• Title/Summary/Keyword: 가상학습공간

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Exploring Learning Effects of Elementary Students in a Geological Field Trip Activity concerning 'Minerals and Rocks' - Focus on Novelty Space - ('광물과 암석' 관련 야외지질학습에서 초등학생들의 학습 효과에 대한 탐색 - 생소한 경험 공간을 중심으로 -)

  • Choi, Yoon-Sung;Kim, Jong-Uk
    • Journal of the Korean earth science society
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    • v.43 no.3
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    • pp.430-445
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    • 2022
  • The purpose of this study was to explore the learning effects in elementary school students who participated in a geological field trip conducted under the theme 'minerals and rocks', focusing on novelty space. A total of 10 sixth-grade students participated in this program held at a public elementary school in Seoul as part of after-school club activities. Students observed mineral and rock samples in a classroom and outdoor learning environment. The authors collected activity papers (texts, drawing), researchers' participation notes, video and audio recordings containing the study participants' activities, and post-interview data To analyze the learning effects in the cognitive domain of students, the observation analysis framework for rock classification of Remmen and Frøyland (2020) and the rock description analysis framework of Oh (2020) were used. Additionally, to explore the learning effects of psychological and geographic areas, students' drawings, texts, discourses, and interview data were inductively analyzed. The results showed that the students demonstrated 'everyday' and 'transitional' observations in the classroom learning environment, while in the outdoor learning environment (school playground, community-based activities), they demonstrated 'transitional' and 'scientific' observations. Moreover, as the scientific observation stage progressed, more types of descriptive words for rocks were used. In terms of psychological and geographic aspects, students showed their selection of places to explore familiar outdoor learning environments, positive perceptions of outdoor learning, and aesthetic appreciation. Finally, this study not only discussed novelty space as a tool for analyzing students' learning effects but also suggested the need for an academic approach considering new learning environments, such as learning through virtual field trips.

A Proposal of Korean Education Program for Multi-cultural Families through Metaverse (메타버스를 활용한 다문화가정 대상 한국어 교육 프로그램 제안)

  • Park, Shinjung;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.581-583
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    • 2022
  • 우리나라 교육통계에 따르면 외국인 가정 및 국제결혼 가정의 자녀 수는 138,227명에 달하며(교육부, 2020), 결혼이민자는 169,005명에 이른다(법무부, 2022). 이들 중 대다수는 의사소통의 어려움을 호소하며, 의사소통 문제는 학교 및 사회생활 부적응으로 이어진다. 이에 대하여, 지방자치단체와 다문화 유관기관 등에서 다양한 한국어교육 프로그램을 진행하고 있지만, 대부분이 단편적인 학습지 교육이나 문화 체험 수업에 그치거나 코로나19 등으로 인하여 수업이 중단되는 등 효과적이고 체계적인 교육이 제공되지 못하고 있는 실정이다. 본 연구에서는 한국에서 적응하고 생활해야 하는 다문화 가정 구성원들을 대상으로 한국어교육을 체계적으로 실시하기 위해 가상현실(VR)을 활용한 교육 프로그램을 제안한다. 이는 시공간의 제약을 받지 않아 일반 교재나 PC 활용 수업에 비해 접근성이 좋고 실재감과 몰입감을 높여 학습자의 흥미와 참여도를 향상시킬 수 있다. 특히 다자간 동시 참여가 가능한 메타버스 공간에서는 학습자 간 활발한 상호작용 및 소통이 가능하여 언어 능력과 더불어 사회 적응력을 기르는 데에 기여할 수 있다.

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Design and Implementation of a Web-based Simulation Courseware for Learning Kinetic Energy (웹 상에서 운동 에너지 탐구학습을 위한 시뮬레이션 코스웨어 설계 및 구현)

  • 송민석;인치호
    • Journal of Internet Computing and Services
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    • v.2 no.1
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    • pp.39-48
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    • 2001
  • In learning activities. research learning is mostly carried out in a laboratory. Learners can approach a learning process with ease and are given the chance to do the self-directed study one research experiments in advance by designing a process of research learning in the laboratory by a web-based simulation courseware. And this can offer a learner-centered model with which learners can share. exchange and interact information each other. Using a web in instructing and learning can be an appropriate implement of research and also gives learner-centered learning environment. This thesis is a study on design and implementation of a web-based simulation courseware for learning Kinetic energy through the research learning which is one of the self leading learning methods.

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An Attendance Evaluation System for Web-based Virtual University (웹 기반 가상대학을 위한 출석 평가 시스템의 설계 및 구현)

  • 전용기;김정시;김현주;정춘화
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.682-684
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    • 1998
  • 최근 컴퓨터와 인터넷 기술의 급속한 발전으로 교육 형태는 매우 다양하게 변화되어 가고 있다. 이 중에서 각종 멀티미디어 매체의 등장, 컴퓨터 네트워크를 통한 정보 제공, 위성 교육 방송 등은 시간과 공간을 초월한 가상 학교 모형들을 등장시키는 촉진제 역할을 하고 있다. 그러나, 이러한 가상대학에서는 각 강좌에 대한 학생들의 출석 확인 및 평가가 면대 면으로 행해질 수 없기 때문에 문제가 된다. 본 논문에서는 출석에 대응되는 강좌 참여 요소들을 설정하여, 이들에 대한 참여도로써 출석 평가를 대신하는 출석평가 시스템 PASS를 제안하였다. 이 출석 평가 모델을 통해서, 학습자에게는 강좌 참여 동기를 유발시키는 효과를 얻을 수 있으며, 평가자에게는 출석 평가에 대응되는 효과를 제공한다.

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Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Unsupervised feature selection using orthogonal decomposition and low-rank approximation

  • Lim, Hyunki
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.77-84
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    • 2022
  • In this paper, we propose a novel unsupervised feature selection method. Conventional unsupervised feature selection method defines virtual label and uses a regression analysis that projects the given data to this label. However, since virtual labels are generated from data, they can be formed similarly in the space. Thus, in the conventional method, the features can be selected in only restricted space. To solve this problem, in this paper, features are selected using orthogonal projections and low-rank approximations. To solve this problem, in this paper, a virtual label is projected to orthogonal space and the given data set is also projected to this space. Through this process, effective features can be selected. In addition, projection matrix is restricted low-rank to allow more effective features to be selected in low-dimensional space. To achieve these objectives, a cost function is designed and an efficient optimization method is proposed. Experimental results for six data sets demonstrate that the proposed method outperforms existing conventional unsupervised feature selection methods in most cases.

Development and Application of Reading Discussion System based on Wiki for Improving Interaction (상호작용 증진을 위한 위키 기반 독서토론학습 시스템 개발 및 적용)

  • Park, Jeong-Ae;Park, Sun-Ju
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.183-192
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    • 2009
  • Reading discussion system based on a Web is a new teaching method which employs a Web as a space for discussion. It enables learners to exchange their opinions to enhance understanding and expand thinking. It is highly required to promote attitude of respecting other's opinions, reasonable thinking, and ability to express thinking in discussion learning based on a Web for interaction. In this study, I developed a reading discussion system, applying the Wiki program, for learners' interaction and tested its usefulness. Through this, it will be possible not to have existing vertical discussion which makes replies on a Web board but to have multidimensional discussion.

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A Design of Participative Problem Based Learning (PBL) Class in Metaverse (메타버스에서의 참여형 PBL 수업 설계)

  • Lee, Seung Ho
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.91-97
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    • 2022
  • Recently, as per a representative education method to develop core capabilities (such as critical thinking, communication, collaboration, and creativity) problem based learning (PBL) has been widely adopted in universities. Two important features of PBL are 'collaboration between team members' and 'participation based self-directed learning'. These two features should be satisfied in online education, although it is difficult due to the limitation on space and time in the COVID-19 pandemic. This paper presents a new design of PBL class in Metaverse, based on improving the online PBL class operated in the previous semesters in the H university. In the proposed PBL class, students are able to display materials (e.g., image, pdf, video files) in 3D virtual space, that are related to problem solving. The 3D virtual space is called gallery in this paper. The concept of gallery allows for active participation of students. In addition, the gallery can be used as a tool for collaborative meeting or for final presentation. If possible, the new design of PBL class will be applied and its effectiveness will be analyzed.

Lateral Control of An Autonomous Vehicle Using Reinforcement Learning (강화 학습을 이용한 자율주행 차량의 횡 방향 제어)

  • 이정훈;오세영;최두현
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.11
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    • pp.76-88
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    • 1998
  • While most of the research on reinforcement learning assumed a discrete control space, many of the real world control problems need to have continuous output. This can be achieved by using continuous mapping functions for the value and action functions of the reinforcement learning architecture. Two questions arise here however. One is what sort of function representation to use and the other is how to determine the amount of noise for search in action space. The ubiquitous neural network is used here to learn the value and policy functions. Next, the reinforcement predictor that is intended to predict the next reinforcement is introduced that also determines the amount of noise to add to the controller output. The proposed reinforcement learning architecture is found to have a sound on-line learning control performance especially at high-speed road following of high curvature road. Both computer simulation and actual experiments on a test vehicle have been performed and their efficiency and effectiveness has been verified.

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Fossil Learning Utilizing Web-Based STS theory in Elementary School (웹 기반 STS 이론을 활용한 초등학교 화석 학습)

  • Jang, Sae-Cheul;Moon, Gyo Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.97-103
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    • 2001
  • We developed a Web courseware using multimedia based on STS(Science-Technology-Society) and constructivism on fossil of fourth grade natural science in Primary school, which is recognized to be hard to simulate and watch the phenomena in real life. At present, there are several researches manifesting the effectiveness of the theory with off-line instructional materials. However, there are few results which demonstrate its ability on the Web. The main objective of the paper is to apply the STS theory on a Web courseware and to observe its efficacy. The Web courseware based on the theory allows students to observe and experiment in the Web environment and to have diverse experiences and thoughts through communication via Web. The paper shows that Web courseware based on STS theory can improve its effectiveness in a collaborative learning environment by providing Web facilities such as E-mail, Web search, information sharing, chatting, and so on.

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