• Title/Summary/Keyword: 학습설계

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An Analysis of Educational Capacity Prediction according to Pre-survey of Satisfaction using Random Forest (랜덤 포레스트를 활용한 만족도 사전조사에 따른 교육 역량 예측 분석)

  • Nam, Kihun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.487-492
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    • 2022
  • Universities are looking for various methods to enhance educational competence level suitable for the rapidly changing social environment. This study suggests a method to promote academic and educational achievements by reducing drop-out rate from their majors through implementation of pre-survey of satisfaction that revised and complemented survey items. To supplement the CQI method implemented after a general satisfaction survey, a pre-survey of satisfaction was carried out. To consolidate students' competences, this study made prediction and analysis of data with more importance possible using the Random Forest of the machine learning technique that can be applied to AI Medici platform, whose design is underway. By pre-processing the pre-survey of satisfaction, the students information enrolled in classes were defined as an explanatory variable, and they were classified, and a model was created and learning was conducted. For the experimental environment, the algorithms and sklearn library related in Jupyter notebook 3.7.7, Python 3.7 were used together. This study carried out a comparative analysis of change in educational satisfaction survey, carried out after classes, and trends in the drop-out students by reflecting the results of the suggested method in the classes.

Programming Language Curriculum for Computational Thinking : Starting with Lightbot hour and Classic maze (컴퓨팅 사고력을 위한 프로그래밍 언어 교육과정 : 라이트봇 게임과 고전 미로 게임으로 시작하기)

  • Jun, Bungwoo;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.987-994
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    • 2021
  • Computational Thinking is an analytical thinking ability that is necessary for everyone and everywhere. The existing Computational Thinking development education provided in Practical textbooks leads to block-based programming languages from unplugged activities. Many unplugged activities focus on practicing sequential order, which may lack the learning of abstractions or automation concepts. In block-based programming languages, concepts such as coordinate planes, which are not introduced in elementary school curriculum, appear, making students feel burdened by the block-based programming language itself. In this study, a curriculum was designed for elementary student's computational thinking through game-based programming language education. The results and their effectiveness were analyzed through the beaver challenge. As a result of analyzing the pre-test and post-test scores, it was confirmed that students' computational thinking skills improved.

Soil moisture and agricultural drought index estimation based on synthetic aperture radar images for the next-generation water resources satellite application technology development (차세대 수자원위성 활용기술 개발을 위한 영상레이더 기반의 토양수분 및 농업적 가뭄지수 산정)

  • Seongjoon Kim;Jeehun Chung;Yonggwan Lee;Wonho Nam;Hyunhan Kwon
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.5-5
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    • 2023
  • 제3차 우주개발 진흥 기본계획의 일환으로써 개발되는 차세대 중형위성 5호인 수자원위성은 수자원/수재해 감시 전용 위성으로 2025년 발사 예정이다. 수자원위성의 메인 센서인 C-band 영상레이더(Synthetic Aperture Radar, SAR)는 기상조건 및 주야 상관없이 지표면 관측이 가능한 센서로 급변하는 수재해 양상에 효과적으로 대응하기 위해 탑재된 센서이다. 본 연구사업은 차세대 수자원위성의 효과적 활용 방안 및 SAR 자료기반의 활용산출물 및 주제도 서비스를 위한 알고리즘 구조설계 및 표출시스템 시범개발을 목표로 하고 있으며, 홍수/가뭄/안전/환경모니터링을 주제로 수자원 및 원격탐사 분야의 다학제적 전문가들로 구성된 컨소시엄을 구성하여 추진하고 있다. 본 연구의 내용은 가뭄 모니터링을 위해 개발 중인 SAR 기반 토양수분과 농업적 가뭄지수 산정 알고리즘 개발 및 공간적 표출을 포함한다. 토양수분은 SAR 영상에서 지표피복별로 추출된 후방산란계수와 수문학적 개념의 융합을 통해 논/밭/산림에 대해 산정한다. 물리적 특성에 기반한 변화탐지모델을 활용해 토양수분량을 추출 후, 기계학습기법과 S C S - C N 방법에서 파생된 수문학적 개념 5일 선행강우량과 결합한 토양수분 산정 알고리즘을 개발하였다. 산정된 토양수분을 기반으로, 논 지역은 벼 재배에 따른 담수 시기를 고려한 토양의 포화/불포화상태, 밭 지역은 토양 종류에 따른 토양의 물리적 특성, 산림 지역은 수문학적 개념 및 식생지수를 활용하여 가뭄 판단 기준을 구축하고, 가뭄의 해갈 여부와 해갈되는 시점의 강우량을 산정 가능한 알고리즘을 개발하였다. 개발된 가뭄 모니터링 기법은 향후 고도화, 최적화 및 안정화를 통해 수자원위성의 핵심 활용기술로써 구현할 계획이다.

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가상 개발환경 기반의 차량용 사이버훈련 프레임워크 설계: 공격 중심으로

  • YoungBok Jo;Subin Choi;OH ByeongYun;YongHo Choi;Hojun Kim;Seonghoon Jeong;Byung Il Kwak;Mee Lan Han
    • Review of KIISC
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    • v.33 no.4
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    • pp.23-29
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    • 2023
  • 대부분의 임베디드 시스템은 기계장치와 전자기기 장치가 함께 작동되는 물리 장치로써, 이기종 네트워크, 복잡한 보안체계 등을 고려하여 가상화 기반 사이버훈련 환경이 구성되어야 한다. 또한, 차량을 대상으로 물리적인 실험환경에서 모의침투 등 사이버훈련을 수행한다는 것은 교통사고를 비롯한 안전사고 발생에 있어 위험이 존재한다. 본 논문에서는 가상 개발환경에서의 공격 기반 차량용 사이버훈련 프레임워크를 제안하고자 한다. 먼저, 공격 기반 차량용 사이버훈련 프레임워크의 작동은 자동 활성화되는 가상의 CAN 네트워크 인터페이스로 시작된다. 가상의 CAN 네트워크 인터페이스는 가상 머신에서 간단한 부트스트랩 명령어 실행을 통해 파이썬 패키지와 Ubuntu 서비스 목록 설치 명령이 자동으로 실행되면서 설치된다. 이후 내부 네트워크 시뮬레이터와 공격모듈과 관련된 UI가 자동으로 Ubuntu Systemd에 의해 백그라운드에서 실행되어 시작과 동시에 준비 상태를 유지하게 된다. 사이버훈련 UI 내 공격 모듈은 사용자에 의한 공격 선택 및 파라미터 셋팅 이후 차량의 이상 상태를 사이버훈련 UI에 다시 출력되게 된다. 본 논문에서 제안하는 가상 개발환경 기반의 차량용 사이버훈련 프레임워크는 자율주행 차량 사고의 위험이나 다른 특수한 제약 없이 사용자의 학습 경험을 확장시킬 수 있다. 또한, 기존의 가상화 기반 사이버훈련 교육 콘텐츠와는 달리 일반 사용자들이 접근하기 쉬운 형태로 확장 개발이 가능하다.

Development of Optimal Design Technique of RC Beam using Multi-Agent Reinforcement Learning (다중 에이전트 강화학습을 이용한 RC보 최적설계 기술개발)

  • Kang, Joo-Won;Kim, Hyun-Su
    • Journal of Korean Association for Spatial Structures
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    • v.23 no.2
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    • pp.29-36
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    • 2023
  • Reinforcement learning (RL) is widely applied to various engineering fields. Especially, RL has shown successful performance for control problems, such as vehicles, robotics, and active structural control system. However, little research on application of RL to optimal structural design has conducted to date. In this study, the possibility of application of RL to structural design of reinforced concrete (RC) beam was investigated. The example of RC beam structural design problem introduced in previous study was used for comparative study. Deep q-network (DQN) is a famous RL algorithm presenting good performance in the discrete action space and thus it was used in this study. The action of DQN agent is required to represent design variables of RC beam. However, the number of design variables of RC beam is too many to represent by the action of conventional DQN. To solve this problem, multi-agent DQN was used in this study. For more effective reinforcement learning process, DDQN (Double Q-Learning) that is an advanced version of a conventional DQN was employed. The multi-agent of DDQN was trained for optimal structural design of RC beam to satisfy American Concrete Institute (318) without any hand-labeled dataset. Five agents of DDQN provides actions for beam with, beam depth, main rebar size, number of main rebar, and shear stirrup size, respectively. Five agents of DDQN were trained for 10,000 episodes and the performance of the multi-agent of DDQN was evaluated with 100 test design cases. This study shows that the multi-agent DDQN algorithm can provide successfully structural design results of RC beam.

The Effect of Classes Using the Scratch for Quasi-Microscopic Representation Approaches in Dynamic Equilibrium Learning (동적 평형 학습에서 준미시적 표상 접근을 위한 스크래치 활용 수업의 효과)

  • Seongjae Lee;Sungki Kim;Seoung-Hey Paik
    • Journal of the Korean Chemical Society
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    • v.67 no.4
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    • pp.241-252
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    • 2023
  • This study aims to increase students' understanding of equilibrium, one of the many concepts in chemistry that students find difficult. Dynamic equilibrium must be dealt with at the sub-microscopic level where the real and the representation overlap in order to microscopically understand the constant motion and interaction of particles and to understand the macroscopic characteristics expressed through this. However, as a result of analyzing 9 Chemistry I textbooks, the expression approach for equilibrium had some limitations. As a strategy to understand equilibrium at a sub-microscopic approach, the classes using scratch were consisted of a total of 4 hours, and it was implemented with 56 students. The classes were composed of 6 steps, and it was designed to understand equilibrium step by step. As a result of comparing the pretest and post- test, the number of students who got both the microscopic and macroscopic explanations of chemical equilibrium correct increased largely. Through this, it was possible to get a glimpse of the applicability of classes using scratch as the approach strategy of the sub-microscopic representation.

A Study on the Level of Algorithmic Thinking of Students in Elementary and Secondary Schools (초중등 학습자의 알고리즘적 사고 수준 측정 연구)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.237-243
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    • 2019
  • The ability of problem-solving, communicating, and collaborating with computing technology is considered as core competencies for future society. In order to improve those competences, the algorithm and programming ability was set as the important goal of the Information curriculum of Korea. Algorithmic thinking is a key component of computing thinking, and it is known to play a very important role in designing and programming algorithms. It is used to set goals of Information curriculum and to measure student achievement. Therefore, in this study, developed a test to measure algorithmic thinking of students in elementary, middle and high schools, and applied the test to measure the levels of algorithmic thinking. As a result of the analysis, the higher the school level, the better the algorithmic thinking. And no difference was found between genders. This study is expected to provide a guide for constructing measures or setting the difficulty level for algorithmic thinking.

Development of the Program for Nature Experience Activity based on Flow-learning (플로러닝기반 자연체험활동 프로그램 개발)

  • Youn Ju Baek;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.119-128
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    • 2023
  • This study was conducted to present an alternative instructional model through natural experience activities by developing a natural experience activity program that can learn and feel how to recognize and act on nature based on flow learning. In order to achieve the purpose of the study, a nature experience program, which consists of four stages of meeting nature, exploring nature, playing with nature and sharing emotions, was developed based on the main procedures of each stage of the ADDlE instructional design model. Through the research process, activities and precautions for each stage of the nature experience activity program were presented, and major educational implications were discussed based on the developed program. The nature experience program developed through the study can provide teachers with a basic direction for nature experience activities along with changing their perception of how to do nature experience activities, and infants are expected to become learners who freely feel, experience nature and make up their own knowledge through the nature experience program.

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

Artificial Intelligence Application Cases and Considerations in Digital Healthcare (디지털헬스케어에서의 인공지능 적용 사례 및 고찰)

  • Park, Minseo
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.141-147
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    • 2022
  • In a broad sense, the definition of digital health care is an industrial area that manages personal health and diseases through the convergence of the health care industry and ICT. In a narrow sense, various medical technologies are used to manage medical services to improve patient health. This paper aims to provide design guidelines so that artificial intelligence technology can be applied stably and efficiently to more diverse digital health care fields in the future by introducing use cases of artificial intelligence and machine learning techniques applied in the digital health care field. For this purpose, in this thesis, the medical field and the daily life field are divided and examined. The two regions have different data characteristics. By further subdividing the two areas, we looked at the use cases of artificial intelligence algorithms according to data characteristics and problem definitions and characteristics. Through this, we will increase our understanding of artificial intelligence technologies used in the digital health care field and examine the possibility of using various artificial intelligence technologies.