• Title/Summary/Keyword: 메타 학습

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Influencing Factors the Metacognition and Learning Motivation on Problem-Solving Ability in Nursing Students (간호대학생의 메타인지, 학습 동기가 문제해결력에 미치는 영향요인)

  • Kim, Nam Young
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.4
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    • pp.931-940
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    • 2021
  • The purpose of this research is to identify how the metacognition and learning motivation of nursing students affect problem-solving ability. The subjects of this study were 160 students attending nursing universities, and the data were collected from 20 January to 10 March 2021. Data were analyzed using the SPSS/WIN 24.0 program. As a result of this study, there was a significant positive correlation between problem-solving ability, metacognition (r=.44, p<.001), and learning motivation(r=.45, p<.001). factors affecting the problem-solving ability of nursing students were identified in order of learning motivation, metacognition. Based on the results of this study, it is hoped that programs will be developed and applied to improve the problem-solving ability of nursing students.

A case study of understanding the embodied metaphors for AI education (인공지능 교육을 위한 체화된 메타포 이해 : 언플러그드 활동을 중심으로)

  • Ahn, Solmoe
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.419-424
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    • 2021
  • The purpose of this study is to understand the educational context including the actual learning process and learner perception using the embodied metaphor in AI education. To this end, a class was designed to utilize the embodied metaphor-based unplugged activity through a qualitative approach. Matrix analysis technique was used to analyze the data collected throughout the course of the class to analyze the experiences and perceptions according to the characteristics of the learner, and the learning context. The results of the study were: First, there was a difference according to the learner's prior experience in the effect on the representative knowledge and the subsequent practice process. Next, the embodied metaphor-based unplugged activity showed soft landing effects on practice and text coding. Finally, the organic integration of unplugged and plugged-in classes helped learners understand the potential of computational thinking.

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Design of SCROM Metadata Transformation system for DiTV (DITV를 위한 SCORM 메타데이터 변환 시스템의 설계)

  • Hwang Dae-Hoon;Im Seung-Hyun;Lee Si-Hwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.157-160
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    • 2006
  • 최근 e-러닝 산업 및 기술에서 큰 화두는 디지털 융합과 현상이라고 할 수 있으며, 이러한 융합화 시대를 향한 진화의 핵심적인 요구사항은 OSMU 이다. 현재까지 e-러닝 산업은 표준화 활동을 통해 디지털 융합화를 실현하고 있으며, 미국 ADL의 SCORM이 사실상의 표준으로 인식되고 있다. 하지만 기존 웹 기반의 e-러닝 환경은 학습을 할 때 컴퓨터에 의존함으로써 실질적인 디지털 격차를 극복하기에 한계가 있다. 이에 본 논문에서는 보다 실생활에 근접한 DiTV용 T-러닝 학습 환경에의 적용을 위하여 이미 작성된 SCORM 기반의 학습 콘텐츠 메타데이터를 DiTV용 TV-Anytime 메타데이터로 변환하여 상호운용성, 재사용성 및 고 이용성 등을 가능하게 하는 시스템의 설계를 제안하고자 한다. 이 시스템을 통하여 PC 에 익숙하지 못한 사람들을 DiTV 앞에서 더욱 편한 학습 기회를 제공할 수 있을 것이다.

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Automatic Text Categorization Using Hybrid Multiple Model Schemes (하이브리드 다중모델 학습기법을 이용한 자동 문서 분류)

  • 명순희;김인철
    • Journal of the Korean Society for information Management
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    • v.19 no.4
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    • pp.35-51
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    • 2002
  • Inductive learning and classification techniques have been employed in various research and applications that organize textual data to solve the problem of information access. In this study, we develop hybrid model combination methods which incorporate the concepts and techniques for multiple modeling algorithms to improve the accuracy of text classification, and conduct experiments to evaluate the performances of proposed schemes. Boosted stacking, one of the extended stacking schemes proposed in this study yields higher accuracy relative to the conventional model combination methods and single classifiers.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

Effects of the Astronomical Learning Program using SGIM on Metacognition and Science Process Skills in the Elementary Scientific Gifted (SGIM을 적용한 천문학습 프로그램이 초등과학영재의 메타인지와 과학탐구능력에 미치는 효과)

  • Shin, Myeung-Ryeul;Lee, Yong-Seob
    • Journal of Gifted/Talented Education
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    • v.21 no.3
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    • pp.719-739
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    • 2011
  • The purpose of this study was to find the effect of the astronomical learning program using SGIM on metacognition and science process skills in the elementary scientific gifted students. For this purpose, this research developed the astronomical learning program using SGIM. This program was totally consisted 9 lessen. there was 6 part in this program. It contained select the subject and small grouping (step 1-2), planing inquiry (step 3), doing inquiry (step 4-6), making a report (step 7), announcing (step 8), evaluation (step 9). To find the effect of the astronomical learning program using sgim on metacognition and science process skills in the elementary scientific gifted students. 20 participants was selected. These students were attended at a scientific gifted class (3rd grade) of an elementary school located in Ulsan. First, metacognition test and science process skills test was used to find the effect of the astronomical learning program using SGIM. And the results were analyzed by SPSSWIN 18.0. The results of this study were as follows. First, the astronomical learning program using SGIM was a positive effects on metacognition of the elementary scientific gifted students (t=3.371, p=.001). Second, the astronomical learning program using SGIM was a positive effects on science process skills of the elementary scientific gifted students (t=3.104, p=.021). According to this research, the astronomical learning program using SGIM was verified to improve metacognition and science process skills on the elementary scientific gifted students. It will be contribute on the curriculum construction of the gifted school or gifted class.

Application of 'Metaverse' teaching method, problems and usage plan ('메타버스' 교수법 적용, 문제점 및 활용방안)

  • Cho, Woo-Hong;Jang, Young-Eun;Byon, Kil-Hee;Choi, Dea-Hun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.361-363
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    • 2022
  • 본 연구의 목적은 메타버스 교수법 적용을 통해 문제점을 파악하고 활용방안을 모색하고자 하였다. 본 연구의 교수법을 효율적으로 달성하기 위해 각각 전공이 다른 교수자가 참여하여 학습법을 공유하였다. 대부분 메타버스 활용으로 흥미로운 학습법이 이루어진 반면에 다양한 문제점도 나타났다. 활용방안으로 게임, 토론, 대화 등을 통해 사전에 충분히 숙달될 수 있도록 하고, 정규수업이 아닌 비정규 교과목에서 우선 적용, 아바타 꾸미기 활용으로 보다 즐겁게 수업 참여 유도, 가상현실속에서 예의범절 지키기 등 학습 환경 이해, 학생들의 가상공간을 통해 자신들의 언어로 수업을 이끌어 흥미 유발, 젭 스페이스에서 나만의 강의실 만들기, 친구와 대화 및 상호작용 시행, 이론 교과목 수업 메타버스 플랫폼을 활용, 모의토론 및 발표 자유롭게 유도, 자신만의 케릭터 꾸미기, 진로코칭 및 상담 적용, 수업 종료후 학생만의 추가 활동 유도 등 활용방안이 제시되었다.

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A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students' (플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향)

  • Bae, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.413-427
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    • 2022
  • The purpose of this study was to improve and verify task value and academic self-efficacy of university students with metaverse gamification teaching method combining flipped learning and project-based learning. The subjects in this study were 16 university students majoring in counseling psychology who engaged in K university in cheong-ju. The subjects were assigned to the experimental group or the comparison group. The experimental group received the proposed metaverse gamification teaching method combining flipped learning and project-based learning while comparison group received teacher-centered learning. The dependent variables in this study were task value and academic self-efficacy. Each variable was assessed before class, after the end of the class. At the end of the class, the experimental group engaged statistically significantly higher levels of task value and academic self-efficacy than the comparison group. The findings of this study suggest that this metaverse gamification teaching method combining flipped learning and project-based learning is effective at improving task value and academic self-efficacy.

Digit Recognition using Speech and Image Information (음성과 영상정보를 이용한 우리말 숫자음 인식)

  • 조현욱;이종혁
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.257-260
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    • 2001
  • We propose The Korean digit recognition system using speech and image information. In the experiments, we investigate that image information affect recognition rate. Recognition rate of teamed data and testing data show 100%, 78% each other.

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