• Title/Summary/Keyword: 직관 학습

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Stragery UX design on Mobile learning (모바일 러닝에서 학습자 중심의 UX디자인 설계전략)

  • Choi, Eun-young;Song, Ye-Rim
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.210-212
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    • 2017
  • A design which would let its users optimize their learning experiences accordingly to the diversification of learning platforms is needed. Especially with the expansion of mobile learning, a heuristic evaluation was used to evaluate the usability in order to provide learners with various learning methods and experiences according to the unique characteristics a mobile possesses. Therefore, we could conclude that systematic factors like information display, intuitiveness and conciseness do have a significant effect on users' attitudes.

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A Study on the learning styles in an e-learning and Psychological Types in University Student (대학생의 e-러닝 학습양식과 성격유형에 관한 연구)

  • Kim, Miyoung;Lee, Jahee;Choi, Wonsik
    • 대한공업교육학회지
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    • v.31 no.2
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    • pp.332-349
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    • 2006
  • The purpose of this study is to identify the relationship between the University students' learning styles in an e-learning according to the major field and learning styles in an e-learning according to the psychological types. The results of the research are as follows: First, The Major field made no difference to the learning styles in e-learning. E-learning styles of University student are as follows : the environment-dependent and self-directed learning style, positive and cooperative learning style, environment-independent and self-directed learning style. Second, In comparison with the boys and girl's the learning styles in e-learning, there were individual differences. But the environment-dependent and self-taught learning style was the highest learning style in Boys and Girl's but, especially there was more high in Girl's. Third, Amount to use internet made no difference to the learning styles in e-learning. The difference of learning styles in an e-learning environment according to Extraversion-Introversion, Sensing-Intuition, Thinking-Feeling among Psychological Types were statistically meaningless.

Creativity Development and Design in Digital Era (디지털 시대의 창조성 개발과 디자인)

  • Rhi, Joo-Myung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.265-272
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    • 2005
  • In Korean language, 'changeu'(originality) and 'changjo'(creativity) has been used as almost same meaning, because these have similar pronunciation. However, originality means idea and creativity means process. The former is based on intuition, and the latter is on both of logic and intuition. Intuition process is not perceived very well, but logic has very clear one. We can find the due for that creating something is not difficult too much anymore, because the process is identified. The creation process is a problem solving process and it has the design on its center. Designer study the problem solving process and learn how to solve the problem with many cases on its studio class. Then we can call them as a creator. The meaning of design that it is a styling is very usual in Korean public and even designers. However, it will be not valid anymore in the upcoming digital age, which reproduction is possible with a little restriction. Design should be back as an original methodology for creation with the designer's own capability such as conception, intermediation, and visualization.

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A Study of the Effect of Computer's Visual Data about Understanding Concept of Sequence with High School Student (컴퓨터 시각화 자료가 고등학생들의 수열 개념 이해에 미치는 영향)

  • Jung, In-Chul;Hwang, Woon-Gu;Kim, Taeg-Su
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.91-111
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    • 2007
  • This study investigated how high school students predict the rule, the sum of sequence for the concept of sequence, for the given patterns based on inductive approach using computers that provide dynamic functions and materials that are visual. Students for themselves were able to induce the formula without using the given formula in the textbook. Furthermore, this study examined how these technology and materials affect students' understanding of the concept of actual infinity for those who have the concept of the potential infinity which is the misconception of infinity in a infinity series. This study shows that students made a progress from the concept of potential infinity to that of actual infinity with technology and materials used I this study. Students also became interested in the use of computer and the visualized materials, further there was a change in their attitude toward mathematics.

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The Study on the $Poincar\acute{e}'s$ Psychology in Invention (푸앵카레($Poincar\acute{e}$)의 발명 심리학의 고찰)

  • Lee, Dae-Hyun
    • Journal for History of Mathematics
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    • v.22 no.3
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    • pp.171-186
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    • 2009
  • $Poincar\acute{e}$ is mathematician and the episodes in his mathematical invention process give suggestions to scholars who have interest in how mathematical invention happens. He emphasizes the value of unconscious activity. Furthermore, $Poincar\acute{e}$ points the complementary relation between unconscious activity and conscious activity. Also, $Poincar\acute{e}$ emphasizes the value of intuition and logic. In general, intuition is tool of invention and gives the clue of mathematical problem solving. But logic gives the certainty. $Poincar\acute{e}$ points the complementary relation between intuition and logic at the same reasons. In spite of the importance of relation between intuition and logic, school mathematics emphasized the logic. So students don't reveal and use the intuitive thinking in mathematical problem solving. So, we have to search the methods to use the complementary relation between intuition and logic in mathematics education.

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The influence of calling and self esteem on nursing professionals of nursing students (간호대학생의 소명의식과 자아존중감이 간호전문직관에 미치는 영향)

  • Hyea-Kyung Lee;Yun-Soo Choi;Ji-Seon Kim;Myeong-Seo Kim;Chan-Young Jeon;Chae-Yoon Cho;Yeon-Jin Heo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.563-571
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    • 2023
  • The purpose of the study is to understand the impact of nursing college students' awareness and self-esteem on nursing professionals. The research design of this study is a descriptive investigative study using convenient samples. The data collection collected structured questionnaires and Google's online survey methods for first- to fourth-year nursing college students at three universities in North Chungcheong Province. The collected data were analyzed using the SPSS window 25.0 program as frequency, percentage, mean and standard deviation, t-test and one-way ANOVA, and post-test as Scheffétest, Pearson correlation coefficient, and multiple regression. The study found that 21.7% (==-.181, p<.001), 2.8% major satisfaction, and 24.5% (β=.420, p<.001), so it is recommended to use it as basic data to establish a curriculum and teaching learning strategy to improve major satisfaction.

MBTI-Based Learning Types Design Using Machine Learning (머신러닝을 활용한 MBTI 기반 학습유형설계)

  • Oh, Sumin;Sohn, Seoyoung;Yang, Hyeseong;Park, Minseo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.207-213
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    • 2022
  • MBTI(Myer Briggs Type Indicator) is an effective personality type test to intuitively identify and classify people's tendencies. Accordingly, there are active attempts to apply MBTI to the learning area, but research on creating new learning types using MBTI is insufficient. Therefore, this paper examines the factors that affect learning and implements new learning types MY,STI(MY, Study Type Indicator) by applying them to a machine learning algorithm that has these characteristics. Data were collected by conducting a learning type test made with Google Forms on 144 general people, and supervised learning was used during machine learning. As a result, the accuracies of MY,STI were 0.933, 0.866, 0.844, and 0.733 for each learning method, learning motivation, presence or absence of external stimulus, and learning time criteria, respectively.

A Study on the Abstraction of Learning Materials from the Isoperimetric Problem to Develop a Spatial Sense (등주문제 분석을 통한 공간감각 계발을 위한 학습자료 추출 연구)

  • Choi, Keunbae;Chae, Jeong-Lim
    • School Mathematics
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    • v.16 no.4
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    • pp.677-690
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    • 2014
  • The main goals of learning geometry include developing spatial ability and concepts on geometric objects based on understanding the attributes and relationships of them. While the instructions on geometric objects follow the concept development models, the ones on spatial ability are designed from the perspective of geometric transformation. However, there is a need for instructional materials to emphasizing the relationships among geometric concepts. This study hypothesizes that spatial ability stems from the intuitive understanding of geometric objects and the relational understanding on concepts, and it considers the isoperimetric problems as instructional materials to foster spatial ability.

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Game Agent Learning with Genetic Programming in Pursuit-Evasion Problem (유전 프로그래밍을 이용한 추격-회피 문제에서의 게임 에이전트 학습)

  • Kwon, O-Kyang;Park, Jong-Koo
    • The KIPS Transactions:PartB
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    • v.15B no.3
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    • pp.253-258
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    • 2008
  • Recently, game players want new game requiring more various tactics and strategies in the complex environment beyond simple and repetitive play. Various artificial intelligence techniques have been suggested to make the game characters learn within this environment, and the recent researches include the neural network and the genetic algorithm. The Genetic programming(GP) has been used in this study for learning strategy of the agent in the pursuit-evasion problem which is used widely in the game theories. The suggested GP algorithm is faster than the existing algorithm such as neural network, it can be understood instinctively, and it has high adaptability since the evolving chromosomes can be transformed to the reasoning rules.

Analysis of learning preferenece using student's sympathetic-parasympathetic response (학습자의 교감/부교감 반응 분석에 의한 학습 선호도 분석에 관한 연구)

  • Kim, Bo-Yeon;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.355-363
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    • 2007
  • One of major factors for learning achievement is the student's learning preference according to his character type. In course of learning, if a student studies e-learning contents opposed to his preference, then he would be under stress and his blood pressure and heart beat be changed. For measuring unwillingness, we used spectral components in frequency domain known as stress measure. For 13 children attending kindergarten we examined S(sensing)/ N(intuition) of MBTI and presented same learning contents during 10 minutes. During learning we gathered ECG signals, changed into HRV(heart rate variability), transformed time-varying HRV signal into spectral density in frequency domain. And then, we divided it into three areas of low(LF), middle(MF), and high-frequency(HF) and calculated stress measures by rates of those frequency area. We compared estimated stress measures of S group with them of N group whether students in different group preferred different contents or not. Experimental shows that students according to MBTI type prefer different contents.

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