• Title/Summary/Keyword: 역할학습

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Design and Implementation of LD Publication Engine to Support Various Teaching and Learning Methods (다양한 교수-학습 방법을 지원하는 LD Publication 엔진의 설계 및 구현)

  • Kim, Young-Keun;Lee, Chang-Hun;Roh, Jin-Hong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.606-610
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    • 2010
  • In order to provide effective studies in accordance with the shifts in learning paradigms, an LD Publication engine, which is the former engine from the Learning Design (LD) based learning management system, was designed and implemented. The LD Publication engine analyzes the learning contents packages that have been prepared based on the LD and analyzes the constructions and meanings of the information files that describe learning activities in order to model them. The modeled data are fragmentized into effective and accessible forms from in the learning management systems and are then put into the database. LD based learning management systems provide learning effects and learner convenience designed to provide learners with a high performance learning platform. In addition, they will activate the development of content through the reproduction, reuse and sharing of the learning content, which will contribute to the expansion of infrastructures. These systems are also designed to enable linkages among learners' competences, preferences and portfolio, and thus the systems can be easily expanded.

Prediction of Learning Flow, School Flow and School Support on Satisfaction and Learning Persistence in Engineering College (학습몰입, 학교몰입, 학교 지원의 만족도, 학습지속의향에 대한 예측력 검증)

  • Joo, Young-Ju;Chung, Ae-Kyung;Choi, Hye-Ri
    • 전자공학회논문지 IE
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    • v.49 no.1
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    • pp.30-38
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    • 2012
  • The participants were 102 students with digital broadcasting and media major.. A hypothetical model proposed included learning flow, school support as predictors, and satisfaction and learning persistence as a criterion. The results of this study through multiple regression analysis indicated that learning flow and school flow predicted significantly on satisfaction. And school flow, school support, and satisfaction predicted significantly on learning persistence. In addition, satisfaction mediated between learning flow and learning persistence, and between school flow and learning persistence. A constructive foundation for providing learning strategies in the successful engineering education would be proposed on the basis of the current results of this study.

National R&D for the Development of Technological Capabilities in Developing Countries (개도국의 기술경쟁력 발전을 위한 국가 연구개발사업의 역할)

  • 이태준;양맹호
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2002.05b
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    • pp.221-228
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    • 2002
  • In viewing R&D as a series of activities of problem solving in the course of technological learning in developing countries, national R&D is very likely to play an pivotal role in incubating and improving industrial technology and competitiveness, especially for S&T-intensive industries, such as nuclear fuel industry. To this end, the national R&D needs to be primarily designed to reinforce technological capabilities of the country including government research institutes (GRIs), industrial firms, etc., from the initial stage of absorption as well as at the innovation stage. Based on this strategic role, national R&D performed by GRIs should provide scientific knowledge and core technologies which are required for the absorbption of foreign technology and development of indigenous technological capabilities with which domestic technological efforts are made to successfully achieve not only technological imitation but also innovation in global sense.

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A Study on the Relationship Between Digital Literacy and Major Satisfaction of Nursing Students: Intermediary Role of LMS Learning Effects (간호대학생의 디지털 리터러시와 전공만족도의 관계에서 LMS 학습효과의 매개역할 연구)

  • KIM, EUN JAE
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.27-35
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    • 2022
  • This study In order to understand the mediating role of the LMS learning effect between digital literacy and major satisfaction of nursing students, data were collected from 241 students enrolled in the nursing college of J city. The collected data were analyzed using SPSS WIN 23.0. The study results show that digital literacy of nursing students has a positive effect on the LMS learning effect (B=.65, p<.001) and major satisfaction (B=.62, p<.001), and the LMS learning effect on the major satisfaction There was a positive (B = .19, p < .001) correlation between the results, and it was found that the LMS learning effect plays a mediating role in the relationship between digital literacy and major satisfaction of nursing students. Therefore, in order to improve nursing students' major satisfaction, it is necessary to develop and apply a program that can improve not only digital literacy but also LMS learning effects.

The Effect of Metacognition on Employees Agility: Focusing on the Serial Multiple Mediation of Role Breadth Self-efficacy and Learning Agility (메타인지가 구성원 민첩성에 미치는 영향: 역할확장 자기효능감과 학습민첩성의 직렬다중매개를 중심으로)

  • Kwon, Ki-Jung;Shin, Je-Goo
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.379-402
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    • 2022
  • The purpose of this study was to verify the effectiveness of the employee metacognition and it's positive effect on employee agility. Also it aims to investigate the mechanism through the cascading multi-mediating effect through the role breadth self-efficacy and learning agility in such a relationship. In order to solve the common-method bias, independent and dependent variables were measured with time lag, and the relationship between variables was clearly verified by applying the position and the length of time worked with the supervisor as control variables. In testing the hypothesis, 478 questionnaires collected from whom worked at the company has more than 300 office workers in various industries were analyzed. As the result, firstly metacognition had a significant positive(+) effect on employee agility. Second, role breadth self-efficacy was found to positively mediate the relationship between metacognition and employee agility. Third, learning agility was found to mediate metacognition and employee agility positively(+). Fourth, metacognition serially mediates role breadth self-efficacy and learning agility, and the positive(+) effect on employee agility was verified. In addition, metacognition had a greater effect on member agility when passing through role breadth self-efficacy and learning agility rather than the direct effect on employee agility.

Another discovery in the technology-based classroom : Joy's Similar Quadrilaterals (테크놀로지 환경에서의 수학적 발견 탐구학습 : Joy의 닮은 사격형)

  • Jung, In-Chul
    • Journal of the Korean School Mathematics Society
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    • v.8 no.3
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    • pp.411-422
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    • 2005
  • Along with the continual debate relating to the use of technology, especially since LOGO in 1980, technology has always been the issue to the society of mathematics education about what is the role of technology in teaching and learning, how it can facilitate for the better understanding of learners, especially what we can do more with it comparing to the traditional teaching and learning environments. Here I propose a way of using technology[GSP] for creative exploration, which makes it possible to extend our knowledge that leads to new discovery.

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Development of an Authoring Tool Based on Components (컴포넌트 기반 저작도구의 개발)

  • 송태옥
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.382-385
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    • 2001
  • 학습에 있어서 게임 요소의 도입은 학습동기 유발의 측면에서 긍정적인 평가를 받고 있다. 본 연구에서는 이러한 학습컨텐츠 개발에 있어서 중복적인 개발 노력을 배제하여 경제적·시간적 효율성을 높일 수 있는 컴포넌트들과 저작도구를 개발하였다. 이 컴포넌트들은 게임 제작에 필요한 기능을 캡슐화하여 제공하고 있으므로 이용하기 편리하고 학습 컨텐츠를 적은 노력으로 손쉽게 개발할 수 있다. 또한 컴포넌트가 조립된 학습도구는 ActiveX 컨트롤로 변환되므로 네트웍 기반 학습에도 이용될 수 있으며, 일반적인 어플리케이션에도 이용될 수 있다. 이 컴포넌트들을 이용한 개발의 예로서 역할놀이용 시뮬레이터를 제작하였다.

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Design & Implemention of a Web Based Music Courseware for Using Flash (플래시를 이용한 웹 기반 악보제작 코스웨어의 설계 및 구현)

  • 이영경;우종정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.819-822
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    • 2003
  • 인터넷 기술의 급격한 발달과 함께 인터넷은 교수-학습 도구로서의 중요한 역할을 하게 되었다. 타 교과 교육과 마찬가지로 음악교육에서도 중요성이 나날이 증가하고 있다. 음악교육이 의미 있게 이루어지기 위해서는 음악에 대한 기본 개념을 이해하고 이를 바탕으로 학생 스스로가 능동적으로 참여하는 활동이 필요하다. 본 연구에서는 기존의 교수방법에서 한 단계 발전하여 플래시를 활용한 교수 학습 모형을 제시하고자 한다. 텍스트와 플래시 애니메이션으로 구성된 학습내용은 아동의 적극적인 참여로 진행되도록 설계 구성하였으며 학습내용의 결과를 즉시 확인할 수 있어 텍스트위주로 학습할 때 보다 쉽게 이해할 수 있을 것이다. 플래시를 음악교과에 적극적으로 활용한다면 학습효과는 커질 것으로 예상한다.

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Intelligent Tutoring System based on WIPI for Elementary Practical English 300 certifications (초등 생활영어 300 인증제를 위한 WIPI 기반의 지능형 교육 시스템)

  • Lee, Young-Seok;Kim, Byung-Gyu;Cho, Jung-Won;Choi, Byung-Uk
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.128-137
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    • 2004
  • 컨텐츠에 대한 처리 기술과 사용자 인터페이스의 발전으로 인해, 교육 현장에서 광범위하게 사용되는 교육도구로 컴퓨터가 자리매김하고 있다. 제한된 교실 환경에서 컴퓨터를 활용한 영어교육은 학습자들에게 흥미를 유발하고, 의사소통능력의 신장을 유도하는 등의 장점이 있으나, 수준에 따른 개별학습과 상호작용 유도, 개인차를 고려한 평가 등을 수행하기 어려운 문제점이 있다. 본 논문에서는 이러한 장점을 극대화하고 단점을 좌완하기 위해서 휴대폰의 국내 표준 플랫폼인 WIPI(Wireless Internet Platform for Interoperability)기반 영어 학습 시스템을 제안한다. 제안하는 시스템은 휴대 전화의 제한성을 극복하고, 이에 적합한 컨텐츠를 활용하면서, 교사의 역할을 대신해 줄 수 있는 지능형 교육 시스템을 도입하여 교사의 역할을 대신하여 피드백을 제공해 줄 수 있으며, 교사와 학생간의 상호작용을 유도하여 학습의 효과를 극대화 할 수 있을 것이다.

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A Transition based Joint Model for Korean POS Tagging & Dependency Parsing using Deep Learning (딥러닝을 이용한 전이 기반 한국어 품사 태깅 & 의존 파싱 통합 모델)

  • Min, Jin-Woo;Na, Seung-Hoon;Sin, Jong-Hoon
    • Annual Conference on Human and Language Technology
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    • 2017.10a
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    • pp.97-102
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    • 2017
  • 형태소 분석과 의존 파싱은 자연어 처리 분야에서 핵심적인 역할을 수행하고 있다. 이러한 핵심적인 역할을 수행하는 형태소 분석과 의존 파싱에 대해 일괄적으로 학습하는 통합 모델에 대한 필요성이 대두 되었고 이에 대한 많은 연구들이 수행되었다. 기존의 형태소 분석 & 의존 파싱 통합 모델은 먼저 형태소 분석 및 품사 태깅에 대한 학습을 수행한 후 이어서 의존 파싱 모델을 학습하는 파이프라인 방식으로 진행되었다. 이러한 방식의 학습을 두 번 연이어 진행하기 때문에 시간이 오래 걸리고 또한 형태소 분석과 파싱이 서로 영향을 주지 못하는 단점이 존재하였다. 본 논문에서는 의존 파싱에서 형태소 분석에 대한 전이 액션을 포함하도록 전이 액션을 확장하여 한국어 형태소 분석 & 의존파싱에 대한 통합모델을 제안하였고 성능 측정 결과 세종 형태소 분석 데이터 셋에서 F1 97.63%, SPMRL '14 한국어 의존 파싱 데이터 셋에서 UAS 90.48%, LAS 88.87%의 성능을 보여주어 기존의 의존 파싱 성능을 더욱 향상시켰다.

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