• Title/Summary/Keyword: 학습지원도구

Search Result 274, Processing Time 0.028 seconds

An Analysis and Evaluation of Cyber Home Study Contents for Self-directed Learning - Focused on the Earth Science Content of the Science Basic Course for the 7th grade - (사이버가정학습의 자율학습용 콘텐츠 분석 및 평가 - 중학교 1학년 과학 기본과정 지구과학영역을 중심으로 -)

  • Na, Jae-Joon;Son, Cheon-Jae;Kook, Dong-Sik
    • Journal of the Korean earth science society
    • /
    • v.31 no.4
    • /
    • pp.392-402
    • /
    • 2010
  • The purpose of this study is to analyze and evaluate the self-directed learning contents of Earth science area in the basic course of the 7th grade. For this purpose, we applied the 'Cyber Home Study Content Quality Control Tool' presented in 'Elementary Secondary Education e-Learning Quality Management Guidelines (Ver.2.0)' of Korea Education & Research Information Service (2008). The results of contents analysis are as follow: First, it was presented that the study guide introduced the contents which should be studied for one class, properly. And it was not analyzed that the diagnosis assesment was not completed in the initiative study; Second, it was possible to study choosing the contents fitting the learner's level of learning in the main study, it was comprised of about 15 minutes. Third, it was performed without feedback for incorrect answers in the learning assessment, just the number of wrong questions. And the learning arrangement present the important contents learned in that class, summarizing and arranging again. The results of content evaluation are as follows: First, a big difference was not showed against the needs analysis, instructional design, interaction in each class. And the evaluation of the ethics was not included a word or sentence not suitable. The evaluation of copyright, it was analyzed that Work within the content display in compliance with international copyright Second, the evaluation of instructional design presented mainly the description of a simple picture based, the visible resources like flash card were poor. And in the evaluation of Supporting System, it was presented that the contents were installed so that it was freely available for learners. But it was analyzed that there was no memo-function learners were able to jot down something during the studying contents. And in the evaluation for evaluation, the clear valuation basis about the described content was not presented. So there were slightly differences for each class. Third, in the evaluation and analysis for learning content, it was presented that there were some big differences for each class because it was not composed of the latest information, not corrected and complementary.

Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
    • /
    • v.15B no.5
    • /
    • pp.421-434
    • /
    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

The Development of E-learning Competency Modeling and Education Roadmap for Human Resource in Science & Technology (과학기술인력 이러닝 역량모델링 및 교육로드맵 개발)

  • Kwak, Jin Sun;Ko, Eun-Joung;Kim, Seongcheol
    • The Journal of Korean Association of Computer Education
    • /
    • v.20 no.1
    • /
    • pp.75-86
    • /
    • 2017
  • E-learning has become one of the popular educational method in these day. In recognition of the growing e-learning, numerous researchers of S&T have utilized for the training aimed at enhancing competency. In the circumstances, previous studies have yield interesting results regarding certain factors that competency based programs may increase effectiveness of education. Therefore this research described here contributes to design competency modeling and education roadmap for human resource in S&T. The study uses survey, FGI, delphi technique, and expert workshop for selecting the main competencies. In particular, the results are including training roadmap of 5 level in each of two groups as researchers and S&T managers. These findings can be possible to develop customized programs and supported long-term career development path plan for human resource in S&T.

PowMash: End-User Service Mashup Using a Presentation-Authoring Scheme (PowMash: 프레젠테이션 작성 스킴 기반 최종 사용자 서비스 매쉬업)

  • Nam, Sanggyu;Dominguez, Noe;Ko, In-Young
    • KIISE Transactions on Computing Practices
    • /
    • v.23 no.12
    • /
    • pp.684-690
    • /
    • 2017
  • Researchers have suggested several methods for utilizing various kinds of services in an Internet of Things (IoT) environment. These methods require users to learn some new kinds of tools or expertise in programming. In this paper, we propose a new paradigm, which allows end-users to build IoT-service mashups based on a presentation-authoring scheme. We have also included a framework for this procedure. The design of a mashup model in this framework was based on a task-oriented service framework. Users can build a mashup of this framework in the presentation-file format, convert it into a service flow, and deploy it for running in an IoT environment. In addition, we use a case study to show how PowMash supports end-users' service mashups in an IoT environment.

Promoting Teaching Efficacy of Pre-service Teachers with Reflective Thinking using e-portfolio (e-포트폴리오 활용한 성찰활동에 대한 예비교사의 인식과 교수효능감 변화)

  • Lee, Sooyeon;Hong, Seongyoun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.968-978
    • /
    • 2013
  • The purpose of this study is to explore the strategies for application of e-portfolio for improving teaching efficacy of pre-service teachers. 35 pre-service teachers wrote reflection papers and uploaded their data to their personal e-portfolio during 10 weeks. They participated in two teaching efficacy surveys which were conducted before and after using e-portfolio. Twelve participants were interviewed regarding their experience and perceptions of e-portfolio. As the result of compared-sample tests, teaching efficacy increased statistically significantly. According to the students' interview, the pros and cons of e-portfolio were identified and the strategies for application of e-portfolio were suggested for improving teaching efficacy of pre-service teachers.

Mobile Augmented Reality for Teaching Bar Placing (철근 배근 교육을 위한 증강현실 컨텐츠 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
    • /
    • v.18 no.5
    • /
    • pp.471-477
    • /
    • 2018
  • The purpose of this study is to develop an mobile augmented reality for students to learn bar placing work, which is increasingly utilized in the construction field. In order to improve the understanding of the structural drawing, a structural drawing is used as a marker image, and an augmented reality is realized by superimposing a virtual 3D bar placing model that is placed according to the structural drawing on the screen. In addition to the 3D modeling, the contents are developed so as to help students to learn the interpretation method of 2D drawings, the development and splices of reinforcing steel, bar fabricating practice according to KCI structural concrete design code, and the process of bar placing. The results show that the augmented reality is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. The augmented reality is worth to be introduced because it has advantages of visualization and interaction in terms of education.

The Development of a Toolkit for Constructing Virtual Instruments to Augment User Interactions in Virtual Environments (가상환경에서 사용자 인터랙션을 지원하는 가상계기 설계 도구의 개발에 관한 연구)

  • Cho, Yong-Joo;Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.4
    • /
    • pp.670-677
    • /
    • 2007
  • Virtual instruments are the mobile software designed to help users navigate, measure hidden environmental properties, or support various user interactions in a virtual environment. Over the past few years, we have developed several virtual instruments for educational virtual environments. However, the process of constructing virtual instruments is often difficult and time consuming because it requires the developers to understand not only the virtual reality systems but also mobile computing platforms. In this paper, we Int identify a few requirements for the development of virtual instruments. Then, we introduce the VIST (Virtual Instrument Scripting Toolkit), specifically designed for reducing the effort of designing virtual instruments. Finally, we will illustrate some applications of using VIST and then discuss the future research directions.

Analysis on Middle and High School Students' Stages of Concern and Levels of Use on Self-directed Learning in Science Learning (중·고등학생의 과학과 자기주도학습에 대한 관심수준 및 실행수준 분석)

  • Choe, Hyejeong;Jeong, Jin-Su;Kim, Sang-Ho
    • Journal of Science Education
    • /
    • v.39 no.1
    • /
    • pp.28-43
    • /
    • 2015
  • The purpose of this study was to measure middle and high school students' stage of concern(SoC) and their level of use(LoU) on the self-directed learning in science learning based on the CBAM(Concern-Based Adoption Model). Additionally, this research was designed to analyze the difference between the degree of students' SoC and their LoU according to the their background variables. For this, 440 middle and high school students participated in the research. The results of this study were as follow: Firstly, since the students' SoC and LoU about the self-directed learning in science learning are low(Stage0 : awareness and Level II : preparation), we should draw students' immediate concern by developing training programs that would enable them to actually participate in the process of implementing the self-directed learning. Secondly, the students' SoC and LoU on self-directed learning in science learning vary depending on their residence, gender, and grade. This is the reason why we have to develop customized training programs on self-directed learning that suits their background. Thirdly, it shows that students, who have higher concern on self-directed learning in science learning, implement it better than those who are not concerned with it at all. It implies that we need a training program that considers both the students' concern and implementation on self-directed learning in science learning.

  • PDF

Reinforcement Mining Method for Anomaly Detection and Misuse Detection using Post-processing and Training Method (이상탐지(Anomaly Detection) 및 오용탐지(Misuse Detection) 분석의 정확도 향상을 위한 개선된 데이터마이닝 방법 연구)

  • Choi Yun-Jeong;Park Seung-Soo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.06b
    • /
    • pp.238-240
    • /
    • 2006
  • 네트워크상에서 발생하는 다양한 형태의 대량의 데이터를 정확하고 효율적으로 분석하기 위해 설계되고 있는 마이닝 시스템들은 목표지향적으로 훈련데이터들을 어떻게 구축하여 다룰 것인지에 대한 문제보다는 대부분 얼마나 많은 데이터 마이닝 기법을 지원하고 이를 적용할 수 있는지 등의 기법에 초점을 두고 있다. 따라서, 점점 더 에이전트화, 분산화, 자동화 및 은닉화 되는 최근의 보안공격기법을 정확하게 탐지하기 위한 방법은 미흡한 실정이다. 본 연구에서는 유비쿼터스 환경 내에서 발생 가능한 문제 중 복잡하고 지능화된 침입패턴의 탐지를 위해 데이터 마이닝 기법과 결함허용방법을 이용하는 개선된 학습알고리즘과 후처리 방법에 의한 RTPID(Refinement Training and Post-processing for Intrusion Detection)시스템을 제안한다. 본 논문에서의 RTPID 시스템은 active learning과 post-processing을 이용하여, 네트워크 내에서 발생 가능한 침입형태들을 정확하고 효율적으로 다루어 분석하고 있다. 이는 기법에만 초점을 맞춘 기존의 데이터마이닝 분석을 개선하고 있으며, 특히 제안된 분석 프로세스를 진행하는 동안 능동학습방법의 장점을 수용하여 학습효과는 높이며 비용을 감소시킬 수 있는 자가학습방법(self learning)방법의 효과를 기대할 수 있다. 이는 관리자의 개입을 최소화하는 학습방법이면서 동시에 False Positive와 False Negative 의 오류를 매우 효율적으로 개선하는 방법으로 기대된다. 본 논문의 제안방법은 분석도구나 시스템에 의존하지 않기 때문에, 유사한 문제를 안고 있는 여러 분야의 네트웍 환경에 적용될 수 있다.더욱 높은성능을 가짐을 알 수 있다.의 각 노드의 전력이 위험할 때 에러 패킷을 발생하는 기법을 추가하였다. NS-2 시뮬레이터를 이용하여 실험을 한 결과, 제안한 기법이 AOMDV에 비해 경로 탐색 횟수가 최대 36.57% 까지 감소되었음을 알 수 있었다.의 작용보다 더 강력함을 시사하고 있다.TEX>로 최고값을 나타내었으며 그 후 감소하여 담금 10일에는 $1.61{\sim}2.34%$였다. 시험구간에는 KKR, SKR이 비교적 높은 값을 나타내었다. 무기질 함량은 발효기간이 경과할수록 증하였고 Ca는 $2.95{\sim}36.76$, Cu는 $0.01{\sim}0.14$, Fe는 $0.71{\sim}3.23$, K는 $110.89{\sim}517.33$, Mg는 $34.78{\sim}122.40$, Mn은 $0.56{\sim}5.98$, Na는 $0.19{\sim}14.36$, Zn은 $0.90{\sim}5.71ppm$을 나타내었으며, 시험구별로 보면 WNR, BNR구가 Na만 제외한 다른 무기성분 함량이 가장 높았다.O to reduce I/O cost by reusing data already present in the memory of other nodes. Finally, chunking and on-line compression mechanisms are included in both models. We demonstrate that we can obtain significantly high-performanc

  • PDF

A study on the convergence learning guidance Method for adolescents with disabilities applying the Eurhythmics rhythm element (유리드믹스 리듬요소를 적용한 장애 청소년 융합학습지도방안 연구)

  • Song, Mi Young;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.375-382
    • /
    • 2021
  • Adolescents with disabilities have unnatural behavior and language, which makes it difficult to use soft and flexible language and behavior, and lack of learning experience has limitations in not being free in mature behavioral communication. Eurhythmics musical rhythm elements were divided into time and space, power and weight, and balance and fluidity and reflected in teaching and learning so that adolescents with disabilities could have comfortable, creative, and original thoughts that bring about changes in thawing. In order to increase the effectiveness of education in the direction of observing the effect of improving self-esteem, communication, and creativity of adolescents with disabilities, the study guide applying the Eurhythmics rhythm element was fused with music education, art education, and physical education, and interviewed by selecting research participants. Based on the questionnaire, an observation method suitable for the study of adolescents with disabilities was conducted. As a result of the study, it was observed that the educational effect of the disabled youth was improved as a result of conducting the class by applying the Eurhythmics rhythm elements time and space, force and weight, balance and fluidity by integrating music, art, and physical education(line dance, playtime). Therefore, to supplement the limitations in this learning process, various educational methods applicable to the education of youth with disabilities, a support system that can reflect Eurhythmics education through physical play, and a method to properly compose various learning tools do.