• Title/Summary/Keyword: use for learning

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A Comparative Study on the Precedents of E-learning Use of the Internet among S. Korea, Vietnam, and Singapore (e-러닝 사용 선행요인에 대한 3개국 비교연구-한국, 베트남, 싱가폴)

  • John, Yongjean
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.1-8
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    • 2018
  • This study examined the major precedent variables that could affect e-learning users' attitudes in two highly-networked countries and a sharply-spreading country in East Asia, namely South Korea, Vietnam, and Singapore. This research also reviewed why e-learners were using the Internet for their study and unveiled cross-national differences in antecedents of online activities, motivations, intention to use, and enhancement in performance among three countries. This paper could see if there were any differences in precedents of e-learning among the countries by ANOVA. Plus, the study uncovered that what precedents impacted the follow-ups of e-learning by regression analysis in each country. The paper found out that differences in social and cultural aspect influenced on the precedents and the follow-ups of e-learning among the countries. For example, Korean learners had stronger utilitarian motivations for e-learning while the Vietnamese and the Singaporean did not. Korean and Singaporean learners were more strongly influenced to visit e-learning sites by their friends and lecturers than the Vietnamese.

A Research of the Compatibility for the HybridApp-Based Smart-Learning Contents in the Heterogeneous Smart Platform (이기종 스마트 플랫폼 상에서의 하이브리드앱 기반 스마트러닝 콘텐츠 호환성에 관한 연구)

  • Kook, Joongjin;Park, Byoung-Ha
    • IEMEK Journal of Embedded Systems and Applications
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    • v.8 no.1
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    • pp.11-16
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    • 2013
  • With the development and general use of a variety of Android/iOS-based smart phones and smart pads, the existing e-learning contents need to be changed in such a way that they can be carried out on different smart device platforms. This paper shows what changes are needed for that aim, and, in particular, for the compatibility of different platforms by designing and implementing Android/iOS-based smart learning contents in the form of a hybrid app. This paper will hopefully help you consider what elements are required to develop smart-learning contents on a variety of platforms for mobile devices.

Relationships between Smartphone Usage, Sleep Patterns and Nursing Students' Learning Engagement (스마트폰 사용, 수면양상과 간호대학생의 학습몰입도간의 관계)

  • Choi, Seunghye
    • Journal of Korean Biological Nursing Science
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    • v.21 no.3
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    • pp.231-238
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    • 2019
  • Purpose: In 2015, South Korea had the highest global smartphone penetration (88%). However, smartphone addiction can seriously disrupt daily life and have a major negative impact on academic achievement. Methods: A structured questionnaire was completed by 250 nursing students for this descriptive study. Results: Students who were older, more satisfied with their major, exercised, and used their smartphone for less than 30 minutes before sleeping had higher learning engagement than those who were younger, less satisfied, did not exercise and used their smartphone for more than three hours. Quality of sleep and smartphone addiction were negatively correlated as was quality of sleep and daytime sleepiness. Interestingly, sleep pattern did not impact learning engagement directly. Conclusion: Smartphone usage influences learning engagement of nursing students rather than their sleeping patterns, which suggests a need to develop self-disciplining strategies for smartphone use to enhance learning engagement.

Reward Shaping for a Reinforcement Learning Method-Based Navigation Framework

  • Roland, Cubahiro;Choi, Donggyu;Jang, Jongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.9-11
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    • 2022
  • Applying Reinforcement Learning in everyday applications and varied environments has proved the potential of the of the field and revealed pitfalls along the way. In robotics, a learning agent takes over gradually the control of a robot by abstracting the navigation model of the robot with its inputs and outputs, thus reducing the human intervention. The challenge for the agent is how to implement a feedback function that facilitates the learning process of an MDP problem in an environment while reducing the time of convergence for the method. In this paper we will implement a reward shaping system avoiding sparse rewards which gives fewer data for the learning agent in a ROS environment. Reward shaping prioritizes behaviours that brings the robot closer to the goal by giving intermediate rewards and helps the algorithm converge quickly. We will use a pseudocode implementation as an illustration of the method.

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A STUDY ON THE STIMULATIONOF INTEREST IN LEARNING STATISTICS THROUGH SPREADSHEET (엑셀을 활용한 통계 수업의 흥미도 신장 방안)

  • 김동제;박용범
    • School Mathematics
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    • v.3 no.1
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    • pp.109-129
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    • 2001
  • The concern of this paper is to provide learning opportunities to participate in the class of statistics with interest for the students who dislike mathematics and especially find difficulty in understanding statistics. The students were encouraged to arrange data collected in their daily life by the use of spreadsheet program and to interpret the result of data with graphs, so that they could have a great interest in statistics and make steady progress in their voluntary study. The further study to use computers in teaching mathematics should be continued and recommended in the rapid age of information and knowledge-based.

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Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

The Effect of Perceived Usefulness and Perceived Ease of Use on Learner Flow in e-Learning Community (전자교육공동체에서 지각된 유용성과 지각된 사용용이성이 학습자의 몰입에 미치는 영향)

  • Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.87-97
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    • 2006
  • This study aims to identify the effect that the perceived usefulness and perceived ease of use have on learner flow in e-learning community. Based on literature review and Technology Acceptance Model(TAM), a potential model and five hypotheses were suggested. Questionnaire was carried out among 62 members of one e-learning community for preparatory teacher Cronbach alpha of the questionnaire was.88. The collected data were analyzed through correlation analysis and path analysis. The results of this research are as follows. Three hypotheses were adopted: Perceived usefulness will affect on attitudinal flow, Perceived ease of use will affect on attitudinal flow. and Attitudinal flow will affect on behavioral flow. Two hypotheses were rejected;. Perceived usefulness will affect on perceived ease of use and Perceived ease of use will affect on behavioral flow. The model revised through the results of path analysis had good-fitness. That is. overall fit measures (RMSEA, CFI. NNFI). indexes that show the suitability of the model were quite good. Findings of this study suggested the important strategies for designing e-learning community in order to promote learner flow.

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A Personal Agent for Combining the Home Appliance Services and Its Learning Mechanism

  • Takeda, Yuji;Sakamaki, Kazumi;Ootsu, Kanemitsu;Yokota, Takashi;Baba, Takanobu
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.74-77
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    • 2003
  • In this paper, we propose a new personal agent for generating the combinational services from using history of appliances in the home network environment. In such environment, it is required that flexible services can be provided by combining services of appliances and unskillful users can use these services without knowledge. So, it is needed to satisfy following: (1) combinational services can be suggested automatically and (2) the increase of services can be followed. Then, we propose a new personal agent that suggests combinational services by learning the lifestyle. Its learning mechanism is based on Self-Organizing Map (SOM), and can follow the increase of services. We implemented the the agent, and use history of a user for two weeks was made to learn. As the result, we confirmed that the agent can extract services related with time or location and can suggest combinational services.

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Iterative Learning Control of Trajectory Generation for the Soft Actuator (궤적 생성 반복 학습을 통한 소프트 액추에이터 제어 연구)

  • Song, Eunjeong;Koo, Jachoon
    • The Journal of Korea Robotics Society
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    • v.16 no.1
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    • pp.35-40
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    • 2021
  • As the robot industry develops, industrial automation uses industrial robots in many parts of the manufacturing industry. However, rigidity-based conventional robots have a disadvantage in that they are challenging to use in environments where they grab fragile objects or interact with people because of their high rigidity. Therefore, researches on soft robot have been actively conducted. The soft robot can hold or manipulate fragile objects by using its compliance and has high safety even in an atypical environment with human interaction. However, these advantages are difficult to use in dynamic situations and control by the material's nonlinear behavior. However, for the soft robot to be used in the industry, control is essential. Therefore, in this paper, real-time PD control is applied, and the behavior of the soft actuator is analyzed by providing various waveforms as inputs. Also, Iterative learning control (ILC) is applied to reduce errors and select an ILC type suitable for soft actuators.

Performing and Effects Team-Based Learning Program for improving of Teaching Competencies of Pre-service Elementary School Teachers (초등예비교사의 교수역량 증진을 위한 팀 기반 프로젝트 학습 실행 및 효과)

  • Ryu, Hyunah
    • East Asian mathematical journal
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    • v.33 no.2
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    • pp.217-233
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    • 2017
  • This study expects that Team Based Project Learning can act positive role to improve pre-service elementary teachers' teaching competence from previous studies. So designing and executing Team Based Project Learning program, I can provide some suggestions to the teaching method for teacher training education. In this study, Team Based Project Learning focuses on the use of history of mathematics in school mathematics. Also from organizing the team to evaluation, I conduct team activity systematically both inside and outside the classroom. The result of this study shows that pre-service elementary teachers' teaching competence has improved and I could identify the positive response about the value of using the history of mathematics and effect of Team Based Project Learning in mathematics learning.