• Title/Summary/Keyword: 학습시점

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Development CNN Model of Drowsiness Detection Using OpenCV (OpenCV 를 활용한 졸음인식 CNN 모델 제작)

  • Kim, Joo-young;Kim, Eun-hae;Jeon, Ji-eun;Kim, Myuhng-Joo
    • Annual Conference of KIPS
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    • 2022.05a
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    • pp.473-476
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    • 2022
  • 본 논문에서는 비대면 교육 상황이 확대되는 시점에서 자율 학습에 유용하게 사용할 수 있는 학습자의 졸음을 인식하여 알려주는 모델을 설계하여 구현하였다. 기계학습의 CNN 알고리즘을 활용하여 공부상태와 졸음상태를 판별하는 모델을 만들고, Opencv 을 사용하여 일정 횟수 이상 졸음상태가 반복되면 알람을 울려 사용자를 잠에서 깨운다. 이 프로그램은 자기 관리 및 독립적인 학습을 수행하는 데에 도움을 줄 수 있다.

A Construction Scheme for the Personalized e-Learning System Composed of Horizontal Learning Objects (수평적 학습객체로 구성된 e-러닝 콘텐츠의 개인 맞춤형 학습시스템 구축 방안)

  • Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.725-731
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    • 2008
  • In this paper, we propose a novel construction scheme for the personalized e-Learning system based on IRT(item response theory), which can be applied to the content including non-hierarchical and horizontal learning objects in its learning nodes. Especially the proposed system performs tests and re-estimates examinee ability during the learning nodes are operating so that the results are directly applied to the next node. This scheme can be called a dynamic relationship between test and learning which is totally different from conventional customization based on learning procedures separated from test steps. Moreover, we should periodically modify the averages of node difficulties, item parameters, and ability parameters of students so that the system have more accurate personalized learning capability. As a result, this scheme maximizes learning efficiency offering the most appropriate learning objects and items to the individual students according to their estimated abilities and the system itself should obtain continuous improvements by modifying the parameters and fulfilling periodical feedbacks.

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A case study of learning attitude change according to programming learning experience (프로그래밍 학습 경험에 따른 학습 태도 변화 사례 연구)

  • Lee, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.93-98
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    • 2021
  • The change of programming language learning experience on learning motivation was analyzed. Learning a programming language is generally evaluated as a difficult process even for majors. Measuring psychological changes related to programming learning at this point in expanding to non-majors is necessary for learner analysis. The overall learner attitude change was investigated by measuring achievement goals, academic interest, academic self-efficacy, cognitive involvement, and academic self-regulation, which are motivation-related factors. All factors related to learning attitude showed a decrease in the post-test results. This result is interpreted that the difficulty of the learning process decreased the motivation to learn programming. It was found that the greater the difficulty perceived by the learner, the greater the decrease in the motivation to learn. Based on the results of this study, it has implications that a learning environment and learning process that can give feedback and a situation that can reduce the level of learning difficulty felt by learners should be systematically given.

The Influence of Learning Commitment and Interest by Repetitive Education Activities of Adult Learners on Satisfaction in Online Learning Using Flip Learning Pedagogy (플립러닝을 활용한 온라인 학습에서 중·장년층 학습자의 반복학습에 따른 학습몰입과 흥미가 학습만족도에 미치는 영향)

  • Kang, Tae-Gu;Lim, Gu-Won
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.27-34
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    • 2021
  • In the era of the 4th industrial revolution, the age of artificial intelligence, the development of ICT technology is having various effects on the online and offline educational environment. The universal access of online education changes the educational paradigm and converts it to a learner-centered service. At the time when a new educational environment is required to change, interest in flip learning is increasing. Even adult learner's online learning needs is also shown very high. The purpose of this study was to investigate how repetitive learning activities through flip learning for middle-aged online learners of K-Cyber University has a relationship and structural relationship between the effects of learning immersion and learning interest on learning satisfaction. Through this study, there is significance in research to suggest direction for learning satisfaction based on flip learning. For further studies, if a model of analysis of various factors that can be measured is specified and applied, it can be used as a research background that can maximize learning satisfaction based on flip learning.

The Effects of Pair Programming on Achievement and Motivated Strategies in Programming Course (Pair Programming이 학업성취도와 학습동기전략에 미치는 영향)

  • Han, Keun-Woo;Lee, Eun-Kyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.19-28
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    • 2006
  • A programming language is very important subject in computer science. But it is difficult for many students to learn programming language. New pedagogical methods and techniques to help students to learn programming are needed. In this paper, we investigated the effects of Pair Programming, and we proposed a Pair programming strategy to improve programming skills. This paper examined the proposed Pair programming strategy. A empirical study showed the proposed teaching and learning strategy has positive effects on achievement and motivated strategies in programming course. Four factors - critical thinking, metacognitive reflection, effort regulation, and peer learning - have positive effects in learning strategies. The proposed Pair Programming strategy improves programming learning and motivated strategies.

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A Study on the effect of coding education and improvement of learning achievement using educational game (기능성 게임을 활용한 코딩교육의 효과 및 학습 성취도 향상을 위한 연구)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.161-168
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    • 2017
  • This study introduces coding education using functional game and the effect of game quality on learning achievement. The purpose of this study is to analyze the effect of the difference of game quality on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, it is meaningful to consider the effect of quality improvement of educational games on learning and we suggest that when designing an educational game, game performance and quality should be considered carefully.

SCORM-based Contents Organization System on Learners' Level (SCORM 기반의 학습자 수준별 콘텐츠 구성 시스템)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.5
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    • pp.1277-1283
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    • 2010
  • Many e-learning systems adopts SCORM as an e-learning standard. E-learning systems evaluate and apply the learning difficulty in order to improve the studying efficiency. But, it is hard to change the learning difficulty and provide the customized learning contents during studying in SCORM. Because it is difficult to provide the customized contents to learners by changing the learners' level at runtime and to control optional learning. In this paper, we designed and implemented SCORM-based Contents Organization System on learners' level(SCOS) for complementing the SCORM's weakness. SCOS re-evaluates a learner's level whenever the learner's level is changed during learning, and provides customized contents on the learner's level.

Development of Algorithm Patterns for Identifying the Time of Abnormal Low Temperature Generation (이상저온 발생 시점 확인을 위한 알고리즘 패턴 개발)

  • Jeongwon Lee;Choong Ho Lee
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.43-49
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    • 2023
  • Since 2018, due to climate change, heat waves and cold waves have caused gradual damage to social infrastructure. Since the damage caused by cold weather has increased every year due to climate change in recent 4 years, the damage that was limited to a specific area is now appearing all over the country, and a lot of efforts are being concentrated from experts in various fields to minimize this. However, it is not easy to study real-time observation of sudden abnormal low temperature in existing studies to reflect local characteristics in discontinuously measured data. In this study, based on the weather-related data that affects the occurrence of cold-weather damage, we developed an algorithm pattern that can identify the time when abnormal cold temperatures occurred after searching for weather patterns at the time of cold-weather damage. The results of this study are expected to be of great help to the related field in that it is possible to confirm the time when the abnormal low temperature occurs due to the data generated in real time without relying on the past data.

Exploration on the Instructional Strategies for Network-Assisted Cooperative Learning (통신망기반 소집단 협동학습의 실천적 전략탐색)

  • Choi, Seoung-Hee;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.3 no.1
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    • pp.31-41
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    • 2000
  • Since the use of computer-mediated communication(CMC) systems has been steadily increasing in the teaching and learning environments, this study attempted to describe some of instructional strategies which can be employed as a medium of cooperative learning. One of the best way to conduct network-assisted instruction is to embed such a medium into cooperative learning. Network-assisted cooperative learning maximizes students' own learning and each other's learning using CMC, in which students can actively participate in their learning processes. The characteristics of CMC-transmission and search of information, interactivity, time and place independence-assist and enhance cooperative learning. In this study, the instructional strategies for cooperative learning via CMC are suggested as following: (1) choose the instructional goals, (2) structure positive interdependence, (3) select guidelines for grouping, (4) train cooperative skills to students, (5) set up the environments such as electronic bulletin-board, and (6) develop assessment tools. Finally, this study suggests that potentials of network-assisted cooperative learning can be realized by providing environments and thinking tools for cooperative learning. Appropriate theory and practice need to be followed up to support the cooperative learning systems.

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Effects of Pair Programming on Creative Problem-Solving Ability and Efficiency (짝 프로그래밍 학습방법이 창의적 문제해결력과 효율성에 미치는 영향)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.21-28
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    • 2016
  • As the Programming education is organized in Elementary Education Curriculum by the 2015 Revised Curriculum, The study of teaching and learning methods are needed. In this study, we applied the Pair Programming in programming teaching and learning methods that can be applied at Elementary school level. The result of applying creative problem solving ability of the proposed teaching strategy appeared significant difference. Also it showed that a significant difference in the effectiveness of the completed programs and The Gap between Men and Women.