• Title/Summary/Keyword: 온라인 러닝 커뮤니티

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A Study on Automatic Comment Generation Using Deep Learning (딥 러닝을 이용한 자동 댓글 생성에 관한 연구)

  • Choi, Jae-yong;Sung, So-yun;Kim, Kyoung-chul
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.83-92
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    • 2018
  • Many studies in deep learning show results as good as human's decision in various fields. And importance of activation of online-community and SNS grows up in game industry. Even it decides whether a game can be successful or not. The purpose of this study is to construct a system which can read texts and create comments according to schedule in online-community and SNS using deep learning. Using recurrent neural network, we constructed models generating a comment and a schedule of writing comments, and made program choosing a news title and uploading the comment at twitter in calculated time automatically. This study can be applied to activating an online game community, a Q&A service, etc.

Application and Analysis of Cooperative Learning Contents Construction Tools for Improving Interaction in e-Learning (e-러닝에서 상호작용 증진을 위한 협동적 학습콘텐츠 구축 도구의 적용 및 분석)

  • Park, Chan-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.248-257
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    • 2007
  • With the advance of information technology, e-learning is widely used. However, due to the lack of human computer interaction, e-mentoring or blended learning are adopted to complement the drawbacks of e-learning these days. One of the common purposes for adopting these tools is to enhance the interaction level by using bbs or blogs based on e-communities. If the cooperative learning contents management tools that share learners' knowledge in e-learning are provided, interactivity and educational effects can be enhanced. In this paper, a tree-based learning contents construction tool and a community-based cooperative learning contents construction tools that can share the learners' knowledge are proposed. Also, we analyze the influencing factors to the learners by using the proposed tools.

An Intelligent Web based e-Learning Multi Agent System (웹기반 이러닝 멀티에이전트 시스템)

  • Cho, Young-Im
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.1
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    • pp.39-45
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    • 2007
  • In this paper, we developed an intelligent web based e-learning system based on multi agents. To do development of the system, we applied an inclination test that is based on the education theory to do grouping the desirable e-learning community. The proposed system, Intelligent Web based e-learning Multi Agent System (IMAS), is used the multi agents paradigm including learning manner by neural network for grouping of e-learning community and a new distributed multi agent framework proposed here.

Development of online learning community using Humhub social network software (Humhub 소셜네트워크 소프트웨어를 사용한 온라인 학습 커뮤니티 구축 방안)

  • Park, Jongdae
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.159-167
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    • 2018
  • In this study, we have developed an online learning community site using Humhub social network software and promote social constructive learning through the questions and answers in subject specific learning groups. By accumulating learning contents which consist of questions and answers about specific topics, learners can acquire knowledge by searching relevant topics and questions and can create and reconstruct knowledge as well as consuming knowledge by participating in self-regulated learning community. We have developed a mathematical editor feature which enables users to enter mathematical expression such as equations and greek characters. Online learning community sites can be used for inquiry based information education.

A Study on the Effects of Learners' Knowledge Sourcing Behavior on the Knowledge Utilization Outcomes in Social Learning Community (소셜 러닝 커뮤니티에서 학습자의 지식소싱 행위가 지식활용 성과에 미치는 영향)

  • Han, Sang-Woo
    • Journal of the Korean Society for information Management
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    • v.31 no.2
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    • pp.173-188
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    • 2014
  • This research aims to analyze empirically the effects of learners' knowledge sourcing behavior on the knowledge utilization outcomes in a social learning community. This kind of virtual community is of service to users who not only produce but also share a variety of valuable knowledge which is created based on relationships and interactions among learners. In order to conduct the study, a group of learners was made of 55 undergraduate students who were majoring in social science. The data was collected by online survey at the end of the term and multiple regression methods have been used for empirical analysis. The study shows that dyadic knowledge sourcing and published knowledge sourcing both have significant effects on knowledge reuse and knowledge adaptation. In addition, knowledge adaptation and knowledge innovation were affected by group knowledge sourcing. The research results help to select appropriate knowledge sourcing behavior depending on one's purpose of knowledge use.

Design of Problem-Based Blended Learning for the Improvement of Software Adaptability (응용소프트웨어 적응력 향상을 위한 문제중심의 B-러닝 설계)

  • Kim, Sun-Nam;Yoo, In-Hwan
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.129-134
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    • 2007
  • 학교 현장에서의 컴퓨터 교육은 여전히 시범실습위주로 이루어지고 있으며. 초등학교 컴퓨터 교육에서 많은 비중을 차지하는 소프트웨어 교육은 더욱 그러하다. 소프트웨어는 끊임없이 개발되거나 업그레이드 되고 있어 가르쳐야 할 내용이 많아져 새로운 학습방법이 필요하다. 즉 문제사태에서 필요한 기능을 찾아 스스로 문제를 해결하고 다른 응용소프트웨어에 전이 및 파지할 수 있는 능력을 길러주는 학습방법이 필요하다. 그 방법 중의 하나가 구성주의 학습 원리에 부합한 문제중심학습이며 학습의 효과를 높이기 위해서 온라인과 오프라인학습의 장점을 혼합한 B-러닝 방법이 필요하다. 따라서 본 연구는 응용소프트웨어의 적응력을 향상시키기 위해 한글 워드프로세서 학습내용을 학습자의 수준에 맞게 문제중심으로 재구성하고 온라인 학습을 위해 학급커뮤니티를 설계 및 구현하였다. 그리고 문제중심의 B-러닝에 적합한 학습모형을 설계하여 제시하였다. 문제중심의 B-러닝은 구성주의 학습 원리에 적합한 실생활의 문제를 학습내용으로 하고 면대면 교실수업의 장점과 온라인 학습의 장점을 혼합하여 자기주도적으로 탐구학습을 하는 것이므로 응용소프트웨어의 적응력은 향상될 것으로 기대한다.

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An Implementation of a Mentoring Community System focused on Dynamic Communication (동적교류 기반 효과적인 멘토링 커뮤니티 구현)

  • Hwang, Shin-Hee;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.423-432
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    • 2008
  • Recently, The E-Learning becames popular in modern education society, and the education of E-Learning form increased. among them, the leadership education which cultivate the leader who is a present community leader role is more important. The Leadership-activity give effects to consultant and consulters through the relationship each other. However, the leadership-activity is difficult to be reified because it differs from concepts of E-learning that is one-direction teaching mechanism. Beside, the restriction in time and space and considered as important factors because of offline characteristics. The paper presents an online mentoring community form unities among professors, student, and managers having the same subjects in virtual spaces. The community is based on the Leadership-activity. The community system contributes in aspects to a new evaluation mechanism and a new method to communication between mentors and mentees. The paper introduces the system architectures and the implementation method for the presenting community system in details.

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Design and Implementation of Web Based Collaborative Learning System for Interactivity among Learners (e러닝 환경에서 학습자간 상호작용활동 증진을 위한 웹 기반 협동학습 시스템 설계 및 구현)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • 한국IT서비스학회:학술대회논문집
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    • 2007.11a
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    • pp.357-362
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    • 2007
  • 본 연구는 e러닝 환경에서 웹 기반 학습자간 상호작용 학습증진을 위한 스터디 그룹 활동지원시스템 개발을 위한 실질적 사례를 제시하는 데 있다. e러닝 환경 웹 기반학습의 단점을 보완하기 위하여 함께 학습이 가능하도록 제안되었고, 학습자들간의 상호작용을 증진시킬 수 있는 자료실 정보교환, 화상토론, 동영상강좌 동시 시청 가능도 설계되었다. 대학생 254명 대상 49개 그룹으로 학습자간의 상호작용을 통한 학습만족도를 조사하고 그 결과를 분석 해보았다. 또한 협동학습을 통한 스터디 그룹 활동은 개인별 상호작용 활동지수로 나타내어 학습만족도와의 상관관계를 증가시킬 수 있는 하나의 온라인 학습 커뮤니티 모형을 제시함으로서 e러닝 사이트나 학습 시스템을 설자하고 구현하는데 참고가 될 수 있으리라 기대한다.

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Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.