• Title/Summary/Keyword: 문제해결형학습법

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Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

Query Normalization Using P-tuning of Large Pre-trained Language Model (Large Pre-trained Language Model의 P-tuning을 이용한 질의 정규화)

  • Suh, Soo-Bin;In, Soo-Kyo;Park, Jin-Seong;Nam, Kyeong-Min;Kim, Hyeon-Wook;Moon, Ki-Yoon;Hwang, Won-Yo;Kim, Kyung-Duk;Kang, In-Ho
    • Annual Conference on Human and Language Technology
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    • 2021.10a
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    • pp.396-401
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    • 2021
  • 초거대 언어모델를 활용한 퓨샷(few shot) 학습법은 여러 자연어 처리 문제에서 좋은 성능을 보였다. 하지만 데이터를 활용한 추가 학습으로 문제를 추론하는 것이 아니라, 이산적인 공간에서 퓨샷 구성을 통해 문제를 정의하는 방식은 성능 향상에 한계가 존재한다. 이를 해결하기 위해 초거대 언어모델의 모수 전체가 아닌 일부를 추가 학습하거나 다른 신경망을 덧붙여 연속적인 공간에서 추론하는 P-tuning과 같은 데이터 기반 추가 학습 방법들이 등장하였다. 본 논문에서는 문맥에 따른 질의 정규화 문제를 대화형 음성 검색 서비스에 맞게 직접 정의하였고, 초거대 언어모델을 P-tuning으로 추가 학습한 경우 퓨샷 학습법 대비 정확도가 상승함을 보였다.

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Learning Performance of Real-Time Online Classes Using PBL for Clothing and Textiles Majors in College (PBL(문제중심학습)을 이용한 대학 의류학 전공 실시간 온라인 수업의 학습효과)

  • Kim, Tae-Youn
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.143-161
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    • 2022
  • The aim of this study is to identify the learning performance of online classes using problem-based learning(PBL) for clothing and textiles majors in college with the increased use of online learning tools after the COVID-19 pandemic. In order to achieve this goal, the PBL was developed and applied to the 'Fashion Marketing and Merchandising' class conducted in real-time online at University in North Chungcheong Province, Korea for four weeks. After a four-week PBL class, a survey was conducted on 35 students in the 'Fashion Marketing and Merchandising' class and the 35 completed questionnaires were used for analysis. The measurement tools of this study were self-directed learning, cooperative learning ability, problem-solving ability, and learning achievement regarded as an important learning effect in PBL class. In addition, students' self-reflective essays were also analyzed to examine the educational effect of PBL applying online classes. As a result of this study, bivariate correlations among the four variables, students' self-directed learning, cooperative learning ability, problem-solving ability, and learning achievement were significantly positive. Furthermore, the results of multiple regression analysis showed that the three independent variables had significant effects on students' perceived learning achievement, in the order of cooperative learning ability, self-directed learning, and problem-solving ability. The students' self-reflective essays indicated that problem-based learning worksheet was helpful for identifying problems, and clarifying what they already and what they need to study more. Based on this study, it could be recommended that online class applying PBL could contribute to the improvement of student's learning performance.

A Subjectivity Study of Culinary Arts Major Students in Problem Based Learning(PBL) Program for Culinary Competition (조리전공 대학생의 요리경연대회 참가를 위한 문제중심학습(PBL) 적용사례연구)

  • Shin, Seoung-Hoon;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.598-608
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    • 2019
  • This study provided the analysis of the culinary arts students' subjectivity in problem based learning(PBL) program for culinary competition. Q methodology was employed for finding common characteristic of among students' opinion and also future suggestion was generated. The study found four different types of common structures. First one is Problem-Solving Ability Type(N=6), the second one is Team Member Collaboration Important Type(N=8), The third one is Self-Directed Learning Needed Type(N=3), and the last one is Employment Preparation Type(N=2). Through the analysis, students aware this particular PBL program as a problem solving skill development, understanding of coworking in group, importance of self directed learning, and preparation for securing job opportunity. The study also suggest that the educator need to perform as a negotiator in coworking process within group members and need to have an active approach on stimulation of study motivation among the students.

Development of a teaching-learning model for effective algorithm education (효과적인 알고리즘 교육을 위한 교수-학습 모형 개발)

  • Han, Oak-Young;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.13-22
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    • 2011
  • The importance of algorithm education has been emphasized for creative problem-solving capability. Especially, algorithm teaching materials related with mathematics and science are under development to enhance logical thinking. However, there are not enough teaching-learning models applicable in the field of education. Therefore, this paper proposed a teaching-learning model for effective algorithm education. The teaching-learning model reflects two characteristics : an algorithm learning process is spiral, and algorithm education is based on logical thinking. Furthermore, a survey was conducted for students' satisfaction, and the result was a mixed teaching-learning model with PBL, SDL, and peer tutoring. Based on the proposed model, examples of classes for mathematics and science are suggested to show the feasibility of effective algorithm education.

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A Study on the Creative Problem-Solving Education in Entrepreneurship Education of Higher Educational Institutions: Lessons and Implications From Leading Countries' Educational Policies and Cases (대학 창업교육의 고도화를 위한 창의적 문제해결역량교육에 대한 고찰: 해외의 교육정책 및 사례분석의 시사점)

  • Kim, Jiyoung;Sung, Chang Soo;Park, Joo Y.
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.2
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    • pp.65-76
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    • 2017
  • The purpose of this study is to promote the activation of creative problem - solving education in Korea through the case of countries leading education for creative problem solving in order to overcome the limitation of creative problem solving education in Korea. Based on 5 success factors by our cases of United States, Singapore, and Dublin City University in Ireland, we focused on the cases and extracted five key characteristics of creative problem solving education. The university should be able to provide various information gathering and theoretical knowledge for problem definition as well as continuing guidance and mentoring, rather than one-time teaching, in the form of teaching-student cooperative learning paradigm. Second, the class should be a team - based learning team which is a key factor in overseas universities' policy, so as to be able to identify differentiated, new ideas and creative problem solving methods based on knowledge and experience sharing. The creative problem solving method derived from education could be able to collect, organize, and apply to the field continuously and comprehensively about the learning process of the individual. Evaluation of curriculum should be based on characteristics of school and characteristics of students. The results of creative problem-solving education should be evaluated in order to continuously develop and create value in addition to the outcomes of the class. Therefore, it is necessary to develop an evaluation process for each university. The university should try to make creative problem solving education create value through specialization of university. Based on this, we propose a creative problem solving education framework.

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The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.

학교수학 지도에 대한 '개방적 접근(Open Approach)'

  • Becker Jerry P.
    • Proceedings of the Korea Society of Mathematical Education Conference
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    • 2006.10a
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    • pp.63-78
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    • 2006
  • 미국에서 학교 수학 수업에서의 개방적 접근은 일본과 미국 연구자들의 공동연구의 결과물이다. 우리는 그것에 대한 세 가지의 측면을 실례로 살펴보면 접근을 시도하겠다. : 1) 개방된 과정(open process)(문제의 해답에 이르는 방법이 여러 가지이다: 2) 개방형 문제(open-ended problems)(문제에 대한 정답이 여러 가지가 될 수 있는 문제), 3) 일본에서 '문제로부터 문제(from problem to problem)'라고 불리는 것 혹은 문제고안(problem formulating)하기(학생들이 새로운 문제를 명확하게 나타내기 위해 자신의 생각을 써 내려 가는 것)수학 지도에서 일본의 개방적 접근에 대한 우리의 이해를 바탕으로, 우리는 미국에서 보다 효과적인 수학 지도를 위한 몇 가지 방법을 선택 적용해 보았다. 이러한 접근의 대부분은 학습 계획안을 만들 때 여러 교사가 함께 참여하고 일련의 토론과 수정과정을 거친 뒤, 많은 부분이 개선되고 효과적인 계획안을 만들어 낸다는 점에서 미국의 수학교사들에게 새로운 것이다. 또한 이 접근법에서는 교사가 문제를 해결하는 과정에서 학생 개개인이나 그룹을 활동적으로 관찰하여 그들의 활동을 비교하고 토론한다.

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Case Study on Problem-based Programming Classes in Software Education for Non-Computer Science Majors

  • Seo, Joo-Young;Shin, Seung-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.213-222
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    • 2020
  • Recently, as awareness of the need for software education has spread worldwide, the government of Korea has led compulsory software education also. Basic software education in universities has been stabilized through various trials and efforts. However, due to software classes are mandatory, students not only could not have motivation for learning but also have treated programming course as a difficult subject. In this paper, two programming classes, which were designed and managed as a problem-oriented programming class for the purpose of cultivating computational thinking for the non-computer science students, are compared using the lecture assessment results. As a result, in the case of expanding the use of the problem as a grammatical explanation aid and expanding the ratio of major-friendly problems, the student's responses were concentrated on higher scores and the response average improved by about 7%. It means that the level of difficulty experienced by learners is lowered.

A Design for the Personalized Difficulty Level Metric based on Learning State (학습 상태에 기반한 맞춤형 난이도 측정을 위한 척도 설계)

  • Jung, Woosung
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.67-75
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    • 2020
  • The 'level of difficulty' is one of the major factors for learners when selecting learning contents. However, the criteria for the difficulty level is mostly defined by the contents providers. This approach does not support the personalized education which should consider the abilities and environments of various learners. In this research, the knowledge of the learners and contents were formalized and generalized to resolve the issue, and object models, including a metric for personalized difficulty level, were designed in order to be applied for experiments. And then, based on 100 contents for music education and 20 learners, we performed simulations with an implemented tool to validate our approach. The experimental results showed that our method can calculate the personalized difficulty levels considering the similarities between the knowledges from the learning state and the contents. Our approach can be effectively applied to the on-line learning management system which contains easy access to the learning state and contents data.