• Title/Summary/Keyword: 학습 환경 설계

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An Analysis of Korean Domestic Research Trend in English Education and Bi- lingualism of Young Children (유아교육 및 아동학 관련 국내 학회지에 발표된 영어교육/이중언어발달 관련 논문분석)

  • Ahn, Eun Suk;Kim, Yeon Ha
    • Korean Journal of Childcare and Education
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    • v.5 no.1
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    • pp.81-101
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    • 2009
  • This study analyzed a total of 37 studies about bi-lingulism and English education as a foreign language published in 8 academic journals in early childhood education or child development fields. Research topics, participants, methods, and variables in the studies were categorized and descriptively analyzed. The research findings which had been statistically investigated were also summarized. The most frequently studied research topics were children's development and English education program exposure, actual conditions of English education in preschool settings and effectiveness of specific English programs for preschool children. However, children's home characteristics were seldom included as research variables and no research investigated so called English preschools. Several studies reported that bi-lingual children may have different language development paths from mono-lingual children but they eventually have comparable language abilities to mono-lingual children. Also some studies reported that, when learning English as a foreign language in school settings, older children can handle more information regarding English than younger children, resulting in better outcomes of older children. Exposure to two languages in early childhood seems to contribute to young children's meta linguistic awareness but the long term effect of English education in early childhood should be further studied. Several English education programs for preschool settings were developed and the effectiveness were investigated. Even though most of them reported that their programs were effective to children's English ability or interests, the results should be carefully interpreted because their research designs and methods were not rigorous.

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A Fashion Design Recommender Agent System using Collaborative Filtering and Sensibilities related to Textile Design Factors (텍스타일 기반의 협력적 필터링 기술과 디자인 요소에 따른 감성 분석을 이용한 패션 디자인 추천 에이전트 시스템)

  • 정경용;나영주;이정현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.2
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    • pp.174-188
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    • 2004
  • In the life environment changed with not only the quality and the price of the products but also the material abundance, it is the most crucial factor for the strategy of product sales to investigate consumer's sensibility and preference degree. In this perspective, it is necessary to design and merchandise the products in cope with each consumer's sensibility and needs as well as its functional aspects. In this paper, we propose the Fashion Design Recommender Agent System (FDRAS-pro) for textile design applying collaborative filtering personalization technique as one of the methods of material development centered on consumer's sensibility and preference. For a collaborative filtering system based on textile, Representative-Attribute Neighborhood is adopted to determine the number or neighbors that will be used for preferences estimation. Pearson's Correlation Coefficient is used to calculate similarity weights among users. We build a database founded on the sensibility adjectives to develop textile designs by extracting the representative sensibility adjectives from users' sensibility and preferences about textile designs. FDRAS-pro recommends textile designs to a customer who has a similar propensity about textile. To investigate the sensibility and emotion according to the effect of design factors, fertile designs were analyzed in terms of 9 design factors, such as, motif source, motif-background ratio, motif variation, motif interpretation, motif arrangement, motif articulation, hue contrast, value contrast, chroma contrast. Finally, we plan to conduct empirical applications to verify the adequacy and the validity of our system.

Effects of Camping Programs on Self-efficacy and Sick-role Behavioral Compliance in Juvenile Diabetes Mellitus Patient (소아 당뇨 환자의 캠프 프로그램이 자기효능과 환자 역할 행위이행에 미치는 영향)

  • Park, Yeon-Hee
    • Korean Journal of Health Education and Promotion
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    • v.14 no.2
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    • pp.59-68
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    • 1997
  • 당뇨병은 고혈당을 조절 안할 경우에는 돌이킬 수 없는 신체적 합병증은 물론 정신적 손상까지 받지만, 고혈당은 노력만 하면 조절이 가능하며, 정상에 가까울 정도로 조절되면 정상인과 같은 삶을 영위할 수 있다. 그러나 보건의료 전문가의 인슐린 주사 요법, 식사 및 운동요법 등의 일방적인 처방만으로 성공적인 당조절을 기대하기에는 어려움이 있다. 그래서 당뇨병 환자에게 당뇨병이라는 것이 무엇이며, 어떻게 이 병을 스스로 조절할 수 있게 만드느냐가 더욱 중요한 것이다. 따라서 우리나라에서도 당뇨병에 대한 관심이 높아짐에 따라 각 지역과 의료기관마다 다양한 당뇨병 교육 프로그램이 실시되고 있다. 특히 소아 당뇨병 환자는 이러한 전통적인 당뇨병에 관한 교육을 통해서 당뇨병에 관한 지식은 많이 가지고 있지만, 당뇨병 자가 조절을 위한 환자 역할 행위(sick-role behavior)를 변화시키는데는 그다지 성공절이라 할 수 없다. Bandura(1977)는 자기 효능은 ‘할 수 있다는 자신감’으로 수행 성취, 대리 경험, 언어적 설득, 정서적 각성에 관한 정보에 의해 결정된다고 하였다. 따라서 이러한 정보들은 자기 효능을 증진시키기 위한 중재의 방향을 제시해 준다. 오늘날 이러한 정보를 활용한 중재 프로그램 중에서 가정과 학교를 떠나 자연 환경 속에서의 집단 활동을 통하여 사회 학습 경험을 하는 캠프 프로그램에 대한 관심이 높아지고 있다. 캠프에 참여한 당뇨병 아이들은 캠프 활동속에서 다른 동료 아이들이 자신이 갖고 있는 문제들을 성공적으로 해결해 나가는 것을 관찰하여 대리 경험하게 될 때 희망을 가지게 되며, 당뇨병을 가진 다른 동료들과 공통의 경험을 공유할 수 있는 기회를 갖게 되어 그들은 자신이 더 이상 혼자가 아니며 남과 ‘다르지’도 않다는 것을 깨닫게 되어 점차 자신감을 가지고 살아갈 수 있게 된다. 본 연구는 캠프 프로그램이 소아 당뇨병의 자기 효능을 증진시키고, 당뇨병 환자 역할 행위 이행 정도를 높여주는지를 규명해 봄으로써, 소아 당뇨병 환자를 위한 효과적인 간호 중재 방안을 제시하고자 비동등성 대조군 전후 실험 설계의 유사 실험 연구를 시도하였다. 1996년 8월 10일 부터 12월 12일까지 종합병원에서 추후 관리하고 있는 소아 당뇨병 환자중 선정 기준에 맞는 환자 41명을 연구대상으로 하였으며, 그 중 19명은 실험군으로 Bandura의 자기 효능 증진을 위한 정보원을 활용한 캠프 프로그램을 5박 6일간에 걸쳐 실시하였고, 다음 22명은 대조군으로 캠프 프로그램을 실시하지 않았다. 자료수집은 자기 효능 척도와 환자 행위 역할 이행 척도를 캠프 프로그램을 실시하기 전에 사전 조사를 하고 중재 후 4주째 사후 조사를 하였다. 수집된 자료는 SPSS/PC+로 Chi-square test, t-test, ANCOVA, Pearson correlation을 이용하여 분석하였으며, 그 결과는 다음과 같다. 캠프 프로그램은 소아 당뇨병 환자의 자기 효능을 증진시키고 환자 역할 행위 이행을 높여주는데 효과적 이었다. 소아 당뇨병 환자의 자기 효능은 환자 역할 행위 이행과 순 상관 관계가 있어, 자기 효능이 증진될수록 환자 역할 행위 이행 정도가 높아졌다.

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Selection of Integrated Concepts Across Science and Humanities Using the Delphi Method (과학과 인문학의 통합개념 선정을 위한 델파이 연구)

  • Kim, Jiyoung;Park, Jieun;Yoon, Heojeong;Park, Eunmi;Bang, Dami
    • Journal of The Korean Association For Science Education
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    • v.34 no.6
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    • pp.549-558
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    • 2014
  • Integrated concepts that are broad enough to embrace facts, principles, laws, and concepts of multiple disciplines could become the core of integrated education. Integrated concept-centered education enables effective and practical learning. In this study, the Delphi Method was implemented targeting experts in science (physics, life science, chemistry, and earth science) and humanities (history, geology, economics, ethics, and politics) to find out the integrated concept that can be used to design the concept-centered integrated education in the Republic of Korea. 124 experts participated in this survey. Delphi survey was conducted for three rounds. In the first round, an open questionnaire was given to experts to collect feasible integrated concepts in each major field. Then, in the second round experts were asked to select integrated concepts that could be used practically in the field of their major. In the third round, the integrated concept with selection frequency over medium value were given. They were asked to evaluate the applicability of integrated concepts by using the Likert-scale questionnaire. Through this process, content validity was analyzed. As a result, five integrated concepts (change, interaction, space-time, energy, and equilibrium) were selected for the inter-science integration. And thirteen integrated concepts (conflict, community, relationship, structure, power, diversity, culture, change, society, interaction, freedom, justice, and equality) were chosen for the inter-humanities integration. Finally, for the science-humanities integration, seven integrated concepts (structure, diversity, change, interaction, cycle, system, and environment) were determined.

Implementation of A Multiple-agent System for Conference Calling (회의 소집을 위한 다중 에이전트 시스템의 구현)

  • 유재홍;노승진;성미영
    • Journal of Intelligence and Information Systems
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    • v.8 no.2
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    • pp.205-227
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    • 2002
  • Our study is focused on a multiple-agent system to provide efficient collaborative work by automating the conference calling process with the help of intelligent agents. Automating the meeting scheduling requires a careful consideration of the individual official schedule as well as the privacy and personal preferences. Therefore, the automation of conference calling needs the distributed processing task where a separate calendar management process is associated for increasing the reliability and inherent parallelism. This paper describes in detail the design and implementation issues of a multiple-agent system for conference calling that allows the convener and participants to minimize their efforts in creating a meeting. Our system is based on the client-sewer model. In the sewer side, a scheduling agent, a negotiating agent, a personal information managing agent, a group information managing agent, a session managing agent, and a coordinating agent are operating. In the client side, an interface agent, a media agent, and a collaborating agent are operating. Agents use a standardized knowledge manipulation language to communicate amongst themselves. Communicating through a standardized knowledge manipulation language allows the system to overcome heterogeneity which is one of the most important problems in communication among agents for distributed collaborative computing. The agents of our system propose the dates on which as many participants as possible are available to attend the conference using the forward chaining algorithm and the back propagation network algorithm.

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Comparative Analysis of CNN Deep Learning Model Performance Based on Quantification Application for High-Speed Marine Object Classification (고속 해상 객체 분류를 위한 양자화 적용 기반 CNN 딥러닝 모델 성능 비교 분석)

  • Lee, Seong-Ju;Lee, Hyo-Chan;Song, Hyun-Hak;Jeon, Ho-Seok;Im, Tae-ho
    • Journal of Internet Computing and Services
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    • v.22 no.2
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    • pp.59-68
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    • 2021
  • As artificial intelligence(AI) technologies, which have made rapid growth recently, began to be applied to the marine environment such as ships, there have been active researches on the application of CNN-based models specialized for digital videos. In E-Navigation service, which is combined with various technologies to detect floating objects of clash risk to reduce human errors and prevent fires inside ships, real-time processing is of huge importance. More functions added, however, mean a need for high-performance processes, which raises prices and poses a cost burden on shipowners. This study thus set out to propose a method capable of processing information at a high rate while maintaining the accuracy by applying Quantization techniques of a deep learning model. First, videos were pre-processed fit for the detection of floating matters in the sea to ensure the efficient transmission of video data to the deep learning entry. Secondly, the quantization technique, one of lightweight techniques for a deep learning model, was applied to reduce the usage rate of memory and increase the processing speed. Finally, the proposed deep learning model to which video pre-processing and quantization were applied was applied to various embedded boards to measure its accuracy and processing speed and test its performance. The proposed method was able to reduce the usage of memory capacity four times and improve the processing speed about four to five times while maintaining the old accuracy of recognition.

Deep learning algorithm of concrete spalling detection using focal loss and data augmentation (Focal loss와 데이터 증강 기법을 이용한 콘크리트 박락 탐지 심층 신경망 알고리즘)

  • Shim, Seungbo;Choi, Sang-Il;Kong, Suk-Min;Lee, Seong-Won
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.23 no.4
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    • pp.253-263
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    • 2021
  • Concrete structures are damaged by aging and external environmental factors. This type of damage is to appear in the form of cracks, to proceed in the form of spalling. Such concrete damage can act as the main cause of reducing the original design bearing capacity of the structure, and negatively affect the stability of the structure. If such damage continues, it may lead to a safety accident in the future, thus proper repair and reinforcement are required. To this end, an accurate and objective condition inspection of the structure must be performed, and for this inspection, a sensor technology capable of detecting damage area is required. For this reason, we propose a deep learning-based image processing algorithm that can detect spalling. To develop this, 298 spalling images were obtained, of which 253 images were used for training, and the remaining 45 images were used for testing. In addition, an improved loss function and data augmentation technique were applied to improve the detection performance. As a result, the detection performance of concrete spalling showed a mean intersection over union of 80.19%. In conclusion, we developed an algorithm to detect concrete spalling through a deep learning-based image processing technique, with an improved loss function and data augmentation technique. This technology is expected to be utilized for accurate inspection and diagnosis of structures in the future.

Research on the Development of NCS-based Game Curriculum Focused on the Game Contents Dept. of Kimpo Univ. (NCS기반 게임교육과정 개발에 관한 연구 : 김포대학교 게임콘텐츠과를 중심으로)

  • Kwon, Yong Man
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.381-387
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    • 2019
  • Since the development of NCS-based curriculum in field of game education is not well studied, so we carried out research on the curriculum development of game contents department of Kimpo University as the first study to link game education and NCS. In order to develop the NCS-based game education course, we analyzed the game industry environment and conducted a demand survey on the game industry officials to derive the vocational basic subjects required for game contents creation. In addition, we analyzed the types of manpower training by using on-site experts (SME). SME also designed the NCS curriculum by matching the manpower type comparing with NCS classification and capacity unit, analyzing the usefulness of each Capacity unit, and finally, by arranging each NCS and non-NCS subjects by semester. This research is meaningful as the first study linking NCS and game content creation, and it will be a reference for other education institutions planning game education course based on NCS. It also can be used as a basic material for researching game education quality management (CQI) as well as improvement methods for future game education courses.

A Study on the Establishment of a Track for Entrepreneurship Convergence -Focusing on the Case of K University- (창업융합전공 트랙개설에 관한 연구 -K대학 사례를 중심으로-)

  • Im, Jin-Hyuk;Kwon, Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.177-186
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    • 2020
  • Entrepreneurship education has been emphasized worldwide and the number of universities that open related subjects have been increasing. K University, located in Gyeonggi-do, was selected as one of the leading universities in entrepreneurship in 2014, and has continued to grow quantitatively by providing support and education related to entrepreneurship on and off campus. In addition, major issues in entrepreneurship education were derived by conducting written or face-to-face interviews and advisory meetings with instructors, field experts, and education demanders for environmental analysis. Based on this, three major tracks(venture start-up, entrepreneurship convergence, and social venture activation) were derived, and major competency and learning goals for each track were presented. On the other hand, in order for this study to be more effectively accepted, it is necessary to present the objectives of each track, the capabilities pursued, and the courses that help students' progress. Therefore, in the future research, it is necessary to design and present the goals for each track, the curriculum road map, and the detailed curriculum of the convergence major, and at the same time, research to match the appropriate teaching method for each newly opened subject will be required to increase educational effectiveness.

Analysis of Application Cases and Performance of Multidisciplinary Convergence Capstone Design based on Industry-Academic Cooperation (산학협력기반 다학제적 융합 캡스톤디자인 적용사례 및 성과분석)

  • Yoon, Sang-Sik
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.639-652
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    • 2021
  • In accordance with the rapidly changing social environment, it is becoming more important to cultivate creative and convergent practical talents with flexible thinking skills and problem-solving skills. Therefore, it is necessary for universities to provide educational experiences that enable students to cooperate and converge multidisciplinaryly to carry out on-the-job projects based on what they have learned at school. Therefore, this study designed, developed, and operated with the aim of cultivating creative talents with integrated problem-solving ability through a multidisciplinary capstone design curriculum based on industry-academia cooperation. To this end, the curriculum was developed together by recruiting participating companies and forming a convergence professor team, and it was operated for 15 weeks for students majoring in cosmetics engineering at D University. After the education was over, learning satisfaction and perceived academic achievement were surveyed, and as a result of the analysis, it was found to be above average with 3.77 points and 3.86 points, respectively. And as a result of the in-depth interview on the participation experience, five themes related to the positive experience and three themes related to the negative experience were derived. This study will be able to provide basic data when operating a multidisciplinary convergence capstone design curriculum based on industry-academia cooperation in the future.