• 제목/요약/키워드: observation learning

검색결과 624건 처리시간 0.026초

3-6세 유아를 위한 가정환경자극 척도(EC-HOME)의 타당화 연구 (Validity of the Korean Early Childhood Home Observation for Measurement of the Environment)

  • 김정미;곽금주
    • 아동학회지
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    • 제28권1호
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    • pp.115-128
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    • 2007
  • Participants in this study to develop the Korean version of the Early Childhood Home Observation for Measurement of the Environment(EC-HOME) were 294 3- to 6- year-old children enrolled in a child care center and their parents. Results were that EC-HOME had sufficient internal reliability : Cronbach's ${\alpha}=.80$. Correlation of test-retest ranged from .76~.97. In item-analysis, 9 items with low 'corrected item-total correlation' were removed resulting in 30 items. Factor analysis confirmed 6 factors : 1) Learning Material, 2) Learning Stimulation, 3) Responsivity, 4) Physical Environment, 5) Language Stimulation, and 6) Variety of Materials. Analysis of the relation of children's home environment to their characteristic variances with parents and developmental functioning showed high internal consistency and convergent validity of the sub-scales.

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졸업 후 의학교육에 경험학습이론의 활용 (Applications of Experiential Learning Theory to Graduate Medical Education)

  • 이영희;김병수
    • 의학교육논단
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    • 제11권1호
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    • pp.11-20
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    • 2009
  • The purpose of this study was to introduce the concepts of experiential learning and the Kolb's model, and to review some applications of experiential learning theory in graduate medical education. The published literature on GME and education for general practitioners applying the experiential theory and the Kolb's model was reviewed. Experience learning defined the cyclical learning process which emphasizes the learners' reflective thinking of the learners' concrete experiences and their active participation in continuous learning actives. Kolb includes this 'cycle of learning' as a central principle in his experiential learning theory. This is typically expressed as a four-stage cycle of learning. Kolb's cycle moves through concrete experience(CE), reflective observation(RO), abstract conceptualization(AC) and active experimentation(AE). Components of continuing education of the adult learner were based on autonomy, context of learning, and competence and performance as educational objectives. Some strategies for graduate medical education were reflective thinking, self-directed learning, morning reporting and feedback with peer review, etc. Opportunities for learning from experience in practical life can be made to enhance reflective thinking and performance of practitioners. Strategies to develop reflective practice among physicians should be explored by further research.

Web Learning Guidance for Elementary School Students

  • Kim, Hae-Gue;Oh, Kwang-Sik
    • Journal of the Korean Data and Information Science Society
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    • 제14권2호
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    • pp.223-235
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    • 2003
  • Using internet, most of students are still exposed to unreasonable commercial information and even tend to consumptive behaviors. Various programs have been mobilized to keep it with a blockade system against the noxious information. But guidance is more instructive than blockade in respect of education. Thus, the focus of this study is to induce and motivate their self-directed learning activities with internet guide contents. We develope a learning guidance material as one of the information platforms. Furthermore, we consider the availability of such learning guidance materials through interview and observation. We find that easy and meaningful internet access and utilizing environment influence the children's self-directed learning ability.

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HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구 (A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning)

  • 권종산
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

초등학교 야외 지질학습현장 개발 및 활용방안 (Development of Geological Field Courses and Its Application Method for Elementary School Students)

  • 배창호;김정길;김해경
    • 한국초등과학교육학회지:초등과학교육
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    • 제21권2호
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    • pp.241-252
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    • 2002
  • Field learning have not well performed in elementary school for various reasons, in spite of the benefits of field study. Absence of suitable geological field courses for elementary science education is one of several reasons The purpose of this study is to develop learning materials for the field geology in Hampyeong region and apply them to the geological related units for elementary science education. The 5 observation sites for the field geology learning in study area include various rocks and geological structure such as granite, gneiss, conglomerate, sandstone, mudstone, plant fossil, fold, fault and weathering phenomenon changing rocks to soil. This study area is suitable place for the field geology learning of elementary science education in Kwangju and Chonnam province because of convenience access, fresh outcrops and distribution of various geological learning materials as rocks and structure.

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Labeling Q-Learning for Maze Problems with Partially Observable States

  • Lee, Hae-Yeon;Hiroyuki Kamaya;Kenich Abe
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.489-489
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    • 2000
  • Recently, Reinforcement Learning(RL) methods have been used far teaming problems in Partially Observable Markov Decision Process(POMDP) environments. Conventional RL-methods, however, have limited applicability to POMDP To overcome the partial observability, several algorithms were proposed [5], [7]. The aim of this paper is to extend our previous algorithm for POMDP, called Labeling Q-learning(LQ-learning), which reinforces incomplete information of perception with labeling. Namely, in the LQ-learning, the agent percepts the current states by pair of observation and its label, and the agent can distinguish states, which look as same, more exactly. Labeling is carried out by a hash-like function, which we call Labeling Function(LF). Numerous labeling functions can be considered, but in this paper, we will introduce several labeling functions based on only 2 or 3 immediate past sequential observations. We introduce the basic idea of LQ-learning briefly, apply it to maze problems, simple POMDP environments, and show its availability with empirical results, look better than conventional RL algorithms.

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An Exploratory Study of the Experience and Practice of Participating in Paper Circuit Computing Learning: Based on Community of Practice Theory

  • JANG, JeeEun;KANG, Myunghee;YOON, Seonghye;KANG, Minjeng;CHUNG, Warren
    • Educational Technology International
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    • 제18권2호
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    • pp.131-157
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    • 2017
  • The purposes of the study were to investigate the participation of artists in paper circuit computing learning and to conduct an in-depth study on the formation and development of practical knowledge. To do this, we selected as research participants six artists who participated in the learning program of an art museum, and used various methods such as pre-open questionnaires, participation observation, and individual interviews to collect data. The collected data were analyzed based on community of practice theory. Results showed that the artists participated in the learning based on a desire to use new technology or find a new work production method for interacting with their audiences. In addition, the artists actively formed practical knowledge in the curriculum and tried to apply paper circuit computing to their works. To continuously develop the research, participants formed a study group or set up a practical goal through planned exhibitions. The results of this study can provide implications for practical approaches to, and utilization of, paper circuit computing.

PBL 기반 천체관측 프로그램이 초등과학영재의 과학적 탐구능력과 과학적 태도에 미치는 효과 (The Effect of PBL-based Astronomical Observation Program on Science Process Skills and Scientific Attitudes in Elementary Science-Gifted Students)

  • 신명렬;이용섭
    • 대한지구과학교육학회지
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    • 제4권1호
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    • pp.20-31
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    • 2011
  • The purpose of this study is to examine the effect of PBL-based astronomical observation on the science process skills and scientific attitudes in elementary science-gifted students. To verify research problems, the subjects of this study were forth-grade students selected from one classes of an elementary science-gifted class in Busan National University of education : the research group is composed of twenty students who were participated in PBL-based astronomical observation program. During four weeks, the PBL-based astronomical observation program instruction was executed in the reasearch group. Post-test showed following results: First, the research group showed a significant improvement in the science process skill. We look into detailly this, the research group showed a significant improvement in the basis science skill. The sub-factor 'expectation' of the science process skill effects a significant improvement. Second, the research group showed a significant improvement in the scientific attitudes. In conclusion, PBL-based astronomical observation program was more effective on science process skill and scientific attitudes. However, since the study has a limit on an object of the study and the applied program, the additional studies need to be conducted with an extended comparative group and program.

자기주도적 학습과 일제학습에서의 수학불안에 대한 분석 (Analysis of Mathematical Anxiety raised from Self-Directed-Learning and Learning in a Body)

  • 김동복;김인수
    • 대한수학교육학회지:수학교육학연구
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    • 제9권2호
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    • pp.439-457
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    • 1999
  • In this paper, we tried to find out what makes the students feel anxious to mathematics and the ways to decrease their anxiety by comparing two learning types, self-directed-learning and learning in a body, by means of continuous observation and interviews. To perform this study, two classes of self-directed-learning and other two classes of learning-in a body were chosen from the third year-students in Wando Middle School in Chollanamdo. In this study, we obtained the following results: 1. In high group in math grade, students in self-directed-learning are less anxious than students in learning-in a body. 2. In average group in math grade, students in self-directed-learning are much more anxious than students in learning-in a body. 3. In low group in math grade, both students in self-directed-learning and students in teaming-in a body feel anxious about math and there is no difference between them. 4. Anxiety about math hove positive influence on high group in math grade. 5. Anxiety about math have negative influence on average and low groups in math grade. Especially, low group students had no interests about mathematics because of their math anxiety. We observed that some students got over the math anxiety to some meaningful extent by means of interviews or appropriate advices, and became to have confidence and interests in mathematics.

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RAN을 위한 개선된 학습 방법 (An Improved Learning Approach for the Resource- Allocating Network (RAN))

  • 최종수;권오신;김현석
    • 전자공학회논문지C
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    • 제35C권11호
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    • pp.89-98
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    • 1998
  • 정적 시스템 모델링을 위해 RBF 신경회로망의 은닉 유니트를 자동으로 생성하는 ERAN을 제안한다. ERAN은 관측 데이터의 신규성을 기반으로 새로운 은닉 유니트를 할당하는 RAN의 성능을 개선한 것이다. ERAN의 학습 과정은 새로운 은닉 유니트의 생성과 네트웍 파라미터 학습을 포함한다. 네트웍은 초기에 0개의 은닉 유니트로 시작하여 세 가지의 은닉 유니트 생성 판별기준을 만족할 경우에만 새로운 은닉 유니트를 생성시킨다. 네트웍의 파라미터는 LMS 알고리즘을 이용하여 조정한다. 제안한 ERAN의 성능은 순차 학습 및 랜덤 학습을 갖는 비선형 정적 시스템 모델링 문제에 대하여 RAN의 결과와 성능을 비교한다. 두 실험에 대하여 ERAN은 RAN 보다 적은 은닉 유니트를 가지고 정확성이 더 우수한 RBF 신경회로망을 구현할 수 있음을 보인다.

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