• Title/Summary/Keyword: 팀 기반학습

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Building Sentence Meaning Identification Dataset Based on Social Problem-Solving R&D Reports (사회문제 해결 연구보고서 기반 문장 의미 식별 데이터셋 구축)

  • Hyeonho Shin;Seonki Jeong;Hong-Woo Chun;Lee-Nam Kwon;Jae-Min Lee;Kanghee Park;Sung-Pil Choi
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.4
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    • pp.159-172
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    • 2023
  • In general, social problem-solving research aims to create important social value by offering meaningful answers to various social pending issues using scientific technologies. Not surprisingly, however, although numerous and extensive research attempts have been made to alleviate the social problems and issues in nation-wide, we still have many important social challenges and works to be done. In order to facilitate the entire process of the social problem-solving research and maximize its efficacy, it is vital to clearly identify and grasp the important and pressing problems to be focused upon. It is understandable for the problem discovery step to be drastically improved if current social issues can be automatically identified from existing R&D resources such as technical reports and articles. This paper introduces a comprehensive dataset which is essential to build a machine learning model for automatically detecting the social problems and solutions in various national research reports. Initially, we collected a total of 700 research reports regarding social problems and issues. Through intensive annotation process, we built totally 24,022 sentences each of which possesses its own category or label closely related to social problem-solving such as problems, purposes, solutions, effects and so on. Furthermore, we implemented four sentence classification models based on various neural language models and conducted a series of performance experiments using our dataset. As a result of the experiment, the model fine-tuned to the KLUE-BERT pre-trained language model showed the best performance with an accuracy of 75.853% and an F1 score of 63.503%.

Design and Implementation of Students' Coding Assessment System for a Coding Puzzle Game (코딩퍼즐게임의 코딩 성취도 평가 시스템의 설계와 구현)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.7-18
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    • 2018
  • As coding education is ubiquitous in elementary or higher school curriculum, puzzle-based coding platforms such as Scratch or Entry have been popularly deployed and employed by many Korean coding educational institutions. In this article, we propose a quantitative students' coding assessment methodology and discuss several issues of the method. Besides, we show its usefulness through case studies shown in our proprietary coding platform called "CodingPuzzle" system. Additionally, we describe detailed design and implementation issues of our coding assessment system that has already been ported to the CodingPuzzle system and is currently under operation.

The Effects of Coach Turnover and Sport Team Performance: Evidence from the Korean Professional Soccer League 1983-2013 (한국프로축구팀의 감독교체가 팀 경기성과에 미치는 영향)

  • Kim, Phil-Soo;Kim, Dae-Kwon
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.329-345
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    • 2015
  • Our study examines the relationship between coach turnover and professional sport team performance using the evidences of Korean professional soccer teams. We collected panel dataset of 304 team-year observations and 96 coaches from Korean professional soccer league during the period of 1983-2013. Among them, our final sample is comprised of 226 observations and 81 coaches manifested for fixed-effect generalized least square (GLS) regression analysis. Drawing on sport management literatures and organizational learning theory, we argue that it takes time for a new head coach to take charge of the team in which the new leader who secure more time to interact with organization members is better able to remodel and improve team performance. Our empirical findings reveal that off-season coach turnover has a positive impact while turnover during the season has its negative influences on team performance. In addition, we find that subsequent team performance in association of off-season coach turnover is comparably better than that of on-season succession. The results show that coach succession rendered from inside the professional soccer team mediates the relationship between coach turnover and team performance. Our findings imply that coach turnover in professional sport teams is a significant factor affecting team performance.

Application of Flipped Learning in Database Course (데이터베이스 교과목에서 플립러닝 적용 사례)

  • Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.847-856
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    • 2016
  • Flipped learning is a pedagogic model in which the typical lecture and homework elements of a course are reversed. Short video lectures or e-learning contents or other learning materials are viewed by students at home before the in-class session, while students are mainly carried out diverse active learning activities such as the discussions, exercises, team projects and so on in class time. Recently flipped learning has been emerging as an effective teaching-learning method that can train the 21st century talents who can create creative values based on fusion competencies. Based on the experience in applying the flipped learning to the database class that is an elective course of the school of computer engineering through three semesters, this paper proposes a flipped learning model consists of 7 steps in detail. Also, this paper analyzes the effects and weak points of the flipped learning and proposes several things for the successful flipped learning application.

대학발전계획, 어떻게 수립하여야 하는가

  • Park, Jong-Ryeol
    • 대학교육
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    • s.145
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    • pp.34-40
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    • 2007
  • 오늘날 사회는 지식이 부가가치를 산출하는 지식기반사회로, 이러한 지식은 전통적인 교과적 지식과는 달리 신속성, 다양성, 복잡성을 가진 특성을 가지고 있으며, 생산, 저장, 공유 및 재생산의 과정을 거쳐가면서 가치를 더해 가는 것이다. 사회현장의 이러한 변화에 따라 인력을 양성하는 대학에서도 대학경영으로 변화할 것을 요구하고 있다. 즉, 대학은 기존 체제와 운영방식을 유지하는 것보다도, 팀 중심으로 기존의 지식을 공유하고 대화와 토론을 중시하는 학습조직화를 통하여 새로운 대학체제를 창조하는 지식경영적 접근이 요구된다. 이를 위해서 대학은 지역과 구성원의 특성을 살리면서도 미래의 변화에 부응하는 장기적인 통찰과 정책이 필요하다.

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A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

Collaborative Project Curriculum applying Project-based Learning (프로젝트기반 학습 방법을 적용한 협동프로젝트 교과과정)

  • Cho, Jung-Won;Kim, Ji-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.214-219
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    • 2010
  • In diverse professional fields including information and communication field, there is huge gap between required practical ability in industrial and that of graduated students actually learn in university. In this paper, we propose collaborative project curriculum applied to project-based learning in order to train affordable specialists who have a systematic problem-solving ability in industrial site. Applying this curriculum to The Cultural Technology Education Center of Jeju National University, we confirm that our curriculum improves ability of students to perform team project systematically such as skills in paper writing, presentation speech, problem solving, and collaborative work. Students are also reported high satisfaction about the proposed curriculum. Therefore, we expect that our curriculum will successfully be applied to other fields.

Predicting Win-Loss of League of Legends Using Bidirectional LSTM Embedding (양방향 순환신경망 임베딩을 이용한 리그오브레전드 승패 예측)

  • Kim, Cheolgi;Lee, Soowon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.2
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    • pp.61-68
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    • 2020
  • E-sports has grown steadily in recent years and has become a popular sport in the world. In this paper, we propose a win-loss prediction model of League of Legends at the start of the game. In League of Legends, the combination of a champion statistics of the team that is made through each player's selection affects the win-loss of the game. The proposed model is a deep learning model based on Bidirectional LSTM embedding which considers a combination of champion statistics for each team without any domain knowledge. Compared with other prediction models, the highest prediction accuracy of 58.07% was evaluated in the proposed model considering a combination of champion statistics for each team.

A case study of collaborative learning implementation using open source Moodle learning management system - for collaborative learning promotion by users - (오픈소스 Moodle 학습관리시스템 기반의 협동학습 운영 사례에 관한 연구 - 사용자의 협동학습지원을 중심으로 -)

  • Lee, Jong-Ki
    • Journal of Service Research and Studies
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    • v.6 no.4
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    • pp.47-57
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    • 2016
  • Open source has an amazing spread with the advent of smartphones. Open-source Moodle in e-learning areas are free of LMS (Learning Management System) and the most widely used worldwide, except for the black board commercial programs. One reason is well designed to support collaborative learning and interaction based on constructivist principles, which is the core principle of e-learning in particular that the theoretical basis of educational technology has a high educational effectiveness and benefits. This study examines the operational practices of collaborative learning using open source learning management system Moodle program. It introduces specific information to support the user of the collaborative learning. It looks at the advantages and singularity of collaborative learning in e-learning through examples shown. The purpose of this study is the importance of the relationship between learners and the importance of self-learning of collaborative learning through collaborative learning in a knowledge repository of Moodle. In addition, collaborative learning outcomes are is based on the motivation of learners and playfulness.

A Study on the Teaching-Learning Methods for Improvement of Creativity on Information Science Applying Project-based Learning (정보과학 창의성 향상을 위한 프로젝트 기반 교수-학습 방법에 대한 연구)

  • Kim, Hosook;Kim, Hyoungseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.529-540
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    • 2014
  • We propose an efficient information science teaching-learning method to improve information-scientific creativity of mathematically and scientifically gifted students. The students are able to improve their creative problem solving and team-work abilities through team project work to resolve a variety of application problem in real world. In the pursuit of this purpose, we designed a new two-stage information science learning method consisted of the standard stage and the application stage, and a new systemic project process. Moreover, we applied small-scale cooperation learning strategies and a multi-dimensional assessment system. The analysis on our proposed model shows that there is a remarkable achievement of educational objectives on cognitive capability, social and affective ability of information science creativity.