• Title/Summary/Keyword: use for learning

Search Result 4,737, Processing Time 0.053 seconds

Tidy-up Task Planner based on Q-learning (정리정돈을 위한 Q-learning 기반의 작업계획기)

  • Yang, Min-Gyu;Ahn, Kuk-Hyun;Song, Jae-Bok
    • The Journal of Korea Robotics Society
    • /
    • v.16 no.1
    • /
    • pp.56-63
    • /
    • 2021
  • As the use of robots in service area increases, research has been conducted to replace human tasks in daily life with robots. Among them, this study focuses on the tidy-up task on a desk using a robot arm. The order in which tidy-up motions are carried out has a great impact on the success rate of the task. Therefore, in this study, a neural network-based method for determining the priority of the tidy-up motions from the input image is proposed. Reinforcement learning, which shows good performance in the sequential decision-making process, is used to train such a task planner. The training process is conducted in a virtual tidy-up environment that is configured the same as the actual tidy-up environment. To transfer the learning results in the virtual environment to the actual environment, the input image is preprocessed into a segmented image. In addition, the use of a neural network that excludes unnecessary tidy-up motions from the priority during the tidy-up operation increases the success rate of the task planner. Experiments were conducted in the real world to verify the proposed task planning method.

M-Learning Systems Usage: A Perspective from Students of Higher Educational Institutions in Sri Lanka

  • SHAMEEM, Aliyar Lebbe Mohamed Abdul;SANJEETHA, Mohamed Buhary Fathima
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.8 no.8
    • /
    • pp.637-645
    • /
    • 2021
  • Mobile devices have become attractive learning devices for education. The digitalization of the higher education system in Sri Lanka by 2020 is part of the government's effort to modernize and enhance the country's overall education system particularly in view of the COVID-19 pandemic. Theoretically, this study contributes to the M-Learning model in higher education institutions via the integration of literature on technology adoption (TAM and UTAUT) with the variables of Perceived Usefulness, Perceived Ease of Use, Attitude, Effort Expectancy, Social Influence, and Facilitating Condition. The attitude towards M-Learning amongst higher education students was gauged via an online questionnaire survey. The convenience sample comprised 344 students from the Advanced Technological Institutes (ATI) in Batticaloa District, Sri Lanka. Descriptive statistics, a measurement, and structural model, and hypotheses testing were used to analyze the derived data. The findings indicate that mobile learning is significantly affected by perceived ease of use, social influence, effort expectancy, and facilitating condition, but negatively affected by attitude and perceived usefulness. The exhaustive literature review revealed that there are very few M-Learning studies related to digital learning in the context of higher education in the Batticaloa district.

The Development of the Virtual Reality System for Augmenting Scientific Inquiry Learning Environments (과학적 탐구학습을 지원하는 가상현실 시스템 개발에 관한 연구)

  • Im, Jae-Won;Kim, Seok-Hwan;Cho, Yong-Joo;Park, Kyoung-Shin
    • The KIPS Transactions:PartB
    • /
    • v.15B no.2
    • /
    • pp.95-102
    • /
    • 2008
  • The interactive virtual reality technology has used in scientific inquiry learning since it can overcome the restriction of real world and it draws user's interest and foster active participation. However, prior works are mostly designed for a specific inquiry learning lesson and it is quite difficult to use them for constructing other inquiry learning environments. Hence, we developed the integrated virtual reality system, SASILE (System for Augmenting Scientific Inquiry Learning Environments), that helps ease the development of the scientific inquiry learning environment. In this paper, we first describe the related works on supporting VR scientific inquiry learning systems, followed by the SASILE system architecture and implementation. Then, we illustrate the use of this system to develop a Virtual Moyangsung application for teaching a scientific structure of Korean traditional house by exploring and observing the convection currents as well as a Mars Rover application for estimating the asteroid impacts on Mars by measuring rock properties. Finally, we will discuss the future research directions for this system.

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
    • /
    • v.21 no.5
    • /
    • pp.583-593
    • /
    • 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.

L3 Socialization of a Group of Mongolian Students Through the Use of a Written Communication Channel in Korea: A Case Study

  • Kim, Sun-Young
    • Cross-Cultural Studies
    • /
    • v.19
    • /
    • pp.411-444
    • /
    • 2010
  • This paper explored the academic socialization of a group of Mongolian college students, learning Korean as their L3 (Third Language), by focusing on their uses of an electronic communication channel. From a perspective of the continua of bi-literacy, this case study investigated how Mongolian students who had limited exposure to a Korean learning community overcame academic challenges through the use of a written communication channel as a tool in the socialization process. Data were collected mainly through three methods: written products, interviews, and questionnaires. The results from this study were as follows. Interactional opportunities for these minority students were seriously constrained during the classroom practices in a Korean-speaking classroom. They also described the lack of communicative competence in Korean and the limited roles played by L2 (English) communication as key barriers to classroom practices. However, students' ways of engaging in electronic interactions differed widely in that they were able to broaden interactional circles by communicating their expertise and difficulties with their Korean peers through the electronic channel. More importantly, the communication pattern of "L2-L2/L3-L3" (on a L2-L3 continuum) emerging from data demonstrated how these students used a written channel as a socialization tool to mediate their learning process in a new community of learning. This study argues that a written communication channel should be taken as an essential part of teaching practices especially for foreign students who cannot speak Korean fluently in multi-cultural classes.

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
    • /
    • v.1 no.1
    • /
    • pp.31-40
    • /
    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

Design and Implementation of Web-based Instructional System by using Location based Service for Physical Education at Middle School (위치기반 서비스를 이용한 중학교 체육교과 웹기반학습 시스템의 설계 및 구현)

  • Kim, Se-Min;Ha, Tai-Hyun
    • Journal of Digital Convergence
    • /
    • v.6 no.2
    • /
    • pp.127-134
    • /
    • 2008
  • The aim of this study is to show that using a Web-Based Instruction system is a better method to help counteract deficient teaching, learning conditions and facilities thus improving the students' interest, understanding, participation and skill development in Physical Education. The key findings of this study are as follows; The first advantage of using this system is that the theory of Softball is explained with the use of pictures rather than text, thus improving the students' understanding. The second is the method in which practical skills are explained and demonstrated. Action image sequences are used as opposed to the old method of using stationary pictures. This means that the learners can clearly see and understand why and, more importantly, how to use these skills. The third advantage is the technique used to teach the application of these skills. Using active rather than passive learning and thus engaging the student encourages improved participation and learning. The fourth advantage comes in evaluation: both subjective and objective questions are asked in theoretical evaluation, and the teachers can evaluate the students' understanding and skill development by filming their actual Softball games. The final advantage is the use of Self-Directed Learning to aid learners' development of understanding of the lesson content as interactions between teachers and learners are constructe

  • PDF

Word Sense Disambiguation based on Concept Learning with a focus on the Lowest Frequency Words (저빈도어를 고려한 개념학습 기반 의미 중의성 해소)

  • Kim Dong-Sung;Choe Jae-Woong
    • Language and Information
    • /
    • v.10 no.1
    • /
    • pp.21-46
    • /
    • 2006
  • This study proposes a Word Sense Disambiguation (WSD) algorithm, based on concept learning with special emphasis on statistically meaningful lowest frequency words. Previous works on WSD typically make use of frequency of collocation and its probability. Such probability based WSD approaches tend to ignore the lowest frequency words which could be meaningful in the context. In this paper, we show an algorithm to extract and make use of the meaningful lowest frequency words in WSD. Learning method is adopted from the Find-Specific algorithm of Mitchell (1997), according to which the search proceeds from the specific predefined hypothetical spaces to the general ones. In our model, this algorithm is used to find contexts with the most specific classifiers and then moves to the more general ones. We build up small seed data and apply those data to the relatively large test data. Following the algorithm in Yarowsky (1995), the classified test data are exhaustively included in the seed data, thus expanding the seed data. However, this might result in lots of noise in the seed data. Thus we introduce the 'maximum a posterior hypothesis' based on the Bayes' assumption to validate the noise status of the new seed data. We use the Naive Bayes Classifier and prove that the application of Find-Specific algorithm enhances the correctness of WSD.

  • PDF

Scale Revalidation Study for Online Use of the Learning Strategy Diagnostic Scale for Junior College (전문대학생용 학습전략 진단 척도의 온라인 활용을 위한 재타당화 연구)

  • Hwang, Jae Gyu
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.349-359
    • /
    • 2022
  • The purpose of this study is to add and revalidate items of learning cognition and learning emotion factors for online use of the K-LSS for junior college. It is important for self-reflection and improvement of academic achievement to specifically explore and analyze the sub-factors of learning cognition, learning behavior, and learning emotion for each item that can affect the learning strategy of junior college students. The added items are two items for diagnosing the concentration of attention in the learning information processing process of the learning cognitive factor and two questions about the interpersonal anxiety factor for diagnosing the level of anxiety about others in the learning emotional factor. The study area was conducted in 5 areas nationwide, and the subjects of the study were 923 junior college students excluding 327 respondents who answered insincerity. The K-LSS_r scale is a learning strategy diagnosis scale of 52 questions composed of three sub-elements of learning cognition (18 questions), learning emotion (15 questions), and learning behavior (19 questions), and reliability for generalization in this study. As a result of the verification, Cronbach's α coefficient of the entire scale was .896, and Cronbach's α coefficient of the three factors ranged from .876 to .910. The half-segment reliability coefficient of the scale was .858 in total, and the half-segment reliability coefficients of the three factors ranged from .792 to .843. The test-retest reliability verification result for 3 weeks for 350 Junior college Students in 5 regions was .884, and the validity test for generalization also confirmed that the recruitment validity is significant.

The effect of learning environmental quality and self-regulated learning strategy on satisfaction on an e-Learning

  • Lee, Jong-Ki;Oh, Ju-Hwan
    • Proceedings of the Korea Society of Information Technology Applications Conference
    • /
    • 2005.11a
    • /
    • pp.127-133
    • /
    • 2005
  • With the increasing use of the Internet improved Internet technologies as well as web-based applications, the uses of e-Learning have also increased the effectiveness of e-Learning has become one of the most practically and theoretically important issues in both Educational Engineering and Information Systems. This study suggests a research model, based on an e-Learning success model, the relationship of the e-leaner's self-regulated learning strategy and the quality perception of the e-Learning environment. This research model focuses on the learning environment and on self regulated learning strategy. The former consists of LMS, learning contents and interaction that are provided by e-Learning and the latter refers to the learners' self-regulated learning strategy. We will show the validity of the model empirically. As result, most of the hypotheses except for H6 suggested in this model were accepted.

  • PDF