• Title/Summary/Keyword: 시간차 학습

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A Study on Development of Experience Education Model Based on GI Cooperative Learning in the Presidential Archives (집단탐구(GI) 협동학습 모형을 활용한 대통령 기록관 체험학습 프로그램 개발)

  • Jang, Hyo-Jeong;Song, Na-Ra;Choi, Hyo-Young;Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.3
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    • pp.51-81
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    • 2015
  • The Presidential Archives is a research institute that manages presidents' historical records and archives. It provides various education programs based on the presidential records and archives for teachers and students. The Ministry of Education introduced free-learning semester and has conducted test trials in 42 schools since 2013. All of the middle schools will conduct the free-learning semester from 2016. The $7^{th}$ educational curriculum includes creative experience activities. The Ministry of Education recommended that schools should cooperate with local public organizations for experience activities. But, It is difficult to cooperate with each other. This study proposed the experience education programs using the presidential records and archives for social studies education curriculum in order to do the meaningful education in the class of the creative experience activities. To do it, this study analyzes current situation, deducts the problems caused in domestic and foreign Archives experience education program, and adopts the cooperative learning models and components suited to experience activities.

The Web based Elementary Science Discovery Learning System (웹기반 초등학교 과학과 발견학습 시스템)

  • Lee, Jong-Hwa;Han, Kyu-Jung
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.89-97
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    • 2008
  • The purpose of this study was to design a system of web-based discovery learning and testify its effectiveness, in order to complement the difficulties of discovery learning considered to be hard to be applied to the school education because of shortage of time and materials, though discovery learning is one of inquiry learning emphasized in the 7th national curriculum of elementary science. As for the process of testifying, it compared the differences between comparative group with normal discovery learning model and experimental group with web-based system of discovery learning model, targeting the subject of extending spring among the 4th grade science. As a result, the experimental group achieved higher academic performance compared to the comparative group applied to the normal discovery learning model.

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An Exploratory Study on the e-Learning Motives and Intent of e-Learning Learners (이러닝 학습자들의 이러닝 이용동기 및 이용의도에 관한 탐색적 연구)

  • Shin, Ho-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.225-233
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    • 2019
  • The purpose of this study was to investigate the factors affecting e-learning usage intention of university students who have no prior e-learning experience. To address this issue, the study was carried out in two stages on university students at Y and K universities of Gyeongbuk province. After conducting the first survey, we constructed the measurement items and conducted the second survey on the factors that influence the learner's intention to use as the basic theory based on the results of the survey and the interviews with the experts. The result shows, first, due to the autonomy, the biggest advantage for e-learning, students' self-control decreases which affects e-learning fault. Second, university students use e-learning because of its convenience, ease of use and usefulness. However, convenience of learning space found to be useful in using e-learning, but it does not affect their actual intention to use e-learning. The result of this study can be used as basic data for the implementation of e-learning within the university and enhancing the individuals' learning effectiveness.

A Comparison and Evaluation Study on Metrics of Personality, MBTI, and Coding Speed to Predict Programming Learner's Achievement (프로그래밍 학습자의 성취도 예측을 위한 개인성향, MBTI, 분당 코딩 수 척도 비교 평가 연구)

  • Cho, Jae-Hyung;Lee, Taek;Lee, Jung-Been;In, Hoh Peter
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.540-543
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    • 2015
  • 컴퓨터 프로그래밍 과정에서 학생간의 수준 차는 반 전체의 성취도를 결정하는 중요 요인 중 하나다. 문제를 먼저 해결한 학생은 대기 시간이 낭비되고, 해결 하지 못한 학생은 추가 시간이 필요하다. 이는 예제 위주의 프로그래밍 교육에서는 더 심각하다. 성취도를 예측하는 선행적 기준이 있다면 학생간의 수준별 학습이 가능해 진다. 초기에 수집된 정보인 개인성향, MBTI 분석, 분당 코딩 량 데이터를 향후 필기 시험 점수와 비교 분석하여 성취도를 예측하는 방법을 제시한다.

A Case Study on Teaching and Learning of the Linear Function in Constant Velocity Movement: Focus on Integrated Curriculum of Mathematics and Science (등속도 운동에서 일차함수 교수-학습 과정에 관한 사례연구: 수학과 과학의 통합교육 관점을 기반으로)

  • Shin, Eun-Ju
    • Journal of Educational Research in Mathematics
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    • v.15 no.4
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    • pp.419-444
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    • 2005
  • As a theoretical background for this research, the literatures which focus on teaching and loaming of connecting with mathematics and science were investigated. And the rationale of integrated curriculum on the basis of the 7th mathematics curriculum and the goal of mathematics education and the forms of integrated curriculum and the integrated curriculum in foreign school were investigated. Depending on this review, the implement method of the integrated curriculum of mathematics and science in Korea school is suggested as the following: It requires designing inter-disciplinary into-grated problem or various teaching and learning materials which are based upon concept, skill, and principle by commonality found across the subject matter. Based on the analyses upon described above, three inter-disciplinary integrated teaching and learning materials were developed. And then, based on the case stud)', the research questions were analyzed in depth. Students could understand the developing process of linear function, develop the formula and grape representing the relationship between time and velocity, time and distance, and interpret realistic meaning of the slope.

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Mapless Navigation Based on DQN Considering Moving Obstacles, and Training Time Reduction Algorithm (이동 장애물을 고려한 DQN 기반의 Mapless Navigation 및 학습 시간 단축 알고리즘)

  • Yoon, Beomjin;Yoo, Seungryeol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.377-383
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    • 2021
  • Recently, in accordance with the 4th industrial revolution, The use of autonomous mobile robots for flexible logistics transfer is increasing in factories, the warehouses and the service areas, etc. In large factories, many manual work is required to use Simultaneous Localization and Mapping(SLAM), so the need for the improved mobile robot autonomous driving is emerging. Accordingly, in this paper, an algorithm for mapless navigation that travels in an optimal path avoiding fixed or moving obstacles is proposed. For mapless navigation, the robot is trained to avoid fixed or moving obstacles through Deep Q Network (DQN) and accuracy 90% and 93% are obtained for two types of obstacle avoidance, respectively. In addition, DQN requires a lot of learning time to meet the required performance before use. To shorten this, the target size change algorithm is proposed and confirmed the reduced learning time and performance of obstacle avoidance through simulation.

The Implementation of Digital Neural Network with identical Learning and Testing Phase (학습과 시험과정 일체형 신경회로망의 하드웨어 구현)

  • 박인정;이천우
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.4
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    • pp.78-86
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    • 1999
  • In this paper, a distributed arithmetic digital neural network with learning and testing phase implemented in a body has been studied. The proposed technique is based on the two facts; one is that the weighting coefficients adjusted will be stored in registers without shift, because input values or input patterns are not changed while learning and the other is that the input patterns stored in registers are not changed while testing. The proposed digital neural network is simulated by hardware description language such as VHDL and verified the performance that the neural network was applied to the recognition of seven-segment. To verify proposed neural networks, we compared the learning process of modified perceptron learning algorithm simulated by software with VHDL for 7-segment number recognizer. The results are as follows: There was a little difference in learning time and iteration numbers according to the input pattern, but generally the iteration numbers are 1000 to 10000 and the learning time is 4 to 200$\mu\textrm{s}$. So we knew that the operation of the neural network is learned in the same way with the learning of software simulation, and the proposed neural networks are properly operated. And also the implemented neural network can be built with less amounts of components compared with board system neural network.

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Development and Effect of Consumer Education Program for the Middle School Creative Extra Curricular Activities (중학교 창의적 재량활동 시간을 활용한 소비자교육 프로그램 개발 및 효과)

  • Kim, Jeong-Hee;Kim, Hyang-Ran
    • Journal of Korean Home Economics Education Association
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    • v.18 no.4 s.42
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    • pp.103-126
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    • 2006
  • This study was to develope and applicate the consumer education program with appropriate level for middle school students so that they could take systematic consumer education by using creative-discretionary activity. The procedure of this study was researching and analyzing the degree of learner's need and choosing the contents of education involved with the characteristics of adolescent consumers. This education program was performed at creative-discretionary activity class with the 3th grade of middle school. To evaluate the effect of education program, we compared with the difference of student's knowledge and attitude before and after this program was performed. Although there was no significant difference, student's knowledge and attitude was improved much better. And there marked a high satisfaction rate of 3.87 about the overall method of consumer education.

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Development and Implementation of a Web Courseware for the Unit 'Raising Animals' in Elementary School 6th Grade Practical Arts (초등 실과 웹 (Web)코스웨어 개발 및 적용 연구 - 6학년 실과 '동물 기르기' 단원 -)

  • Lim, Chaegang;Lee, MIijar
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.151-162
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    • 2003
  • In 21 century information age, teachers have to help students' learning activities can be more self- directed learning. The web with diverse audio-visual materials and a great deal of interactions among contents shows lots of possibilities as one of the methods to provide self-directed learning environment for students. It allows learning environment for students to study more self-directed way by following individual learning styles, need, ability, etc. Although the best instructional method is personal field experience in the view of the characteristic of Practical Arts education. a web courseware can be a great substitutional method for improving learning effectiveness in relation to cost, safety, time limit for direct personal field experience. Therefore, the purpose of this study is to develop a web courseware for the unit 'Raising Animals' in Elementary school 6th grade Practical Art which is very difficult unit for teachers to provide direct experience environment for students. The researchers also applied the web courseware in 6th grade classrooms and described the results briefly. However, the researchers did not intend to conduct a full field implementation of the program to evaluate the program. That will be conducted in a following.

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A Strategy for improving Performance of Q-learning with Prediction Information (예측 정보를 이용한 Q-학습의 성능 개선 기법)

  • Lee, Choong-Hyeon;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.105-116
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    • 2007
  • Nowadays, learning of agents gets more and more useful in game environments. But it takes a long learning time to produce satisfactory results in game. So, we need a good method to shorten the learning time. In this paper, we present a strategy for improving the learning performance of Q-learning with prediction information. It refers to the chosen action at each status in the Q-learning algorithm, It stores the referred value at the P-table of prediction module, and then it searches some values with high frequency at the table. The values are used to renew second compensation value from the Q-table. Our experiments show that our approach gets the efficiency improvement of average 9% after the middle point of learning experiments, and that the more actions in a status space, the higher performance.

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