• Title/Summary/Keyword: 학습 어플리케이션

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A Study on Project Management Learning Community using Application (앱을 이용한 프로젝트관리 학습 커뮤니티에 관한 연구)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1126-1131
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    • 2011
  • As the recent paradigm of education changes to become learner-centered, there is an increasing interest in project based class as one of new teaching models. Universities are accepting this change and aiming at fostering human resources of next generations, who are able to create creative changes, and studies are being actively conducted to that end. This study suggested a learner-centered teaching model which minimizes intervention of teachers in conducting projects of main text contents in designed subjects. This study suggested support system for the suggested model project-based class, team organization method, various interaction methods of learners, and team work monitoring method of teachers. And the suggestions were designed and realized through project management applications using smart phones which are being used by a rapidly growing number of people recently.

Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone (스마트폰의 센서를 이용한 가상 실험 콘텐츠의 개발 및 설계)

  • Chung, Kwang Sik;Kwon, Sooyoul;Huang, Wen-Hao
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.161-169
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    • 2013
  • Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

Development of mathematical program based on user experience for self-directed learning (사용자 경험에 기반한 자기주도학습 수학 프로그램 개발)

  • Lee, GaRam;Kim, JeongEun;Gu, SeongWoo;An, WonJu;Cho, KyooLak
    • The Journal of Korean Association of Computer Education
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    • v.19 no.3
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    • pp.21-34
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    • 2016
  • This study aims to develop user experience based mathematical program for self-directed learning. To meet its aim this program is designed and developed according to the process and method of 'ADDIE', general design model of education program. The features of this program are as follows. First, teacher can set questions conveniently through intuitive system of web and learner can solve questions at anytime and anywhere through instant access to application. Second, learner can solve different types of questions based on powerful question database and teacher can provide instantaneous feedback on them. Third, learner's circulation learning can be possible by utilizing paper-video explanation and wrong answer note and teacher supports learner's active learning management though group achievement management.

Development and Application of a Smart Learning System based on Problem-solving Strategies for Children with Learning Disabilities (학습장애학생을 위한 문제해결기반 스마트러닝 시스템의 개발 및 적용)

  • Jang, Han;Jun, Woochun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.2
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    • pp.463-470
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    • 2015
  • The purpose of this thesis is to develop and implement a smart learning system based on problem-solving strategy for children with learning disabilities. The proposed system is developed to increase general study ability and problem-solving ability of children with learning disabilities. The proposed system has the following characteristics. First, the general study ability and problem-solving ability can be increased by adopting problem-solving strategy. Second, both smart application and SNS can be used in the proposed system. Third, study self-efficacy can be increased by adopting step-by-step learning. The following results are obtained after applying the proposed system to some children with learning disabilities. First, their general study ability is increased. Second, their problem-solving ability is increased. Third, confidence in self-efficacy, sense of accomplishment, and self-confidence in study are improved. In additions, utilization ability in information and information equipment is also increased.

Identification of Mesiodens Using Machine Learning Application in Panoramic Images (기계 학습 어플리케이션을 활용한 파노라마 영상에서의 정중 과잉치 식별)

  • Seung, Jaegook;Kim, Jaegon;Yang, Yeonmi;Lim, Hyungbin;Le, Van Nhat Thang;Lee, Daewoo
    • Journal of the korean academy of Pediatric Dentistry
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    • v.48 no.2
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    • pp.221-228
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    • 2021
  • The aim of this study was to evaluate the use of easily accessible machine learning application to identify mesiodens, and to compare the ability to identify mesiodens between trained model and human. A total of 1604 panoramic images (805 images with mesiodens, 799 images without mesiodens) of patients aged 5 - 7 years were used for this study. The model used for machine learning was Google's teachable machine. Data set 1 was used to train model and to verify the model. Data set 2 was used to compare the ability between the learning model and human group. As a result of data set 1, the average accuracy of the model was 0.82. After testing data set 2, the accuracy of the model was 0.78. From the resident group and the student group, the accuracy was 0.82, 0.69. This study developed a model for identifying mesiodens using panoramic radiographs of children in primary and early mixed dentition. The classification accuracy of the model was lower than that of the resident group. However, the classification accuracy (0.78) was higher than that of dental students (0.69), so it could be used to assist the diagnosis of mesiodens for non-expert students or general dentists.

A Study on Method for User Gender Prediction Using Multi-Modal Smart Device Log Data (스마트 기기의 멀티 모달 로그 데이터를 이용한 사용자 성별 예측 기법 연구)

  • Kim, Yoonjung;Choi, Yerim;Kim, Solee;Park, Kyuyon;Park, Jonghun
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.147-163
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    • 2016
  • Gender information of a smart device user is essential to provide personalized services, and multi-modal data obtained from the device is useful for predicting the gender of the user. However, the method for utilizing each of the multi-modal data for gender prediction differs according to the characteristics of the data. Therefore, in this study, an ensemble method for predicting the gender of a smart device user by using three classifiers that have text, application, and acceleration data as inputs, respectively, is proposed. To alleviate privacy issues that occur when text data generated in a smart device are sent outside, a classification method which scans smart device text data only on the device and classifies the gender of the user by matching text data with predefined sets of word. An application based classifier assigns gender labels to executed applications and predicts gender of the user by comparing the label ratio. Acceleration data is used with Support Vector Machine to classify user gender. The proposed method was evaluated by using the actual smart device log data collected from an Android application. The experimental results showed that the proposed method outperformed the compared methods.

Effects of Beat-Keeping Game Through Smartphone Applications on Executive Functions of Children With Developmental Delays (스마트폰 어플리케이션을 이용한 박자 맞추기 게임이 발달 지연 아동의 실행기능에 미치는 효과)

  • Sul, Ye-Rim;Kim, Jin-Kyung;Park, So-Yeon;Kang, Dae-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.11 no.3
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    • pp.81-92
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    • 2022
  • Objectives : This study aimed to investigate the effect of beat-keeping games in smartphone applications on improving executive functions in children with developmental delays. Methods : Three children diagnosed with developmental delay were included in this study. The ABA design used a single-subject experimental research design. The independent variable was the beat-keeping game. The game was held three times a week for a total of seven times for 20 minutes, including breaks. The dependent variable, "Visual-motor speed," was measured every session to assess if the beat-keeping game was effective in improving the participant's executive function. Further, before and after the intervention, "Children's Color Trails Test (CCTT)", "Block design," and "Finding hidden picture" were measured. Results : All three participants showed improvement in the performance of the beat-keeping game and the executive functions of "Visual-motor speed" and visual attention. Conclusions : Based on the results of this study, various effective applications for learning and intervention can be developed and applied to children with developmental delays who have difficulty in motivating themselves and lack attention.

Design and Implementation of Web-based Automatic Study Evaluation System (웹 기반 학습평가 자동화 시스템의 설계 및 구현)

  • Jeong, Yong-Gi;Choe, Eun-Man
    • The KIPS Transactions:PartD
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    • v.9D no.2
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    • pp.289-296
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    • 2002
  • The web, which is most actively used in the internet environment, is changing educational system. Students usually prefer the interactive and multimedia learning aids based on web applications and web media to static web pages. The former is known to enhance the effectiveness of learning. This paper proposes a study system which involves effective adaptation to the various changing factors of learners' progress and the corresponding automated evaluation system. Conventional evaluation utilizes normalized method, where the learning objectives generally set by the instructors or educational operators/administrators are usually pursued rather than the interest of the individual learners, which is not ideal for the computer-based learning. Web-based project-oriented learning system provokes the mutual participations among the users, operators, and administrators in understanding the jobs to be performed and the effort to enhance the progressive developments of knowledge and application capabilities. In this Paper, an automated evaluation system is implemented, where the instructors and web-operators/administrators work as hosts for education. The learners take advantage of user-oriented comparative learning and pattern design. The design and implementation of the project-oriented evaluation methods performed in the internet/intranet environments are discussed.

A Research Review on Usage of Smart Learning for Elementary Students with Learning Disabilities (초등 학습장애학생을 위한 스마트러닝 활용 연구 고찰)

  • Gu, Eun Jeong
    • Journal of The Korean Association of Information Education
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    • v.20 no.5
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    • pp.451-464
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    • 2016
  • The purpose of this paper is to review recent articles on applying smart learning for elementary students with learning disabilities. The search procedures through the Web-database system were implemented to find the proper research. Finally, a total of 10 articles met the criteria and were included in this review. Each study was analyzed according to the categories of the population, setting, research design, and intervention. The results indicated that research design implemented as case study and single subject design. Results founded strategies applying smart learning leaned too much towards using the skill-based application as learning contents. Based on analysis results, considerations for smart learning for elementary students with learning disabilities were suggested.