an element in the left-branch position is possible only by pied-piping the entire phrase.

  • PDF