• Title/Summary/Keyword: task-based experiential learning

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The Development of Experiential Places and a Task-based Experiential Learning Program in 3~4th Grade Curriculum of 2009 (2009개정 3~4학년군 과학교육과정과 연계한 체험학습 장소 및 과제형 체험학습 프로그램 개발)

  • Kwon, HyoekJae;Kang, Hountae;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.36 no.3
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    • pp.273-285
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    • 2017
  • The purpose of this study is to develop a program that enables students to participate in various experiential learning places in order to provide various experiences to students for solve the problem of prejudice to specific places such as science museum, zoo and botanical garden. For this purpose, the surveys were conducted about experiential places and awareness of experiential learning. 88 elementary school teachers participated in the survey. As a result, they were positive about the use of experiential learning in elementary science instruction, but there were responses that a lot of preparations for the progress and efforts were needed. Therefore, if instructional materials and teaching materials for experiential learning are given, it is confirmed that the intention of using is increased. And the results were analyzed and the experiential sites were categorized into 12 types. We could present basic data that can diversify not only the science museum but also science related experiential places. We developed a learning program related to 'The Liquid and Gas' unit of the third grade, And 'Life unit of Plant' unit of the third $4^{th}$ grade. Through this study, we intend to help science experiential learning to be activated and student - centered experiential learning to be realized.

Unification Tourism Management Class Module Developed by Community Based Learning(CBL) (지역사회경험학습(Community Based Learning: CBL) 기반 대학 통일관광경영 수업 모듈 개발)

  • Woo, Eun-Ju;Park, Eunkyung;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.11 no.3
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    • pp.261-271
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    • 2020
  • Purpose - This study was to establish a unified tourism management class for university students based on Gangwon-do. Community based learning(CBL) was applied to provide a tangible and intangible resource of tourism resources the theoretical approaches and the actual experiences of the community. Design/methodology/approach - In order to design a unified tourism management module, this study applied qualitative research and quantitative research methods to collect information on the direction of the module. the study conducted in-depth interviews and then an online survey. Findings - According to the results of the study, the main parts should include necessity of unification, inter-Korean tourism, inter-Korean cooperation, inter-Korean economy, and international relations. Research implications or Originality - The overall composition of the unification tourism management class should be designed as the unification tourism management theory to acquire the subject knowledge, the field trip to the border area for experiential learning, and the assignment of the field study task to understand the community.

A biologically inspired model based on a multi-scale spatial representation for goal-directed navigation

  • Li, Weilong;Wu, Dewei;Du, Jia;Zhou, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1477-1491
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    • 2017
  • Inspired by the multi-scale nature of hippocampal place cells, a biologically inspired model based on a multi-scale spatial representation for goal-directed navigation is proposed in order to achieve robotic spatial cognition and autonomous navigation. First, a map of the place cells is constructed in different scales, which is used for encoding the spatial environment. Then, the firing rate of the place cells in each layer is calculated by the Gaussian function as the input of the Q-learning process. The robot decides on its next direction for movement through several candidate actions according to the rules of action selection. After several training trials, the robot can accumulate experiential knowledge and thus learn an appropriate navigation policy to find its goal. The results in simulation show that, in contrast to the other two methods(G-Q, S-Q), the multi-scale model presented in this paper is not only in line with the multi-scale nature of place cells, but also has a faster learning potential to find the optimized path to the goal. Additionally, this method also has a good ability to complete the goal-directed navigation task in large space and in the environments with obstacles.

A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.