• Title/Summary/Keyword: 온라인 Q&A

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Subjectivity study of Cooking Major College Student according to Cooking Practice Subject's Untact Online Class -Focusing on using Google Classroom- (조리실습과목의 비대면 온라인수업에 따른 조리전공 대학생의 주관성 연구 -구글 클래스룸 활용 중심-)

  • Lee, Kang-Yeon;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.292-302
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    • 2021
  • The purpose of this study was to use Google Classroom for Cooking Practice Subject. We would like to present a practice class operation method suitable for the current educational environment and conditions. If the Untact Class in the Practice Subject is conducted in the future, we want to cultivate the core competencies and practical skills of the major. In addition, Q Methodology, which can be extracted by type, was applied by analyzing subjective opinions or perception structures for the cooking major students who are currently experiencing the curriculum. The survey period was conducted from March 23 to April 30, 2020 for first-year Cooking Major students taking the Cooking Practice Subject. Type 1 (N=11): Development of cooking training kit, Type 2 (N=7): Special lectures from industry experts, Type 3 (N=7): Development of practice form self-directed learning, respectively. Based on this study, it is expected to contribute to the Q Methodology on the development of the curriculum for the operation of the cooking practice subject, the effectiveness of education, and the application of learning methods.

A Case of Engineering Team Project Execution in Uncontacted Classes (비대면 수업에서 공학 팀 프로젝트 수행 사례)

  • Kim, Eun-Gyung
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.255-264
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    • 2020
  • In the database design course, the team project is a very important process to develop students' database design competencies. In order to carry out team projects smoothly, active interaction between students and the professor as well as collaboration among team members are very important. However, a full uncontacted class was suddenly decides in the first semester of 2020, it was questionable whether it would be possible to effectively manage this course, where team projects to construct database take up a big portion. However team projects were able to proceed without major problems through interaction using real-time video media such as zoom, and discussions, quizzes, and Q&A supported by the online education support system (LMS), and online presentations, mutual evaluations, and so on. This paper shares the experience of managing engineering team projects in uncontacted classes and based on three surveys introduces desirable improving directions of this instruction and some suggestions to improve uncontacted classes overall.

How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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MINDLE : The Psychometric Platform Designed For The Online Mental Care System (민들레 : 온라인 심리 치료를 위한 심리 상담 플랫폼)

  • Jeong, Ju-yeong;Kim, Min-kyu;Jang, Min-seong;Seo, Min-su;Lee, Jun-Yeop;Koh, Seok-Joo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.652-654
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    • 2018
  • Recently there are many people who suffer from a mental problem like depression or anxiety caused by the stress of employment or school works. Some mental care agencies serve a campaign for them, but it's less accessible due to the geographic distance. And before taking the service, people should find out what is a better psychological test for them to diagnose the problem. Furthermore, it is inconvenient that keeping the diagnosis which is written in some papers. In his paper, in order to solve these problems, suggests the novel platform that serves psychological tests to users and stores results into database so that involved agencies could contact quickly. The psychological tests BAI, BDI, PHQ-15, and Q-15 were used to verify the reliability and effectiveness of the platform.

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Implementation of a Learning Support System that Facilitates Teacher-Student Interaction Utilizing a Digital Human (디지털 휴먼을 활용하여 교수-학생 상호작용을 촉진시키는 학습지원 시스템 구현)

  • Gyu-Sung Jung;Chan-Hyeong Im;Hae-Chan Lee;Ra Yun Boo;Soonuk Seol
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.523-533
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    • 2022
  • During the COVID-19 pandemic, the use of video classes and real-time online education has increased, but the lack of interaction between instructors and learners remains a challenging problem to be resolved. This paper designs and implements a learning support system that utilizes a digital human to improve faculty-student interaction, which plays an important role in increasing the educational effect and satisfaction of real-time online classes. In this paper, a digital human participates in a class as a virtual learner and asks questions raised by other learners through an anonymous chat system to the instructor on behalf of the learners. In addition, as a class facilitator, the digital human analyzes the lecturer's speech in real time and provides it to the learner in the form of a summary of the class, thereby facilitating faculty-student interaction. In order to confirm that the proposed system can be used in actual online real-time classes, we apply our system to Zoom classes. Experimental results show that facilitated Q&A and real-time class summaries are successfully provided through our digital human-based learning support system.

A Study on the Development of Internet-based Reference Request System (인터넷 기반 참고질의시스템의 개발에 관한 연구)

  • 박준식;방대욱
    • Journal of Korean Library and Information Science Society
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    • v.32 no.1
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    • pp.1-31
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    • 2001
  • University libraries need the development of a common Internet-based reference request system in order to prevent duplicated investment and provide interoperability among them. This paper proposes a standard of Internet-based reference recluest system that serves reference request-responses and that provides reference source sites on the world wide web. Using this system, university libraries can cooperate other libraries with reference databases and may perform tasks of reference service efficiently.

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A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

A Case Study on Educational Effect and Operation of Blended Learning for Engineering Education (공학교육을 위한 블렌디드 러닝의 운영사례 및 교육효과 연구)

  • Hyung-kun Park
    • Journal of Practical Engineering Education
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    • v.15 no.1
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    • pp.39-44
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    • 2023
  • With the development of e-learning teaching methods, the demand for blended learning, which combines face-to-face education and e-learning, is increasing, and it shows a learning effect that can replace the existing face-to-face class. Engineering subjects have various learning activities such as practice, so it is not easy to operate them with traditional blended learning. Therefore, a different teaching and learning design is required according to the learning activities required for the subject. In this paper, examples of teaching method design and operation for blended learning in engineering subjects were introduced, and their effects investigated and analyzed. Learning activities were subdivided into theoretical classes, practical classes, quizzes and Q&A, assignments and solutions, and teaching and learning methods such as online videos, LMS utilization, and face-to-face classes were applied according to learning activities. According to the results of the student satisfaction survey, blended learning showed higher satisfaction than pure online and face-to-face classes in engineering subjects, and showed differentiated satisfaction for each learning activity.

Similar Question Search System for Q&A board of The National Institute of the Korean Language using Topic Classification (주제 분류를 활용한 국립국어원 질의응답 게시판 유사 질문 검색 시스템)

  • Mun, Jung-Min;Song, Yeong-Ho;Jin, Ji-Hwan;Lee, Hyun-Seob;Lee, Hyun-Ah
    • Annual Conference on Human and Language Technology
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    • 2014.10a
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    • pp.201-205
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    • 2014
  • 국립국어원의 온라인 가나다 서비스는 한국어에 대한 다양한 질문과 정확한 답변을 제공한다. 만일 새롭게 등록되는 질문에 대해 유사한 질문을 자동으로 찾을 수 있다면, 질문자는 빠른 시간에 답변을 얻을 수 있고 서비스 관리자는 수동 답변 작성의 부담을 덜 수 있다. 본 논문에서는 국립국어원 질의응답게시판의 특성을 분석하여 질문의 주제를 6가지로 분류하고, 주제 분류 정보와 벡터 유사도, 수열 유사도를 결합하여 유사한 질문을 검색하는 시스템을 제안한다. 평가에서는 본 논문에서 제시한 주제 분류 정보를 활용한 결과 1위 정답 검색 정확률이 향상되는 결과를 얻었다. 최종 실험에서는 MRR이 0.62, 정답이 1위, 5위내에 검색될 확률은 각각 54.2%, 78.2%를 보였다.

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Artificial Engine Development through Reinforcement Learning on Jul-Gonu Game (강화학습을 이용한 줄고누게임의 인공엔진개발)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.93-99
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    • 2009
  • Game program manufacture had been classed by 3D or on-line game etc. simply. But, atomized game programmer's kind now. So, Artificial Intelligence game programmer's role is important. This paper used reinforcement learning algorithm for Jul_Gonu board characters to learn, and so they can move intelligently. To compare a learned character to an random one, a board game was created, and then they fought against each other. As a result, learned character‘s ability was far more improved.

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