• Title/Summary/Keyword: play-based learning

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Study on the Development on Problem-Based Model for Mind Study (마음공부 PBL 교수학습모형 개발에 관한 연구)

  • Baek, Hyeon-Gi;An, Kwan-Su
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.249-260
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    • 2011
  • This study aimed to develop a problem-based learning model for mind study based on the insight into a general problem-based learning and contemplation of mind study. Focusing on the main stages commonly regarded important in precedent studies on problem-based learning process, the procedures were designed as follows: 1) choosing a text 2) setting a goal for learning 3) developing a problem 4) preparing a set of learning materials 5) developing an assessment tool 6) designing a plan for teaching and learning. The content and range of the stages were presented and how the main activities should be conducted was also discussed in a main body. These procedures were specified through examples of problem-based learning on the subject of 'mind'. It also suggested how to play a role of teacher as a guide or coach with presenting various examples of teacher talk and specific activities for learners to keep the intention of primary problem-based learning by performing a set of procedures.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Development of SW Education Model based on HVC Learning Strategy for Improving Computational Thinking (컴퓨팅 사고 함양을 위한 HVC 학습전략 기반 SW교육모델 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
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    • v.21 no.5
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    • pp.583-593
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    • 2017
  • In order to overcome the difficulties of programming education for beginners, various research strategies such as UMC(Use-Modify-Create), design based learning, discovery learning and play learning are applied. In this study, we developed a HVC(History-VR Coding-Collaboration) learning strategy model for the improvement of learner's computational thinking. The HVC model is composed of a combination module of block type. We developed a 12th session storytelling - based virtual reality programming curriculum. As a result, HVC model and SW education program showed significant difference in improvement of learner's computational thinking.

A Study on the Activation Plan of Play & Education Based on Focus Group Interview (FGI 분석을 통한 놀이교육 활성화 방안 연구)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.165-173
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    • 2019
  • Recently, a variety of programs for elementary school students that utilize play in their curricula are supported. In this study, we are trying to draw up ways to activate play education based on the elements necessary for the play education to be effectively provided on the field and the current operational status. In order to achieve the research goal, nine participants of play experts and parents were selected for the focus group interview (FGI). The FGI consist of five questions: (1) opinions on the establishment and joint operation of the organization to support play and parents' education; (2) opinions based on experience in participating in existing training programs; (3) activation plan of play & education program; (4) competencies required by members of the organization; (5) evaluation of program for quality improvement. Through the FGI survey, we drew ideas for the operation of play & education programs to promote positive growth and support systemic programs of both preschoolers and elementary students. In order for play & education to be active in the field of education, a center where play & education and parents' education can be conducted at the same time should be established and operated so that the education can be integrated with play. Based on these findings, we proposed follow-up research in the direction of achieving specific goals and enhancing the quality of play education.

A Preliminary Study on Clinical Decision Support System based on Classification Learning of Electronic Medical Records

  • Shin, Yang-Kyu
    • Journal of the Korean Data and Information Science Society
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    • v.14 no.4
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    • pp.817-824
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    • 2003
  • We employed a hierarchical document classification method to classify a massive collection of electronic medical records(EMR) written in both Korean and English. Our experimental system has been learned from 5,000 records of EMR text data and predicted a newly given set of EMR text data over 68% correctly. We expect the accuracy rate can be improved greatly provided a dictionary of medical terms or a suitable medical thesaurus. The classification system might play a key role in some clinical decision support systems and various interpretation systems for clinical data.

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Core Competence Evaluation Model of Play Worker Based on Delphi Technique (델파이 조사를 통한 놀이 전문가 핵심역량 분석)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.100-107
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    • 2019
  • The purpose of this study is to develop an evaluation model to measure the core competences of actual play workers by exploring what competences are necessary for them to provide quality play. Based on literature review, we selected five core competences : knowledge of play, program development, understanding play culture, creativity, and information sharing & applying. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 play and education experts. The findings drew scholarly consensus on the competences of play workers to have and proposed basic data by developing competences evaluation model to measure them. Each of the key competences has three sub-conpetences, each of which included two behavior elements. Furthermore, this study presented future research directions so that play can be voluntarily planned and supported in a social and cultural context.

Optimal Learning of Fuzzy Neural Network Using Particle Swarm Optimization Algorithm

  • Kim, Dong-Hwa;Cho, Jae-Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.421-426
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    • 2005
  • Fuzzy logic, neural network, fuzzy-neural network play an important as the key technology of linguistic modeling for intelligent control and decision making in complex systems. The fuzzy-neural network (FNN) learning represents one of the most effective algorithms to build such linguistic models. This paper proposes particle swarm optimization algorithm based optimal learning fuzzy-neural network (PSOA-FNN). The proposed learning scheme is the fuzzy-neural network structure which can handle linguistic knowledge as tuning membership function of fuzzy logic by particle swarm optimization algorithm. The learning algorithm of the PSOA-FNN is composed of two phases. The first phase is to find the initial membership functions of the fuzzy neural network model. In the second phase, particle swarm optimization algorithm is used for tuning of membership functions of the proposed model.

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Optimal Learning of Neo-Fuzzy Structure Using Bacteria Foraging Optimization

  • Kim, Dong-Hwa
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1716-1722
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    • 2005
  • Fuzzy logic, neural network, fuzzy-neural network play an important as the key technology of linguistic modeling for intelligent control and decision in complex systems. The fuzzy-neural network (FNN) learning represents one of the most effective algorithms to build such linguistic models. This paper proposes bacteria foraging algorithm based optimal learning fuzzy-neural network (BA-FNN). The proposed learning scheme is the fuzzy-neural network structure which can handle linguistic knowledge as tuning membership function of fuzzy logic by bacteria foraging algorithm. The learning algorithm of the BA-FNN is composed of two phases. The first phase is to find the initial membership functions of the fuzzy neural network model. In the second phase, bacteria foraging algorithm is used for tuning of membership functions of the proposed model.

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A Study on the Development of Education for Sustainable Development of Understanding Programme (지속가능발전 이해 교육 프로그램 개발 연구)

  • Ji, Seung-Hyun;Nam, Young-Sook
    • Hwankyungkyoyuk
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    • v.20 no.3
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    • pp.76-88
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    • 2007
  • The purpose of this study is to develope education for sustainable development of understanding programme. The results of this study are as follows. Firstly, this programme is intended to enhance an university student's basic understanding, core skills and viewpoint of sustainable development. Secondly, the programme contains 10 modules, organised in four thematic sections. Each module is made up of two or three activities that are supposed to encourage adult learners in their mature understanding of sustainable development. Thirdly, there are three key teaching-learning strategies such as a case study, story telling and project study. These teaching-learning methods play a key role in the learning process. In conclusion, it is expected to indicate the goal and the value of the sustainable development clearly, and to provide the related information and knowledge constantly and systematically in the learning for sustainable development. Thus, it would be possible to enhance learner's awareness and attitudes towards sustainable development.

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A Study on the Learning Model for Efficient Culinary Practice (효과적인 조리실습을 위한 학습모델에 관한 연구 - 조리 관련대학 중심으로-)

  • Kim, Tae-Hyong;Kim, Weon-Mo
    • Culinary science and hospitality research
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    • v.11 no.1
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    • pp.1-17
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    • 2005
  • This study aims to develop the learning model for efficient culinary practice. Today, the environment of culinary education haw an oversupply of cooks who graduated from a lot of culinary schools. From now on , we should consider the quality than the quantity of culinary education. For improving the quality of culinary education, we have to study the learning model for efficient culinary practice. The learning model for culinary practice is based on the educational psychology and the study theories. For achieving the goal of this research, the educational psychology and learning theories need to be adopted to the teaching skill of culinary practice. It should play a very important role in improving the quality of culinary teaching skill in school. But this study has some limitations in this respect, because of being lack of professional studies and data for the educational psychology and leaning theories in the culinary practice part. The next study is needed the significantly adapting result of educational theories in culinary school.

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