• Title/Summary/Keyword: teaming

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'Ecology & Environment' Learning Case by e-PBL (e-PBL에 의한 '생태와 환경' 수업 사례)

  • Lee Myong-Soon
    • Hwankyungkyoyuk
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    • v.19 no.2 s.30
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    • pp.108-121
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    • 2006
  • Nowadays environmental education is getting important. So, it is necessary to teach for students to realize the protection environment. Self-direct homepage was developed for 'Ecology & environment' environmental education. This homepage was made for sharing searched data and can be interactive each other on the internet. Therefore, in this study, environmental teaming was planned and practiced for high school 'Ecology & environment' class by e-PBL. Self-directed teaming, collaborative teaming and performance assessment are emphasized in the 7th educational curriculum. The PBL is efficient learning model for them. This study designed for a teaching and teaming method and strategies using PBL based upon the theories and practices. This study will also develop an e-learning. As a result, it is indicated that the teaching and learning method using PBL has the positive effects on learning that the development of self-directed learning and collaboration teaming Is observed by reflect journal and presentation of students. e-PBL is a teaming model for learning-centered that adapted many school and subject. Therefore e-PBL makes full use of be 'Ecology & environment' class and environmental education.

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역사발생적 원리의 비판적 수용에 대하여

  • 유윤재
    • Journal for History of Mathematics
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    • v.15 no.1
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    • pp.109-114
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    • 2002
  • By showing that several evidences from the history of mathematics do not follows the naturalness emerging in human being, the teaming principles of history of mathematics oriented teaming should be replaced both theoretically and practically by the principle of teaming from constructivism.

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Strategical Approaches for Establishing Learning Organization: S-Steel Case (철강산업의 학습조직 구축을 위한 전략적 접근 : S-철강(제조업) 사례연구)

  • Park, Gi-Ho
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.377-384
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    • 2007
  • This paper is about how to establish the strategic teaming organization in digital age. Through the case study of action teaming, this research can give some implications to small-sized organizations who want to establish teaming culture and positive activities in their own companies. The case site was S-steel, which belongs to the steel industry. To improve and drive teaming activities, I made use of skills: action learning, fishbone analysis, creative thinking, brainstorming, creative discussion skill, and organization diagnostic method.

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A Study on e-Learning Quality Improvement (이 러닝의 질적 향상 방안에 대한 연구)

  • Cho Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.316-324
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    • 2005
  • e-Learning has been mushrooming with wide range of teaming groups from pedagogy to andragogy As e-teaming opportunities increase, many people raise question about whether e-teaming show positive teaming effects. The related research emphasized that e-learning would be a failure in terms of understanding of e-Learners and activating intuitive teaming activities from learner's long-term memory span. The e-teaming strategies based on the traditional classroom and resulted boring and ineffective teaming outcomes, should be changed to provide authentic and effective teaming results. This paper analyzed that how learners have received e-Learning for the last few years from the research and explained what could be the failing aspects in e-Learning. To be successful, e-loaming should consider the e-learner's individualized teaming style and thinking patterns. When considering of various e-Learning components, the quality of e-teaming should not be focused on any specific single factor, but develop every individual factor to be integrated into high level of quality. In conclusion, this paper suggest that it is needed new understandings of e-Loaming and e-Learner. Also the e-Learning strategies should be examined throughly whether they are on the side of learners and realized how they learn from e-Learning. Finally, we should add enormous imagination into e-loaming for next generation because new generation's teaming patterns significantly differ from their parent's generation.

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Manned-Unmanned Teaming Air-to-Air Combat Tactic Development Using Longshot Unmanned Aerial Vehicle (롱샷 무인기를 활용한 유무인 협업 공대공 전술 개발)

  • Yoo, Seunghoon;Park, Myunghwan;Hwang, Seongin;Seol, Hyeonju
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.3
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    • pp.64-72
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    • 2021
  • Manned-unmanned teaming can be a very promising air-to-air combat tactic since it can maximize the advantage of combining human insight with the robustness of the machine. The rapid advances in artificial intelligence and autonomous control technology will speed up the development of manned-unmanned teaming air-to-air combat system. In this paper, we introduce a manned-unmanned teaming air-to-air combat tactic which is composed of a manned aircraft and an UAV. In this tactic, a manned aircraft equipped with radar is functioning both as a sensor to detect the hostile aircraft and as a controller to direct the UAV to engage the hostile aircraft. The UAV equipped with missiles is functioning as an actor to engage the hostile aircraft. We also developed a combat scenario of executing this tactic where the manned-unmanned teaming is engaging a hostile aircraft. The hostile aircraft is equipped with both missiles and radar. To demonstrate the efficiency of the tactic, we run the simulation of the scenario of the tactic. Using the simulation, we found the optimal formation and maneuver for the manned-unmanned teaming where the manned-unmanned teaming can survive while the hostile aircraft is shot-downed. The result of this study can provide an insight to how manned aircraft can collaborate with UAV to carry out air-to-air combat missions.

Study on Educational On-line Game for Collaborative Learning (협동학습을 위한 교육용 온라인 게임 연구)

  • Roh, Chang-Hyun;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.49-54
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    • 2004
  • The social interest for collaborative teaming and educational game has been increased. In this paper, we investigated the educational value of collaborative teaming and game. Based on this investigation, we propose an educational on-line game model for collaborative teaming. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative teaming method for young children. We will perform a comparison study on the teaming achievement between the two methods: 1) the on-line game proposed in this paper, 2) the conventional educational method performed in normal school.

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Research for Improvement of Iterative Precision of the Vertical Multiple Dynamic System (수직다물체시스템의 반복정밀도 향상에 관한 연구)

  • 이수철;박석순
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.5
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    • pp.64-72
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    • 2004
  • An extension of interaction matrix formulation to the problem of system and disturbance identification for a plant that is corrupted by both process and output disturbances is presented. The teaming control develops controllers that learn to improve their performance at executing a given task, based on experience performing this task. The simplest forms of loaming control are based on the same concept as integral control, but operating in the domain of the repetitions of the task. This paper studies the use of such controllers in a decentralized system, such as a robot moving on the vertical plane with the controller for each link acting independently. The basic result of the paper is to show that stability and iterative precision of the learning controllers for all subsystems when the coupling between subsystems is turned off, assures stability of the decentralized teaming in the coupled system, provided that the sample time in the digital teaming controller is sufficiently short. The methods of teaming system are shown up for the iterative precision of each link.

Factors Influencing the Learning Effectiveness and Transfer of e-Learning in Business Organlizations (기업의 e-Learning에 대한 학습효과 및 전이에 영향을 미치는 요인)

  • Jung Kyung-Soo;Kim Kyung-Jun
    • The Journal of Information Systems
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    • v.15 no.2
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    • pp.1-29
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    • 2006
  • The recent development of IT, consolidation of communication and multimedia technology have brought enormous changes in many organizations. Theses changes are enabling the new educational opportunities such as distance teaming and virtual class room. Recently, e-Learning has grown rapidly in business training field, In the context of companies, e-Learning has merits in terms of access convenience, costs reduction self-directed learning, reciprocity, and flexibility. In this regard, the primary purpose of this study is to investigate which factors of e-Learning influence the effectiveness of education and transfer of loaming in business organizations. Based on the prior studies of the education and business training field, research model and research hypotheses were developed. Factors studied in this paper were as follows: 1) learners' characteristics, 2) organizational support and 3) system environments. The results of our study are as follows. (1) Motivation perceived usefulness in Learner factors had an significant influence on both learning effectiveness and transfer of teaming, whereas Ability, expectation had an influence on transfer of teaming. (2) Support from peer, support from supervisor in Organization factors had an significant influence on both Loaming effectiveness and transfer of teaming, whereas support from organization had influence on learning effectiveness. (3) Appropriate contents in system circumstance had an significant influence on both teaming effectiveness and transfer of teaming, whereas interface design had an influence on learning effectiveness.

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A Survey of Actual Condition about Field Learning Materials in Gwangju and Jeonnam Area - related to strata and fossils - (광주$\cdot$전남 지역 야외 현장학습지 활용 실태 조사 -'지층과 화석'과 관련해서 -)

  • Song Pan-Seob;Kim Jeong-Gil;Kim Seok-Jung;Han Kwang-Lae;Choi Do-Sung;Jeon Kyeong-Moon;Kim Hai-gyoung;Park Jun;Ryu Jae-In
    • Journal of Korean Elementary Science Education
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    • v.24 no.3
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    • pp.242-248
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    • 2005
  • The purpose of this study was to survey the actual condition about field learning materials in Gwangju and Jeonnam area. The questionnaire was developed to examine teachers' perceptions and actual condition of a field teaming related science subject at 145 elementary schools in Gwangju city and Jeonnam province. The results of this study were as follows. First, the rate of school in performing field teaming related to 'strata and fossils' in science class was $6.8\%$. Second, the place of dianosaur track fossils in Jeonnam province, which was suitable for field teaming 'strata and fossils: were well known by $75\%$ of teachers. Also $68\%$ of teachers have not visited those places. On the basis of this result, the followings are proposed. First, field teaming materials and place should be developed in each school district. Second, field teaming strategies should be developed in various level. Third, some programs to study how to teach in the field teaming and experience the various field places should be suggested to preservice teachers as well as inservice teachers.

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Design and Implementation of a Web Courseware for learning ′Digital Circuit′ (′디지털 회로′ 학습을 위한 웹 코스웨어의 설계 및 구현)

  • 이진아;박연식;성길영
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.343-347
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    • 2002
  • In this paper, we can easily update teaming information by using database built in web server system in implementation of a web courseware that a learner can effectively team the 'Digital Circuits' subject. Also, we offered multimedia elements such as graphics, animations, and voices etc. for increasing understanding and interaction of teaming and designed and implemented a simulation-type web courseware of practice-oriented. In result, it can encourage a learner with a motive of learning and increase effects of teaming. Also, a learner can learn various contents because we can add teaming contents to database according to needs. Furthermore, it can improve understanding for teaming by offering feedback on the result. In future, we need to design and implement circuits with more complex and many functions by adding circuit with function that can store.

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