• Title/Summary/Keyword: Collaboration Learning

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Towards a Machine Learning Approach for Monitoring Urban Morphology - Focused on a Boston Case Study - (도시 형태 변화 모니터링을 위한 머신러닝 기법의 가능성 - 보스톤 사례연구를 중심으로 -)

  • Hwang, Jie-Eun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.125-140
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    • 2017
  • This study explores potential capability of a machine learning approach for monitoring urban morphology based on an evident case study. The case study conveys year 2006 investigations on interpreting urban morphology of Boston Main Streets by applying a machine learning approach. From the lesson of the precedent study, in 2016, another field research and interview was conducted to compare changes in urban situation, data commons culture, and technology innovation during the decade. This paper describes open possibilities to advance urban monitoring for morphological changes. Most of all, a multi-participatory data platform enables managing urban data system in real time. Second, collaboration with machines with artificial intelligence can intervene the framework of the urban management system as well as transform it through new demands of innovative industries. Recently, urban regeneration became a dominant urban planning strategy in Korean, therefore, urban monitoring is on demand. It is timely important to correspond to in-situ problems based on empirical research.

A Case Study of a Play-oriented Block Coding Class (놀이 중심의 블록 코딩 수업 사례 연구)

  • Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.619-624
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    • 2023
  • As the importance of digital competency education is highlighted, this study is a case study on block coding classes for elementary school students during vacation for the purpose of bridging the information education gap among students. The purpose of this study is to design and operate a play-centered block coding class program and find out if it is effective in improving students' interest. As a result of completing the teaching plan through the second consultation and revision, running the class, and analyzing the change in learning interest of the students through the t-test, the play-oriented block coding class designed in this study was effective in improving students' interest. In addition, it was possible to discover interesting elements such as student-led learning process and immersion through realistic play activities, friendship, collaboration, and communication through group activities. This study is significant in suggesting a plan to increase learning interest for students who are new to coding.

Performance Assessment of Machine Learning and Deep Learning in Regional Name Identification and Classification in Scientific Documents (머신러닝을 이용한 과학기술 문헌에서의 지역명 식별과 분류방법에 대한 성능 평가)

  • Jung-Woo Lee;Oh-Jin Kwon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.389-396
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    • 2024
  • Generative AI has recently been utilized across all fields, achieving expert-level advancements in deep data analysis. However, identifying regional names in scientific literature remains a challenge due to insufficient training data and limited AI application. This study developed a standardized dataset for effectively classifying regional names using address data from Korean institution-affiliated authors listed in the Web of Science. It tested and evaluated the applicability of machine learning and deep learning models in real-world problems. The BERT model showed superior performance, with a precision of 98.41%, recall of 98.2%, and F1 score of 98.31% for metropolitan areas, and a precision of 91.79%, recall of 88.32%, and F1 score of 89.54% for city classifications. These findings offer a valuable data foundation for future research on regional R&D status, researcher mobility, collaboration status, and so on.

Analysis of Collaborative Learning Model and Collaboration Tools in e-Learning (e-러닝 환경에서의 협력학습 모델 및 지원도구 분석)

  • Jang, H.W.;Suh, H.J.;Moon, K.A.
    • Electronics and Telecommunications Trends
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    • v.20 no.1 s.91
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    • pp.139-146
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    • 2005
  • 폭발적인 정보의 흐름 속에 놓여 있는 지식정보화 시대에서는 필요한 정보를 선택하고 가공하여 새로운지식의 창조, 전달 및 확대 재생산 할 수 있는 능력이 요구되고 있다. 지식정보화 시대가 필요로 하는 창의적 인재 육성을 위한 새로운 교육 형태와 패러다임으로 e-러닝이 유력한 솔루션으로 부각되고 있다.e-러닝은 교수자 중심의 일방향 교육이 아닌 학습자가 시간과 장소에 구애받지 않고 필요한 학습을 하는 양방향 교육 방식이나, 현재까지는 학습 콘텐츠의 단순 반복 학습에 그치고 있어 기존 교실 수업 방식에 비해 학습효율이 떨어지는 점이 이 분야 발전의 장애요소가 되고 있다. 이에 대한 해결책으로 온라인상에서 학습 과제를 여러 명의 학생들이 상호 의존하여 공동으로 해결함으로써 학습 목표를 달성하는 형태의 협력 학습에 대한 연구가 활발히 진행되고 있다. e-러닝 협력학습에는 단순히 학생들을 그룹화하여 함께 학습하도록 하는 것은 교육 효과면 에서 비효율적일 수 있으며, 학생들의 자발적인 참여와 협력을 유도할 수 있는 교수모형을 적용하여야 하며, 개인의 책임감을 근간으로 한 상호 의존적 과제 해결 활동이 이루어져야 한다. 본 고에서는 협력 e-러닝 학습을 위한 연구사례와 기술 동향들에 대해 살펴본다.

Structural Model of Evidence-Based Practice Implementation among Clinical Nurses (임상간호사의 근거기반실무 실행 구조모형)

  • Park, Hyunyoung;Jang, Keum Seong
    • Journal of Korean Academy of Nursing
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    • v.46 no.5
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    • pp.697-709
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    • 2016
  • Purpose: This study was conducted to develop and test a structural model of evidence-based practice (EBP) implementation among clinical nurses. The model was based on Melnyk and Fineout-Overholt's Advancing Research and Clinical Practice through Close Collaboration model and Rogers' Diffusion of Innovations theory. Methods: Participants were 410 nurses recruited from ten different tertiary hospitals in Korea. A structured self-report questionnaire was used to assess EBP knowledge/skills, EBP beliefs, EBP attitudes, organizational culture & readiness for EBP, dimensions of a learning organization and organizational innovativeness. Collected data were analyzed using SPSS/WINdows 20.0 and AMOS 20.0 program. Results: The modified research model provided a reasonable fit to the data. Clinical nurses' EBP knowledge/skills, EBP beliefs, and the organizational culture & readiness for EBP had statistically significant positive effects on the implementation of EBP. The impact of EBP attitudes was not significant. The dimensions of the learning organization and organizational innovativeness showed statistically significant negative effects on EBP implementation. These variables explained 32.8% of the variance of EBP implementation among clinical nurses. Conclusion: The findings suggest that not only individual nurses' knowledge/skills of and beliefs about EBP but organizational EBP culture should be strengthened to promote clinical nurses' EBP implementation.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A Study On Effectiveness of Digital Inking in the Collaboration Learning with Digital Textbook (디지털교과서를 활용한 협력 학습에서 디지털 잉킹의 효과)

  • Yun, Min-Sik;Sohn, Won-Sung
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.193-197
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    • 2010
  • This study aims to investigate the effects of problem-solving competency of students when they study with digital textbook contents and digital inking in collaborative learning. The experimental group solved the math problems using basic digital textbook contents and digital inking while the control group solved the math problems using basic digital textbook contents alone. The result of analysis and comparison is as follows, the experimental group with basic digital textbook contents and digital inking showed more improved problem-solving competency than that of the control group with basic digital textbook contents alone, the experimental group showed recorded a higher satisfactory level than that of the control group.

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Effects of Nursing Education using a TBL on Self efficacy and Self Identity among Nursing students

  • Kim, Jung-ae
    • International Journal of Advanced Culture Technology
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    • v.5 no.2
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    • pp.26-43
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    • 2017
  • This study investigated the effects of TBL nursing education(for the care of congestive heart failure patients) on self identity and self efficacy among nursing students. A one-group, pre-post design was utilized with 28 nursing students as the participants. The scenario of TBL nursing education was created based on PBL, and consisted of four states(1) Present a problem, (2) Problem Follow-Up Steps,(3) Present the results including presentation, and(4) Problem Conclusion and after resolution. And then In-depth interviews were conducted with volunteers on program experiences. The data were analyzed using descriptive statistics, Pearson's correlation coefficients and paired t-tests and Giorgi phenomenology analysis method was performed. The TBL program was effective in self - efficacy and self - identity (p<0.01) increased significantly after the education intervention and The meaning of the TBL experience is four (meaning that the learners embarrassed TBL, aggressive learning attitude change, effective collaboration for problem solving in a free learning environment, university classes imagined in high school), and 67 sub-components appeared as an element. The TBL program is an effective teaching method for nursing education and it can be used as basic data for the development of nursing education based on this research.

Realtime Collaboration Learning System based on Individual Learning (학습자의 개별학습에 기반 하는 실시간 협력체제 설계 및 구현)

  • Choi, Yun-Mi;Choi, Jin-Seek
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10d
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    • pp.487-491
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    • 2006
  • 학교현장은 평균 43명의 과밀학급(인천광역시 연수고등학교 2학년)으로, 컴퓨터실에서 교사는 학생들을 관리하기 위해 학생 PC의 전원 끄는 경우가 있다. 교사는 학생의 컴퓨터를 감시하여 수업과 관련 없는 웹(web) 사이트를 방문하는 학생들의 수업 이외의 장난을 막으면서 학생들에게 수업해야 하기 때문이다. 그러나 학생은 이러한 방식에 반발심을 사거나 학생들의 학습 의욕을 떨어트리는 요인으로 작용한다고 본다. 또한 컴퓨터실 수업에서 일반적으로 교사는 "바쁜 교사"이다. 제한된 시간에 학습자 개인의 흥미나 욕구를 반영하여 개별 학습자의 능력 혹은 수준에 맞추어 수업의 내용의 내용과 속도를 다르게 가르치는 개별지도가 불가능하다. 현실이 이렇다 보니 컴퓨터라는 정보화 기기를 활용한 수업이 효율적으로 이루어지지 않고 있다. 본 연구에서는 이러한 문제점을 해결하고자 학습 초기에 개별학습을 하면서 학습 진행에 어려움을 격을 시 학생과 학생사이에 다양한 상호작용을 촉진시키도록 협력학습 체제를 구축하고 학생들의 학습을 모니터링하면서 학생 또는 협력학습 모둠이 문제 해결에 어려움이 처한 경우나 실패한 경우 교사의 개별지도가 가능하게 할 수 있는 실시간 협력학습 체제를 설계하였다.

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Study on Capstone Design Program in Fashion Major

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.6-11
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    • 2020
  • In today's world, the design industry is becoming more complex, with the development of networks such as the internet and revolutionary changes in information and telecommunications. As the demand for designers to cope with various situations occurring in these industrial sites or solve problems in practice promptly is required, a capstone design program was developed in collaboration with the industry. Capstone design classes have positive effects on creative problem solving ability, academic achievement and learning satisfaction by allowing students to think and experience the practical problems of the industrial field. It is also effective in improving communication, creative thinking and critical thinking. The purpose of this study is to search for talent training methods needed in the fashion industry and to develop effective programs through capstone design class studies conducted in the fourth grade of fashion design majors from 2017 to 2019 (6 semesters). Through these studies, the aim is to search for talent training methods needed in the fashion industry and to develop effective programs. If the capstone design learning method is used as a method of solving problems through close communication between the company and the educational field as an industry-academia cooperation system, it is expected to be positioned as a field-type human resource education method that is required in the industrial field.