• Title/Summary/Keyword: 강화 학습

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The Application of Interactive Journal to Elementary Science Classes at School Level (초등학교 자연과 상호작용 강화 학습일지의 학교 수준 적용 방안)

  • 김찬종;오영선
    • Journal of Korean Elementary Science Education
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    • v.20 no.2
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    • pp.187-196
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    • 2001
  • Students' journals in science class are supposed to contribute to students' science teaming and to provide plentiful information on students' learning and progress. If interaction could be reinforced in the process of writing journals, the positive effects of the journals are expected to be increased. New approaches in teaching should be supported by school and community. Otherwise, teachers are frequently frustrated and failed to introduce new ways of instruction into science classes. The purposes of the study are to develop interactive journals, and approaches to introduce interactive journals at school level. The status and situation of the school were investigated by survey. Interactive journals were developed by teachers who experienced workshops on developing journals. A model journal was provided as a guidance to teachers. To establish environments for introducing journals in the school, an invited lecture was provided to increase parents' perceptions on journals. A communication system among students, parents, and teachers was established, and educational materials, such as encyclopedia, books, computers, and so on were prepared. For efficient administration of journals, various prizes and events were established. As a result of the study, teachers participated experienced professional development in terms of journals, interactive journals for science class were developed, the environments for the introduction of interactive journals at school level were established, and most students successfully completed science journals.

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A Study on the Direction of Storytelling for the Activation of Serious Games (기능성 게임의 활성화를 위한 스토리텔링 방향 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.183-192
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    • 2014
  • In recent times, a trend has emerged which rejects negative elements such as violence and gambling associated with games, and emphasizes positive functions such as academic study, which is a desirable phenomenon. Serious games have great potential and unlimited boundaries in their scope, and need much study and research from various perspectives. Especially today, in enhancing the national image of Korea with "Korean games" for the next generation, creative storytelling is urgently required. In this study, I aim to investigate the functions and roles of serious games and to foresee their future direction of development. I also examine the essential elements of storytelling in games suitable for the next generation.

An Analysis of 10th Grade Science Textbook as an Origin of Misconception on Greenhouse Effect Concept (온실효과 개념에 대한 오개념 원인으로서의 10학년 과학 교과서 분석)

  • Kook, Dong-Sik
    • Journal of The Korean Association For Science Education
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    • v.23 no.5
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    • pp.592-598
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    • 2003
  • The purpose of this study is to analyze the tenth grade science textbooks as an origin of misconception on greenhouse effect concept and find incorrect descriptions on that concept and then suggest some improved schemes. Some incorrect descriptions, pictures. tables and experiments related to misconceptions on greenhouse effect were found in textbooks. They are considered to contribute to form and reinforce misconceptions on that concept : the most important gas of greenhouse effect, the role of $CO_2$ on the change of greenhouse effect. global warming. energy sources, greenhouse experiments and the physical processes of greenhouse effect. So some improved schemes were suggested

A Study on The Prediction of Security Threat using Open Vulnerability List (오픈 취약성 목록을 이용한 보안 위협 예측에 관한 연구)

  • Huh, Seung-Pyo;Lee, Dae-Sung;Kim, Kui-Nam
    • Convergence Security Journal
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    • v.11 no.3
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    • pp.3-10
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    • 2011
  • Recently, due to a series of DDoS attacks, government agencies have enhanced security measures and business-related legislation. However, service attack and large network violations or accidents are most likely to occur repeatedly in the near future. In order to prevent this problem, researches must be conducted to predict the vulnerability in advance. The existing research methods do not state the specific data used for the base of the prediction, making the method more complex and imprecise. Therefore this study was conducted using the vulnerability data used for the basis of machine learning technology prediction, which were retrieved from a reputable organization. Also, the study suggested ways to predict the future vulnerabilities based on the weaknesses found in prior methods, and certified the efficiency using experiments.

An analysis of mathematical story writing activities of 1st grade students (초등학교 1학년 학생들의 수학 이야기 쓰기 활동 분석)

  • Lee, Yuna;Ko, Junghwa
    • Journal of the Korean School Mathematics Society
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    • v.18 no.1
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    • pp.15-37
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    • 2015
  • As the value and importance of mathematical communication was recognized, mathematical communication in mathematics education has been strengthened more and more. Written communication as well as verbal communication is emphasized. On the other hand, storytelling is introduced for elementary students to learn mathematical concept more naturally and easily in the 2009 revised curriculum. So, we noticed that they are familiar with story. In this study, we analyze the story writing activity levels with a focus on story writing, and how to think about it. And we offer some suggestions about mathematical story writing activity.

Reliable packet scheduling using Q-learning (Q-learning을 이용한 신뢰성 있는 패킷 스케줄링)

  • Kim, Dong-Hyun;Yoo, Seung-Eon;Kim, Kyung-Tae;Youn, Hee-Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.13-16
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    • 2018
  • 본 논문에서는 무선 센서 네트워크 환경에서 신뢰성 있는 데이터 패킷 전송을 위한 효율적인 스케줄링 기법을 제안한다. 무선 네트워크는 수천 개의 센서노드, 게이트웨이, 그리고 소프트웨어로 구성된다. 큐러닝(Q-learning)을 기반으로 한 스케줄링 기법은 동적인 무선센서 네트워크 환경의 실시간 및 비실시간적인 데이터에 대한 사전 지식을 필요로 하지 않는다. 따라서 최종 결과 값을 도출하기 전에 스케줄링 정책을 구할 수 있다. 제안하는 기법은 데이터 패킷의 종류, 처리시간, 그리고 대기시간을 고려한 기법으로 신뢰성 있는 데이터 패킷의 전송을 보장하고, 전체 데이터 패킷에 공정성을 부여한다. 본 논문에서는 시뮬레이션을 통해 기존의 FIFO 알고리즘과 비교하여 제안하는 스케줄링 기법이 전체 데이터 패킷에 대한 공정성 및 신뢰성 측면에서 우수함을 증명하였다.

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A Study on E-Learning Usage Situation and Success Strategies in Government and Public Organization (정부 및 공공기관의 e-러닝 도입 현황과 성공전략)

  • Han Dae-Mun;Kang Tae-Ku
    • Journal of Korea Society of Industrial Information Systems
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    • v.10 no.2
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    • pp.82-86
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    • 2005
  • E-learning programs in every organizations are increasing rapidly every year. As the internet and multimedia tool spreads into every departments of organization work settings, the paradigm of education has changed. In the context of government and public organization, e-Learning has merits in the convenience of access, the reduction of costs, self-directed learning and so on. The purpose of this study is to find out some insights and lessons from the case analysis of e-Learning introduction strategies in ministry of labor.

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A Study on Application of Reinforcement Learning Algorithm Using Pixel Data (픽셀 데이터를 이용한 강화 학습 알고리즘 적용에 관한 연구)

  • Moon, Saemaro;Choi, Yonglak
    • Journal of Information Technology Services
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    • v.15 no.4
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    • pp.85-95
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    • 2016
  • Recently, deep learning and machine learning have attracted considerable attention and many supporting frameworks appeared. In artificial intelligence field, a large body of research is underway to apply the relevant knowledge for complex problem-solving, necessitating the application of various learning algorithms and training methods to artificial intelligence systems. In addition, there is a dearth of performance evaluation of decision making agents. The decision making agent that can find optimal solutions by using reinforcement learning methods designed through this research can collect raw pixel data observed from dynamic environments and make decisions by itself based on the data. The decision making agent uses convolutional neural networks to classify situations it confronts, and the data observed from the environment undergoes preprocessing before being used. This research represents how the convolutional neural networks and the decision making agent are configured, analyzes learning performance through a value-based algorithm and a policy-based algorithm : a Deep Q-Networks and a Policy Gradient, sets forth their differences and demonstrates how the convolutional neural networks affect entire learning performance when using pixel data. This research is expected to contribute to the improvement of artificial intelligence systems which can efficiently find optimal solutions by using features extracted from raw pixel data.

Design and Implementation of Independent System for Supporting to e-mentoring on the Web Based (웹 기반의 e-mentoring을 지원하기 위한 독립형 시스템의 설계 및 구축)

  • Kim Jin-Hwan;Jang Sang-PL;Sin So-young;Kim Ji-Il
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.73-75
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    • 2005
  • 최근 여러 대학기관에서는 신입생 및 재학생을 대상으로 인성, 학업, 진로에 관한 다양한 프로그램을 기획하여 실시하고 있다[1,2,3] 그 중 멘토링(mentoring) 프로그램은 대학교육 체제를 강화할 수 있는 방안으로 대두되었다[4,5]. 하지만 대부분의 멘토링 교육은 오프라인으로 진행됨으로 시간과 공간의 제약이 발생한다. 이 점을 해결하고자 e-mentoring이 제안되었다[6,7]. 그러나 기존의 e-mentoring에서는 멘토 와 멘티 와의 능동적인 의견 수렴에는 효과적이나 멘토링에서 요구되는 강좌의 지원 어렵다. 대안으로 LMS(Learning Management Solution)를 이용한 강좌 지원이 제안되기도 하였으나 학습관리 및 평가에 초점이 맞추어진 기존의 LMS와 멘토링교육은 그 성격부터가 차이가 있다. 따라서 본 논문은 다양한 멘토링 강좌를 지원하며, 멘토와 멘티사이의 능동적인 의견 수령이 가능한 독립형 e-mentoring시스템의 설계와 구축을 통한 그 기능과 장점을 확인하며, 실제 멘토링프로그램에 적용하여 평가하였다.

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Interactive Feature selection Algorithm for Emotion recognition (감정 인식을 위한 Interactive Feature Selection(IFS) 알고리즘)

  • Yang, Hyun-Chang;Kim, Ho-Duck;Park, Chang-Hyun;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.6
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    • pp.647-652
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    • 2006
  • This paper presents the novel feature selection method for Emotion Recognition, which may include a lot of original features. Specially, the emotion recognition in this paper treated speech signal with emotion. The feature selection has some benefits on the pattern recognition performance and 'the curse of dimension'. Thus, We implemented a simulator called 'IFS' and those result was applied to a emotion recognition system(ERS), which was also implemented for this research. Our novel feature selection method was basically affected by Reinforcement Learning and since it needs responses from human user, it is called 'Interactive Feature Selection'. From performing the IFS, we could get 3 best features and applied to ERS. Comparing those results with randomly selected feature set, The 3 best features were better than the randomly selected feature set.