• Title/Summary/Keyword: use for learning

Search Result 4,737, Processing Time 0.027 seconds

A Study on Total Production Time Prediction Using Machine Learning Techniques (머신러닝 기법을 이용한 총생산시간 예측 연구)

  • Eun-Jae Nam;Kwang-Soo Kim
    • Journal of the Korea Safety Management & Science
    • /
    • v.25 no.2
    • /
    • pp.159-165
    • /
    • 2023
  • The entire industry is increasing the use of big data analysis using artificial intelligence technology due to the Fourth Industrial Revolution. The value of big data is increasing, and the same is true of the production technology. However, small and medium -sized manufacturers with small size are difficult to use for work due to lack of data management ability, and it is difficult to enter smart factories. Therefore, to help small and medium -sized manufacturing companies use big data, we will predict the gross production time through machine learning. In previous studies, machine learning was conducted as a time and quantity factor for production, and the excellence of the ExtraTree Algorithm was confirmed by predicting gross product time. In this study, the worker's proficiency factors were added to the time and quantity factors necessary for production, and the prediction rate of LightGBM Algorithm knowing was the highest. The results of the study will help to enhance the company's competitiveness and enhance the competitiveness of the company by identifying the possibility of data utilization of the MES system and supporting systematic production schedule management.

Students' Perspectives towards M-learning Achievement, and Disposition towards Mathematics Using a mobile phone (Mobile-Learning에 의한 수학학습에서 학생들의 인식변화, 성취도, 및 성향에 대한 연구)

  • ChoiKoh, Sang-Sook
    • Communications of Mathematical Education
    • /
    • v.23 no.3
    • /
    • pp.863-885
    • /
    • 2009
  • In the era of wireless internet, we are apt to use a mobile phone for learning mathematics, besides the pc computer and the notebook computer. This study was to investigate the effect of M-learning when students were given a wireless mobile phone in terms of their perspectives towards the use of a mobile phone, achievement and attitudes towards mathematics. They were the 3th grader in a high school, who were expected to take Aptitude Test for the entrance of the university level. The most students who took an ubiquitous environment of M-learning showed it as a benefit for learning mathematics and did not spend time at other activities such as listening to music, sending text-message, playing games, etc, but at the M-learning activities. The students who engaged in the M-learning activities were improved a significantly higher score at Aptitude Test than the students who took the make-up courses in the school and also did a significantly higher disposition towards mathematics which was caused by curiosity among 7 components of the mathematical disposition.

  • PDF

A study of an analysis into effects and relations on learning performance from e-learning (이러닝 학습성과에 미치는 영향 관계 분석에 관한 연구)

  • Kwon, Yeongae;Lee, Aeri
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.16 no.2
    • /
    • pp.69-81
    • /
    • 2020
  • The objective of this study is to seek ways to maximize learning effects from e-learning by drawing improvement directions through investigating and analyzing an awareness of e-learning among e-learning attendees. The study was conducted among the attendees who are taking the e-learning program operated by K University and collected data from the students taking second semester in 2018 with the use of structured questionnaires. For data processing, SPSS Statistics 22.0 and AMOS were used, along with such analytical methods as frequency anslysis, descriptive statistical analysis, ANOVA (Analysis of Variance), t-analysis and cross tabulation. For significant data, it conducted an analysis by carrying out the Scheffe's test. According to the findings from this study, they showed a significant difference only in gender and curriculum desired to be opened in the question about e-learning participation motives per background factor. As for the learners' motives to study, it was confirmed that they tend to become more biased on time utilization and convenience of learning methods. The analysis of which factor of the three - learning factors, system factors and instructor's factors - has greatest effects on learning satisfaction indicated that learning factors influenced learning satisfaction the most in accordance with values for non-standard coefficient beta, followed by instructor factors which had a direct effect.

Neuro-controller design with learning rate modification for the line of sight stabilization system

  • Jang, Jun-Oh;Jeon, Gi-Joon
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1993.10b
    • /
    • pp.395-400
    • /
    • 1993
  • This paper presents an application of back propagation neural network to the tracking control of line of sight stabilization system. We design a neuro-control system having two neural networks one for learning system dynamics and the other for control. We use a learning method which adjusts learning rate and momentem as a function of plant output error and error change.

  • PDF

A Relationship between students' perceived instructional strategies and their use of learning strategies in Engineering Courses (공학수업에서 학생들이 지각하는 교수전략과 학습전략 간의 관계)

  • Lee, Sunghye;Choi, Kyoung Ae
    • Journal of Engineering Education Research
    • /
    • v.21 no.5
    • /
    • pp.20-31
    • /
    • 2018
  • The purpose of this study was to investigate the relationship between instructional strategies applied to engineering courses and students' learning strategies. As a result, students perceived that the application principle was the most applied and then the problem-centered principle was applied to engineering courses. In addition, the students showed that rehearsal strategies are the most used in courses. The most important instructional principle in this study was the problem-centered principle, and the higher the degree of application of problem-centered principle in engineering course, the students were likely to use more deep learning strategies such as elaboration and organization strategy, critical thinking strategy, and metacognitive strategy.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.15 no.3
    • /
    • pp.119-128
    • /
    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Differences in The Effects of Core Nursing Skills Education According to the Use of Peer-Assisted Learning (PAL) Among Nursing Students

  • Lee, Mi-Young;Kim, Bo-Yeoul
    • International Journal of Contents
    • /
    • v.15 no.3
    • /
    • pp.39-46
    • /
    • 2019
  • This study aimed to develop a peer-assisted learning (PAL) program for use in a core nursing skills education course and to investigate the effects of the education program on three key outcomes. A comparative study was conducted through the division of students of a core nursing skills education program into a treatment group and control group. After the programs, self-efficacy, confidence and satisfaction were compared between the groups. The comparison of these three factors indicated that the related scores were significantly higher in the treatment group receiving the education program with the PAL method than those of the control group receiving traditional education. We concluded that self-efficacy gave the nursing students the confidence that they could successfully perform their tasks and motivation to learn. Education programs using the PAL method are suggested as an effective method for the acquisition of skills among nursing students.

COMPARATIVE STUDY OF THE PERFORMANCE OF SUPPORT VECTOR MACHINES WITH VARIOUS KERNELS

  • Nam, Seong-Uk;Kim, Sangil;Kim, HyunMin;Yu, YongBin
    • East Asian mathematical journal
    • /
    • v.37 no.3
    • /
    • pp.333-354
    • /
    • 2021
  • A support vector machine (SVM) is a state-of-the-art machine learning model rooted in structural risk minimization. SVM is underestimated with regards to its application to real world problems because of the difficulties associated with its use. We aim at showing that the performance of SVM highly depends on which kernel function to use. To achieve these, after providing a summary of support vector machines and kernel function, we constructed experiments with various benchmark datasets to compare the performance of various kernel functions. For evaluating the performance of SVM, the F1-score and its Standard Deviation with 10-cross validation was used. Furthermore, we used taylor diagrams to reveal the difference between kernels. Finally, we provided Python codes for all our experiments to enable re-implementation of the experiments.

A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose (학습목적의 PMP사용자에 대한 만족도 영향요인 분석)

  • Um, Myoungyong;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
    • /
    • v.10 no.1
    • /
    • pp.77-88
    • /
    • 2007
  • More flexible learning models are needed, and learning environments that operate through mobile technologies such as portable multimedia players(PMP) provide useful tools in implementing these learning models. The main attractant of PMP is often their versatility: being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage and acceptance of the PMP for study, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, perceived ease of use, flow and perceived enjoyment are the major determinants for users to play PMP for study purpose. Factors, including ease of use, contents-credibility are shown to determine the level of perceived usefulness; additionally, perceived usefulness, ease of use and perceived enjoyment are shown to directly affect the level of flow. Based upon the statistical results, some useful guidelines for developing learning contents are also provided.

  • PDF

A Study on the Needs of Space Use for u-School Design - Through the survey research on the middle and high school students' and teachers' needs for the teaching and learning space - (u-스쿨 디자인을 위한 학교시설 사용 요구에 관한 연구 - 중.고교 학생 및 교사의 교수-학습공간 사용 요구를 중심으로 -)

  • Park, Jung-Eun;Park, Soo-Been
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.3
    • /
    • pp.214-223
    • /
    • 2010
  • Information & Communication Technology(ICT), called ubiquitous computing, changes our environment in many ways. It also acts on educational environment in concert with new pedagogy. Korean Government gives an efforts to set up the u-School as the educational environment supported by ICT. This study aims to find efficient uses of ICT to cope with the changing education environment and emerging needs of users. The survey research follows the pilot study on the model of future school. The students and teachers in six schools located in Busan answered the questionnaire and 752 individuals were analyzed by the statistical method including frequencies, crosstabs, ANOVA, and factor analysis. The conclusions are as follows: (1) Highly demanded were the u-School facilities to provide pleasant environment as the teachers and students have to spend most of time in classroom, or school premises. In addition, the infrastructures were so desperately required that students are able to control their textbooks and belongings, and efficiently utilize a variety of data. (2) The classroom volume should be planned a bit smaller than the current number of students so that teachers are relieved from the burden of too many student. The needs of students to interact with more students can be bolstered by utilization of ICT. (3) The respondents feel the high needs of computer for student, electronic blackboard, electronic lecture desk, microphone and computer for teacher as the teaching and learning facilities. This showed high needs for teaching and learning facilities enabling the active and individual learning through the use of ICT at education environment. In conclusion, the study proposes the fundamental data to combine u-School elements proper to the current learning and school environment, from the analysis on the use of school facilities, with the subjects, the users of education environment.