• Title/Summary/Keyword: Case-Based Learning

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A reinforcement learning-based method for the cooperative control of mobile robots (강화 학습에 의한 소형 자율 이동 로봇의 협동 알고리즘 구현)

  • 김재희;조재승;권인소
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.648-651
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    • 1997
  • This paper proposes methods for the cooperative control of multiple mobile robots and constructs a robotic soccer system in which the cooperation will be implemented as a pass play of two robots. To play a soccer game, elementary actions such as shooting and moving have been designed, and Q-learning, which is one of the popular methods for reinforcement learning, is used to determine what actions to take. Through simulation, learning is successful in case of deliberate initial arrangements of ball and robots, thereby cooperative work can be accomplished.

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Effects of Case-Based Learning on Clinical Decision Making and Nursing Performance in Undergraduate Nursing Students (사례기반학습이 간호대학생의 임상 의사결정 능력과 간호수행 능력에 미치는 효과)

  • Jeong, Mi-Eun;Park, Hyoung-Sook
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.22 no.3
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    • pp.308-317
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    • 2015
  • Purpose: The aim of this study was to examine the effects of case-based learning (CBL) on clinical decision making and nursing performance. Methods: This research was conducted between September, 2011 and January, 2012 as a nonequivalent comparison group design. The participants were 55 third year nursing students who were enrolled in a college of nursing in a university in Korea. The intervention was the CBL procedures which involved role-play practice videoed by camera and watched on the computer by the students. Questionnaires were used before and after the intervention to measure clinical decision-making. Nursing performance tests were done after the intervention. Results: Statistically significant group differences were observed in clinical decision-making. Nursing performance was significantly higher in the CBL group than in the control group. Conclusion: CBL focused on the solving problem process and clinical cases which are based on clinical setting allowing students to develop efficiency in clinical practice and adaptation to the clinical situation.

'Ecology & Environment' Learning Case by e-PBL (e-PBL에 의한 '생태와 환경' 수업 사례)

  • Lee Myong-Soon
    • Hwankyungkyoyuk
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    • v.19 no.2 s.30
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    • pp.108-121
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    • 2006
  • Nowadays environmental education is getting important. So, it is necessary to teach for students to realize the protection environment. Self-direct homepage was developed for 'Ecology & environment' environmental education. This homepage was made for sharing searched data and can be interactive each other on the internet. Therefore, in this study, environmental teaming was planned and practiced for high school 'Ecology & environment' class by e-PBL. Self-directed teaming, collaborative teaming and performance assessment are emphasized in the 7th educational curriculum. The PBL is efficient learning model for them. This study designed for a teaching and teaming method and strategies using PBL based upon the theories and practices. This study will also develop an e-learning. As a result, it is indicated that the teaching and learning method using PBL has the positive effects on learning that the development of self-directed learning and collaboration teaming Is observed by reflect journal and presentation of students. e-PBL is a teaming model for learning-centered that adapted many school and subject. Therefore e-PBL makes full use of be 'Ecology & environment' class and environmental education.

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A Case Study on the Improvement of Learning Performance by Increasing the Number of Tests in Engineering Education (공학교육에서 평가 횟수 증가와 학업 성취도 향상의 상관관계에 관한 사례연구)

  • Baek, Hyun-Deok;Park, Jin-Won
    • Journal of Engineering Education Research
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    • v.19 no.6
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    • pp.57-62
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    • 2016
  • In this work, we present a case study of using the assessments for the enhancement of students' learning motivation in engineering education. The assessments, given in between summative assessments such as midterms and finals, may have a component of formative evaluation, which are reported as very effective tools as the sources of feedback to improve teaching and learning. We studied how the students' performance is improved by additional tests in engineering education. Also, we examined the factors of successful results of the cooperative learning model, Student Teams-Achievement Division, which is based on imposing a number of tests, achieved in our previous work.

Proposal of Electronic Engineering Exploration Learning Operation Using Computing Thinking Ability

  • LEE, Seung-Woo;LEE, Sangwon
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.110-117
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    • 2021
  • The purpose of the study is to develop effective teaching methods to strengthen the major learning capabilities of electronic engineering learners through inquiry learning using computing thinking ability. To this end, first, in the electronic engineering curriculum, we performed teaching-learning through an inquiry and learning model related to mathematics, probability, and statistics under the theme of various majors in electronic engineering, focusing on understanding computing thinking skills. Second, an efficient electronic engineering subject inquiry class operation using computing thinking ability was conducted, and electronic engineering-linked education contents based on the components of computer thinking were presented. Third, by conducting a case study on inquiry-style teaching using computing thinking skills in the electronic engineering curriculum, we identified the validity of the teaching method to strengthen major competency. In order to prepare for the 4th Industrial Revolution, by implementing mathematics, probability, statistics-related linkage, and convergence education to foster convergent talent, we tried to present effective electronic engineering major competency enhancement measures and cope with innovative technological changes.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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A Rule's Reasoning and Case-Based Learning Method for Efficient Dynamic Workload Balancing of VoD Systems (VoD 시스템의 효율적인 동적 작업부하조정을 위한 규칙 추론 및 사례기반 학습 방법)

  • Kim, Joong Hwan;Park, Jeong Yun
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.107-117
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    • 2008
  • The agent system that can adjust the workload dynamically through thc periodical monitoring of the VoD system comprises the agency part interfacing the VoD system and the intelligence part reasoning or learning the facts required for the adjustment of workload. This paper proposes a learning method that can apply to the intelligence part of the agent system. The proposed method can adjust the workload more efficiently by the rule's reasoning process and case-based learning process. An experiment of implementing a simulator was conducted to see whether or not application of the proposed method to VoD systems is efficient. As a result of the experiment, it was found that the throughput and the average waiting time of the VoD server were relatively improved when the proposed method was applied compared to existing means.

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Machine Learning Based Neighbor Path Selection Model in a Communication Network

  • Lee, Yong-Jin
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.56-61
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    • 2021
  • Neighbor path selection is to pre-select alternate routes in case geographically correlated failures occur simultaneously on the communication network. Conventional heuristic-based algorithms no longer improve solutions because they cannot sufficiently utilize historical failure information. We present a novel solution model for neighbor path selection by using machine learning technique. Our proposed machine learning neighbor path selection (ML-NPS) model is composed of five modules- random graph generation, data set creation, machine learning modeling, neighbor path prediction, and path information acquisition. It is implemented by Python with Keras on Tensorflow and executed on the tiny computer, Raspberry PI 4B. Performance evaluations via numerical simulation show that the neighbor path communication success probability of our model is better than that of the conventional heuristic by 26% on the average.

A Case based Multiplex Teaching and Learning Model to Improve the Educational Level of Information and Communication Ethics in Elementary School (초등 정보통신 윤리수준 개선을 위한 사례 기반 다중형 교수학습모형)

  • Lee, Dae-Ho;Cho, Gi-Hwan
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.31-39
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    • 2011
  • Information and communication environment includes a lot of dangerous factors to elementary school children who do not establish their own value sense as well as its related knowledge yet. This paper proposes a case based multiplex teaching and learning model which leads students to participate and be interested in, then to improve the educational level of information and communication ethics in elementary school. This model progresses in centric of the conflict situations in information and communication ethics that can be commonly occurred in actual life. To adapt case based approach, three types of teaching and learning models, value conflict, value clarification, and role playing, are applied in a combined form. Along with applying the models, their educational effects have been compared and analysed in time sequence, in the educational level improvement point of view. The verification has been conducted by using surveys and questionnaires, in the four areas; cognitive, affective, behavioral, and then overall. The verification results show that the proposed method is effective to improve the educational level of information and communication ethics in elementary schooll.

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A Case Study on a Programming Subject through Project-Based Learning in the COVID-19 Environment (코로나-19 환경에서의 프로젝트 교수법을 통한 프로그래밍 지도 사례)

  • Lee, Sungock;Yang, SeungEui;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1655-1662
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    • 2021
  • The purpose of this study is to draw implications through a case study on the curriculum operation of a professor who operated a programming subject as a PBL(project-based learning) method in an untact situation due to COVID-19. A survey was conducted for first-year freshmen students to determine their learning condition before project implementation. Based on the results of the questionnaire, individual interviews were conducted to identify the needs for education, and then, basic grammar for project completion and lectures that segmenting each stage of the project were composed. Repeated learning was induced through weekly quizzes, and feedback was given by giving time in advance until the project deadline. 23 students (40 students in total) completed the project. The remaining 17 students took the exam but did not complete the project. The purpose of this study is significant in that it investigated whether a project can be carried out through instructional design, execution, and interaction while operating a programming subject through PBL in the COVID-19 environment.