• Title/Summary/Keyword: 온라인 학습커뮤니티

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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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A Study on the Effectiveness of the Cyber Home Learning System (사이버가정학습 효과성에 대한 연구)

  • Bae, Young-Kwon;Kho, Dae-Gon
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.253-265
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    • 2008
  • Recently the cyber home learning system is executed throughout the country as a part of educational policies to reduce expenditure on private education and to promote educational welfare for alienated classes. Thus, in order to examine the effectiveness of the cyber home learning system, we conducted an online questionnaire survey with elementary and secondary students, cyber teachers under the OO Office of Education. According to the results, overall satisfaction with the cyber home learning system and its effectiveness were found high. In addition, what were required for more effective the cyber home learning system were expanding the execution of unit school learning, strengthening teacher training, increasing incentives for cyber teachers, intensifying campaigns for the cyber home learning system, providing various types of information and contents of education, and activating learning activities such as community, message and chatting. This study is expected to be a steppingstone to the settlement of more effective the cyber home learning system.

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An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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A Study on the Current Status and Improvement Plans for e-Learning Utilization Using the Delphi Technique: Focusing on Scuba Diving Education

  • Sung-Soo Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.143-153
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    • 2024
  • This study aims to analyze both the current utilization of e-learning in the scuba diving education sector and the possible improvements by using Delphi analysis. The study administered three rounds of Delphi surveys with 25 specialists, including business executives and educational leaders from scuba diving centers and resorts affiliated with organizations that conduct scuba diving education through e-learning. The comparative analysis of the state of e-learning utilization and factors for improvement revealed significant insights. In terms of expected benefits, the analysis highlighted an increase in user convenience, temporal flexibility in learning activities, and easy access to products. However, it identified major issues such as the simplistic mandatory exams, inadequate professional depth in the feedback provided, and a lack of bidirectional communication between learners and instructors. Recommendations for improvements included enhancing communication through various online communities, conducting mandatory exams offline, and developing a variety of content. Conducting regular program quality evaluations, integrating with various diving communities, and assigning dedicated tutors were deemed crucial factors for future development.

Preprocessing technique for natural language processing considering the form of characters used in malicious comments (악성 댓글에 사용된 문자의 형태를 고려한 한국어 자연어처리를 위한 전처리 기법)

  • Kim, Hae-Soo;Kim, Mi-hui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.543-545
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    • 2022
  • 최근 악플에 대한 논란이 끊이지 않고 있어 이것을 해결하기위한 방법으로 자연어 처리를 이용하고 있다. 특히 소셜 미디어, 온라인 커뮤니티에서 많이 발생하고 있고 해당 매체에서는 한글을 그대로 사용하지 않고 그들의 은어를 섞어서 사용하며 그중에서 한글이 아닌 문자를 섞어서 만들어낸 문장도 있다. 이러한 문장은 기존의 모델에 학습된 데이터의 형태와 다르며 한글이 아닌 문장이 많을수록 모델의 예측이 부정확해진다는 단점이 있어 본 논문에서는 인공지능을 이용한 이미지 분류와 띄어쓰기, 오타 교정을 이용한 전처리 기법을 제안한다.

Face Annotation System for Social Network Environments (소셜 네트웍 환경에서의 얼굴 주석 시스템)

  • Chai, Kwon-Taeg;Byun, Hye-Ran
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.8
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    • pp.601-605
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    • 2009
  • Recently, photo sharing and publishing based Social Network Sites(SNSs) are increasingly attracting the attention of academic and industry researches. Millions of users have integrated these sites into their daily practices to communicate with online people. In this paper, we propose an efficient face annotation and retrieval system under SNS. Since the system needs to deal with a huge database which consists of an increasing users and images, both effectiveness and efficiency are required, In order to deal with this problem, we propose a face annotation classifier which adopts an online learning and social decomposition approach. The proposed method is shown to have comparable accuracy and better efficiency than that of the widely used Support Vector Machine. Consequently, the proposed framework can reduce the user's tedious efforts to annotate face images and provides a fast response to millions of users.

Question Retrieval using Deep Semantic Matching for Community Question Answering (심층적 의미 매칭을 이용한 cQA 시스템 질문 검색)

  • Kim, Seon-Hoon;Jang, Heon-Seok;Kang, In-Ho
    • Annual Conference on Human and Language Technology
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    • 2017.10a
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    • pp.116-121
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    • 2017
  • cQA(Community-based Question Answering) 시스템은 온라인 커뮤니티를 통해 사용자들이 질문을 남기고 답변을 작성할 수 있도록 만들어진 시스템이다. 신규 질문이 인입되면, 기존에 축적된 cQA 저장소에서 해당 질문과 가장 유사한 질문을 검색하고, 그 질문에 대한 답변을 신규 질문에 대한 답변으로 대체할 수 있다. 하지만, 키워드 매칭을 사용하는 전통적인 검색 방식으로는 문장에 내재된 의미들을 이용할 수 없다는 한계가 있다. 이를 극복하기 위해서는 의미적으로 동일한 문장들로 학습이 되어야 하지만, 이러한 데이터를 대량으로 확보하기에는 어려움이 있다. 본 논문에서는 질문이 제목과 내용으로 분리되어 있는 대량의 cQA 셋에서, 질문 제목과 내용을 의미 벡터 공간으로 사상하고 두 벡터의 상대적 거리가 가깝게 되도록 학습함으로써 의사(pseudo) 유사 의미의 성질을 내재화 하였다. 또한, 질문 제목과 내용의 의미 벡터 표현(representation)을 위하여, semi-training word embedding과 CNN(Convolutional Neural Network)을 이용한 딥러닝 기법을 제안하였다. 유사 질문 검색 실험 결과, 제안 모델을 이용한 검색이 키워드 매칭 기반 검색보다 좋은 성능을 보였다.

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A Study on Improved Comments Generation Using Transformer (트랜스포머를 이용한 향상된 댓글 생성에 관한 연구)

  • Seong, So-yun;Choi, Jae-yong;Kim, Kyoung-chul
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.103-114
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    • 2019
  • We have been studying a deep-learning program that can communicate with other users in online communities since 2017. But there were problems with processing a Korean data set because of Korean characteristics. Also, low usage of GPUs of RNN models was a problem too. In this study, as Natural Language Processing models are improved, we aim to make better results using these improved models. To archive this, we use a Transformer model which includes Self-Attention mechanism. Also we use MeCab, korean morphological analyzer, to address a problem with processing korean words.

Effects and Roles of Korean Community Dance (한국 커뮤니티 댄스의 효과와 역할)

  • Park, Sojung
    • Trans-
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    • v.9
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    • pp.37-66
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    • 2020
  • Entering the 21st century, the flow of society and culture is emerging as a cultural phenomenon in which one experiences, enjoys, and experiences on one's own. This trend has emerged as community dance, which has been active since 2010. Community dances can be targeted by anyone and can be divided into children's, adult and senior citizens' dances depending on the characteristics and age of the group, allowing them to work in various age groups. It also refers to all kinds of dances for the happiness and self-achievement of everyone who can promote gender, race and religion health or meet the needs of expression and improve their physical strength at meetings by age group, from preschoolers to senior citizens. Community dance is a dance activity in which everyone takes advantage of their leisure time and voluntarily participates in joyous activities, making it expandable to lifelong education and social learning. It is a voluntary community gathering conducted by experts for the general public. The definition of community dance can be said to be the aggregate of physical activities that enrich an individual's daily life and enhance their social sense to create a bright society, while individuals achieve the goals of health promotion and aesthetic education. In the contemporary community dance, the dance experience in body and creativity as self-expression reflects the happiness perspective by exploring the positive psychological experience and influence of the participants in the process of participation, and participants have continued networking through online offline to enjoy the dance culture. Although research has been conducted in various fields for 10 years since the boom in community dance began, the actual methodology of the program has been insufficient to present the Feldenkrais Method, hoping that it will be used as a methodology necessary for local community dance, and will be used as part of the educational effects and choreography creation methods of artists that can improve the physical functional aspects of dance and give a sense of psychological stability.

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Influence of Motivational, Social, and Environmental Factors on the Learning of Hackers (동기적, 사회적, 그리고 환경적 요인이 해커의 기술 습득에 미치는 영향)

  • Jang, Jaeyoung;Kim, Beomsoo
    • Information Systems Review
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    • v.18 no.1
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    • pp.57-78
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    • 2016
  • Hacking has raised many critical issues in the modern world, particularly because the size and cost of the damages caused by this disruptive activity have steadily increased. Accordingly, many significant studies have been conducted by behavioral scientists to understand hackers and their practices. Nonetheless, only qualitative methods, such as interviews, meta-studies, and media studies, have been employed in such studies because of hacker sampling limitations. Existing studies have determined that intrinsic motivation was the dominant factor influencing hackers, and that their techniques were mainly acquired from online hacking communities. However, such results have yet to be causally proven. This study attempted to identify the causal factors influencing the motivational and environmental factors encouraging hackers to learn hacking skills. To this end, hacker community members using the theory of planned behavior were observed to identify the causal factors of their learning of hacking skills. We selected a group of students who were developing their hacking skills. The survey was conducted over a two-week period in May 2015 with a total of 227 students as respondents. After list-wise deletion, 215 of the responses were deemed usable (94.7 percent). In summary, the hackers were aware that hacking skills are considered socially unethical, and their attitudes toward the learning of hacking skills were affected by both intrinsic and extrinsic motivations. In addition, the characteristics of the online hacking community affected their perceived behavioral control. This study introduced new concepts in the process of conducting a causal relationship analysis on a hacker sample. Moreover, this research expanded the discussion on the causal direction of subjective norms in unethical research, and empirically confirmed that both intrinsic and extrinsic motivations affect the learning of hacking skills. This study also made a practical contribution by raising the educational and policy response issues for ethical hackers and demonstrating the necessity to intensify the punishment for hacking.