• Title/Summary/Keyword: 학습효과분석

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Deep Learning Based Prediction Method of Long-term Photovoltaic Power Generation Using Meteorological and Seasonal Information (기후 및 계절정보를 이용한 딥러닝 기반의 장기간 태양광 발전량 예측 기법)

  • Lee, Donghun;Kim, Kwanho
    • The Journal of Society for e-Business Studies
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    • v.24 no.1
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    • pp.1-16
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    • 2019
  • Recently, since responding to meteorological changes depending on increasing greenhouse gas and electricity demand, the importance prediction of photovoltaic power (PV) is rapidly increasing. In particular, the prediction of PV power generation may help to determine a reasonable price of electricity, and solve the problem addressed such as a system stability and electricity production balance. However, since the dynamic changes of meteorological values such as solar radiation, cloudiness, and temperature, and seasonal changes, the accurate long-term PV power prediction is significantly challenging. Therefore, in this paper, we propose PV power prediction model based on deep learning that can be improved the PV power prediction performance by learning to use meteorological and seasonal information. We evaluate the performances using the proposed model compared to seasonal ARIMA (S-ARIMA) model, which is one of the typical time series methods, and ANN model, which is one hidden layer. As the experiment results using real-world dataset, the proposed model shows the best performance. It means that the proposed model shows positive impact on improving the PV power forecast performance.

A Study on the Activation Plan of Play & Education Based on Focus Group Interview (FGI 분석을 통한 놀이교육 활성화 방안 연구)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.165-173
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    • 2019
  • Recently, a variety of programs for elementary school students that utilize play in their curricula are supported. In this study, we are trying to draw up ways to activate play education based on the elements necessary for the play education to be effectively provided on the field and the current operational status. In order to achieve the research goal, nine participants of play experts and parents were selected for the focus group interview (FGI). The FGI consist of five questions: (1) opinions on the establishment and joint operation of the organization to support play and parents' education; (2) opinions based on experience in participating in existing training programs; (3) activation plan of play & education program; (4) competencies required by members of the organization; (5) evaluation of program for quality improvement. Through the FGI survey, we drew ideas for the operation of play & education programs to promote positive growth and support systemic programs of both preschoolers and elementary students. In order for play & education to be active in the field of education, a center where play & education and parents' education can be conducted at the same time should be established and operated so that the education can be integrated with play. Based on these findings, we proposed follow-up research in the direction of achieving specific goals and enhancing the quality of play education.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Effects of Liberal Arts Education Using PSAs through Visual Media on Character for Prospective Teachers (영상매체 공익광고를 활용한 교양수업이 사범대생들의 인성에 미치는 효과)

  • Kim, Byung-Sun;Jang, Man-Sik
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.247-258
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    • 2021
  • The purpose of this study is to investigate whether character education program using Youtube PSAs affect psychological and social maturity of pre-service teachers. For data collections, questionnaires and semi-structured interview are used by 23 sophomores majoring in teacher education. The results are as follows. First, the participants showed highly significant improvement on each of two maturities as well as entire psychological and social maturity. Second, the score of factors of social maturity was lower than that of those of psycho maturity. it could be estimated that college students live in nuclear family and individualization is valued more. Third, while pre-test scores of entire psycho-social maturity are not statistically significant, post-test scores of each of psycho-social maturity indicated statistical significance. In particular, unlike pre-test, there is a strong positive correlation in post-test due to mutually positive impact of two factors. Fourth, there was no statistically significant sex difference. Lastly, according to the result of interview, participants had strong views on the effects of personality education associated with use of Youtube PSAs on motivation and focus in class, caring for others, and leading to positive behaviors.

The effect of lyrical and non-lyrical background music on different types of language processing - An ERP study (배경음악 및 가사가 실시간 언어처리에 미치는 영향 - 사건 관련 전위 연구)

  • Lee, Eun Kyoung;Lee, Sung Eun;Kwon, Young Sung
    • Korean Journal of Cognitive Science
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    • v.31 no.4
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    • pp.155-178
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    • 2020
  • People read in different settings, including when music is playing in the background. Whether the presence of music facilitates, hinders, or does not affect language processing is an on-going debate in the current literature. The present study used ERPs to examine the influence of music on orthographic, semantic, and syntactic processing by inspecting P2, N400, and P600 responses, respectively. A total of 60 participants judged the correctness of visually presented sentences while listening to music with lyrics, music without lyrics, or in silence. The results showed that the P2 and P600 effects were larger in the silent condition than in the music-with-lyrics condition, while there were no N400 differences among the conditions. This indicates that only lyrical music interferes with orthographic and syntactic language processing, while it has no, or minimal, effect on semantic processing. The results are discussed in relation to the background music interference effect.

The Effects of Customized Multilingual Services of Academic Libraries on the User Satisfaction of Chinese Students (대학도서관의 다국어 맞춤형 서비스가 중국인 유학생의 이용자 만족도에 미치는 영향)

  • Liu, Jiayi;Yi, Yong Jeong
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.1-18
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    • 2021
  • An academic library is one of the largest information sources for international students to obtain learning resources, which have a great impact on their studies. However, most academic libraries currently have not provided adequate multilingual services except English, which makes it difficult for international students whose mother language is not English to perform academic work. Accordingly, the present study defines the customized services for international students as the ones that have been supported in ltiple languages among academic library services and aims to examine their effect on user satisfaction in academic libraries. Furthermore, the study has compared international students' satisfaction with academic libraries - one that provides appropriate customized services with the other that does not. The surveys have been conducted with Chinese international students in two different universities and a total of 138 responses were analyzed. The study found that the customized services for the international students influenced their satisfaction with library use. In particular, multilingual services had positive effects on satisfaction with services such as brochures/signs, access to and use of resources through the homepage, and user instruction. The findings of the study suggest practical insights on how academic libraries provide effective services for supporting international students' academic tasks.

A Study on How to Set up a Standard Framework for AI Ethics and Regulation (AI 윤리와 규제에 관한 표준 프레임워크 설정 방안 연구)

  • Nam, Mun-Hee
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.7-15
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    • 2022
  • With the aim of an intelligent world in the age of individual customization through decentralization of information and technology, sharing/opening, and connection, we often see a tendency to cross expectations and concerns in the technological discourse and interest in artificial intelligence more than ever. Recently, it is easy to find claims by futurists that AI singularity will appear before and after 2045. Now, as part of preparations to create a paradigm of coexistence that coexists and prosper with AI in the coming age of artificial intelligence, a standard framework for setting up more correct AI ethics and regulations is required. This is because excluding the risk of omission of setting major guidelines and methods for evaluating reasonable and more reasonable guideline items and evaluation standards are increasingly becoming major research issues. In order to solve these research problems and at the same time to develop continuous experiences and learning effects on AI ethics and regulation setting, we collect guideline data on AI ethics and regulation of international organizations / countries / companies, and research and suggest ways to set up a standard framework (SF: Standard Framework) through a setting research model and text mining exploratory analysis. The results of this study can be contributed as basic prior research data for more advanced AI ethics and regulatory guidelines item setting and evaluation methods in the future.

Effect of All Sky Image Correction on Observations in Automatic Cloud Observation (자동 운량 관측에서 전천 영상 보정이 관측치에 미치는 효과)

  • Yun, Han-Kyung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.2
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    • pp.103-108
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    • 2022
  • Various studies have been conducted on cloud observation using all-sky images acquired with a wide-angle camera system since the early 21st century, but it is judged that an automatic observation system that can completely replace the eye observation has not been obtained. In this study, to verify the quantification of cloud observation, which is the final step of the algorithm proposed to automate the observation, the cloud distribution of the all-sky image and the corrected image were compared and analyzed. The reason is that clouds are formed at a certain height depending on the type, but like the retina image, the center of the lens is enlarged and the edges are reduced, but the effect of human learning ability and spatial awareness on cloud observation is unknown. As a result of this study, the average cloud observation error of the all-sky image and the corrected image was 1.23%. Therefore, when compared with the eye observation in the decile, the error due to correction is 1.23% of the observed amount, which is very less than the allowable error of the eye observation, and it does not include human error, so it is possible to collect accurately quantified data. Since the change in cloudiness due to the correction is insignificant, it was confirmed that accurate observations can be obtained even by omitting the unnecessary correction step and observing the cloudiness in the pre-correction image.

A Study on the Development of Experiential STEAM Program Based on Visual Impairment Using 3D Printer: Focusing on 'Sun' Concept (3D프린터 활용 체험형 STEAM 프로그램 개발 연구: '태양' 개념을 중심으로)

  • Kim, Sanggul;Kim, Hyoungbum;Kim, Yonggi
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.62-75
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    • 2022
  • In this study, experiential STEAM program using 3D printer was produced focusing on the content elements of 'solar' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to two middle school 77 students simple random sampled. The results of this study are as follows. First, a solar tactile model was produced using a 3D printer, and a program was developed to enable students to actively learn experience-oriented activities through visual impairment experiences. Second, in the response sample t-test by the difference in pre- and post-score of STEAM attitude tests, significant statistical test results were shown in 'interest', 'consideration', 'self-concept', 'self-efficacy', and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p<.05). Third,, the STEAM satisfaction test conducted after the application of the 3D printer-based STEAM program showed that the average value range of sub-factors were 3.66~3.97, which improved students' understanding and interest in science subjects through the 3D printer-based STEAM program.

A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.