• Title/Summary/Keyword: 학습자 모듈

Search Result 188, Processing Time 0.022 seconds

A Study on the Development of a Korean Manual Alphabet Learning Game with Avatar (아바타를 내장한 한글 지문자 학습 게임 개발에 관한 연구)

  • Oh, Youung-Joon;Jung, Kee-Chul
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.67-80
    • /
    • 2009
  • In this paper, we described the development of a Korean Manual Alphabet (KMA) learning game with avatar. KMA letters correspond to the vocabulary of Korean Sign Language (KSL) when spelling a word. Each KMA letter corresponds to a letter of the Korean Alphabet (KA) and KA is represented as hand shapes by sign language user. We developed a KMA learning game for a beginner to learn KMA letters from sign language avatar and practice KMA presentation easily. The system composed of sign language teacher avatar GUI popup window based on OpenGL, KMA letter recognition module, KA letter raining game module and USB camera. A user learns a KMA letter with expressing KA syllabic from avatar and inputs a KMA letter to the system using USB camera. We evaluated the efficiency of the developed system through the verification of users.

  • PDF

An Automatic Generation of XML Syntax Directed Editor (XML 구문 지향 편집기의 자동 생성)

  • 박호병;조용윤;신경희;김영철;유재우
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.04b
    • /
    • pp.349-351
    • /
    • 2002
  • XML문서를 작성하는데 있어서 그 규칙이나 DTD에 익숙하지 않은 개발자에게 구문 지향 편집기는 효율적인 환경을 제공해 준다. 이러한 구문 지향 편집기를 생성하는 도구로서 Synthesizer Generator등이 잘 알려져 있는데, 사용자는 Synthesizer Generator를 위해 구문 지향 편집기 생성 정보 표현 언어인 SSL(Syntheizer Specification Language)을 직접 작성해야 한다. 본 연구는 웹 문서 표준인 XML 구문 지향 편집기를 자동 생성하기 위한 방법을 제안한다. 제안된 방법은 입력된 XML DTD를 AST 형태로 변경하여DAG(Directed Acyclic Graph)를 추출하는 DAG 변환기, 생성된 DAG를 SSL로 변환하기 위한 DAG 핸들러와 SSL 변환기 모듈 그리고 변환된 SSL을 이용해 XML 구문 지향 편집기를 자동 생성하기 위한 Synthesizer Generator 사창을 포함한다. SSL 변환기는 SSL문서를 자동 생성하기 위한 모듈로서 추상 구문변환 모듈 역 파싱(Unparsing scheme)모듈 변형 규칙(Transformation rule) 표현 모듈로 구성된다. 사용자는 SSL변환기와 Synthesizer Generator의 사용을 통해 SSL을 직접 코딩해야 하는 노력과 불필요한 학습시간을 줄이고 빠르고 정확한 XML 구문 지향 편집기를 생성하므로 효율적인 XML 문서 작성할 수 있다.

  • PDF

A Design and Implementation of Intelligent Self-directed learning APP for Considering User Learning Level (학습 수준정보를 반영한 지능형 자기 주도 학습 앱 설계 및 구현)

  • Lee, Hyoun-Sup;Kim, Jin-Deog
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.4
    • /
    • pp.55-62
    • /
    • 2013
  • Most of the APP market today, it is biased in the field of games and entertainment. In contrast, market-share of the educational APP is very low. This phenomenon is due to two major problems. The first is a decrease in the reuse because of the test of simple pattern. The second is difficult to consider user-level range that was learned previously. In this case it is necessary for students to do additional effort. This paper, propose an educational intelligent educational APP to solve the problems described above and shows implementation results. This system analyzes the stored results that have been saved to determine the area of vulnerability. Time-based Re-validation module helps long-term memory of student. The proposed system in this way directly supports self-directed learning. Therefore, the students can be able to relearn weak area autonomously. It results in improved academic achievement.

  • PDF

Web-based Self-directed Learning System for Multi-contents Service (멀티 콘텐츠 서비스를 위한 웹 기반 자기주도적 학습 시스템)

  • Kim, Ji-Seon;Park, Jin-Ah
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.16 no.1
    • /
    • pp.115-119
    • /
    • 2010
  • As the subjects of education has been changed from the instructors to learners, a web-based self-directed learning which can accelerate the initiative of learners and can be free from the restriction of time and space has been received attention. In this paper, the web-based self-directed learning system was designed. For the design, to make the learners build their own lecture plan, the service was designed to provide three kinds of lectures of video clip, slide lecture, and e-text lecture that were focused on various lecture contents. In addition, a learner and an assistant was man to man matched to enable the on-line mentoring for mutual communication between learners and assistants. Implementation was carried out by three sets of module - Manager, Learner and Assistant - that were applied to the real educational activities. The survey on satisfaction for the education, efficiency of ability improvement, and educational intelligibility for the attendants on the education showed more than 67.2% of satisfaction in satisfaction for the education. Furthermore, more than 86.9% of attendants replied that their ability were improved after the education of this system. The educational system realized in this paper shows effectiveness for the self-directed learning.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.3
    • /
    • pp.187-195
    • /
    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

Intelligent Tutoring System based on Wired and Wireless Internet for the living English 300-certifications Program (생활영어 300 인증제를 대비한 유무선 기반 지능형 교육 시스템)

  • Lee, Young-Seok;Cho, Jung-Won;Kim, Byung-Gyu;Park, Jung-Hwan;Kim, Su-Min;Choi, Byung-Uk
    • Journal of The Korean Association of Information Education
    • /
    • v.9 no.3
    • /
    • pp.533-548
    • /
    • 2005
  • According to the increasing of the internet infrastructure and growth of contents technology, the users can access an education service at anytime and anywhere. In a field of English education, especially, internet technology has enabled learners to communicate with their teachers and multimedia contents technology has been able to provide learner not only lots of interests, but also good effect on English learning. In this paper, we propose a method diagnosing learner's level by using some question-items, which consist of item's type and item's function. Futhermore, the proposed system can support three devices which are PC, PDA, and Mobile Phone on wired and wireless internet communication environments. Also, the system provides multimedia contents including flash movies, image, and audio contents. We have applied the system into real classroom, and we verified that the question-items that system provides has no problem, and our method could improve each learner skill on English education. Therefore, we expect that learner who uses the proposed system will get level-based English learning service at anytime and anywhere.

  • PDF

Analysis of Korean Language Parsing System and Speed Improvement of Machine Learning using Feature Module (한국어 의존 관계 분석과 자질 집합 분할을 이용한 기계학습의 성능 개선)

  • Kim, Seong-Jin;Ock, Cheol-Young
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.51 no.8
    • /
    • pp.66-74
    • /
    • 2014
  • Recently a variety of study of Korean parsing system is carried out by many software engineers and linguists. The parsing system mainly uses the method of machine learning or symbol processing paradigm. But the parsing system using machine learning has long training time because the data of Korean sentence is very big. And the system shows the limited recognition rate because the data has self error. In this thesis we design system using feature module which can reduce training time and analyze the recognized rate each the number of training sentences and repetition times. The designed system uses the separated modules and sorted table for binary search. We use the refined 36,090 sentences which is extracted by Sejong Corpus. The training time is decreased about three hours and the comparison of recognized rate is the highest as 84.54% when 10,000 sentences is trained 50 times. When all training sentence(32,481) is trained 10 times, the recognition rate is 82.99%. As a result it is more efficient that the system is used the refined data and is repeated the training until it became the steady state.

Development of PBL Application Class Module and Convergence Application Experience in one university Scenario-based Adult Nursing Simulation Training (일개 대학 시나리오 기반 성인간호학 시뮬레이션 실습 교육에서 PBL 적용 수업 모듈 개발 및 융합적 적용 경험)

  • Young-Hee Jeong
    • Journal of Advanced Technology Convergence
    • /
    • v.2 no.3
    • /
    • pp.33-41
    • /
    • 2023
  • This study aimed to improve the quality of classes through the application experience analysis after applying the adult nursing simulation practice modules with PBL. Quantitative and qualitative data such as from satisfaction, validity, self-reflection, and lecture evaluation in 68 nursing students were analyzed after the semester. Satisfaction was 4.64 points out of 5 points, and 'I want to recommend this class to other friends' was the highest. It was appropriate for the validity as 64.7% to 100% positve answer. From the qualitative data analysis of lecture evaluation, it was categorized into 5 thematic groups : 'increased immersion related to a lively class environment', 'growth of knowledge and skills through learners' active participation', 'improvement of mutual collaboration skills through team-based problem-solving process', 'Improvement of problem-solving ability through situational crisis coping process' and 'Improvement of individual comprehension through close teaching'. The continuous development of PBL learning strategies and development of various scenarios are required in the future.

Case Study of Applicability of PBL-Based Instruction of Integrated Medicine and Lifescience Class in School of Dentistry (통합 의생명 과목 수업에서의 PBL 적용 사례 연구)

  • Park, Bongsoo;Kim, Hyeoncheol;Cho, Bonghye;Park, Haeryoun;Oh, Heejin
    • Journal of Science Education
    • /
    • v.43 no.3
    • /
    • pp.342-362
    • /
    • 2019
  • This study is to explore the applicability of PBL classes in undergraduate education at a School of Dentistry. To do this study, PBL modules were developed and applied to the students with different background knowledge to easily learn Integrated Medicine and Lifescience classes. Participants were 12 students in the first year of Integrated MS program at P University. Four tutors who majored in Dentistry and had PBL teaching experience participated. As a result of the PBL classes, students' concepts and knowledge about gene expression and expression were expanded, and they recognized the importance of self-directed learners and experienced the importance of collaborative learning. PBL tutor presented a positive assessment of attending PBL class experience and the educational need for PBL instruction. The results of this study show the possibility of PBL as a model for Integrated Medicine and Lifescience class in Dentistry education.

An Electronic Keyboard Instrument Using PC MIDI and USB Interface (PC MIDI와 USB Interface를 이용한 전자건반악기 개발)

  • Lim, Gi-Jeong;Lee, Jung-Chul
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.11
    • /
    • pp.85-93
    • /
    • 2011
  • The music education improves the creative talent, social skills and academic achievement of the students. For the efficient music education, the learner centered study is highly recommended rather than the passive education, which supports self-control in selecting teaching materials, learning patterns and speed. For the successful self learning, it is requested to develop the collaborative educational learning tools, especially electronic collaborators such as H/W and S/W. Though there exist many commercialized electronic instruments and the PC MIDI based softwares, these tools have some limits and problems for the primary student to learn playing the musical instrument by himself. In this paper, we propose a supporting tool implementation method using an electronic keyboard instrument with USB Interface and PC-based software to help the primary student to learn playing the musical instrument. We implemented an electronic keyboard instrument module compactly and at low cost using a PIC18F4550 MCU. PC based software was developed to edit musical score, process the MIDI information, and interact with the electronic keyboard instrument module. This tool can offer a similar keyboard instrument environment and can be incorporated with self learning contents.