• Title/Summary/Keyword: Collaborative Learning Environment

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The Liberal Arts Education Class Development for Collective Intelligence Establishment Based on Online Collaborative Learning (온라인 협력학습 기반 집단지성 구축을 위한 교양수업 개발)

  • Bae, Sang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.740-751
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    • 2021
  • To overcome the drawbacks of existing classes, this study developed a liberal arts education class model based on online-collaborative learning under the cloud based class environment. That will be the comprehensive model for classics reading, discussion education and foreign language education. This study started from the need of developing the college classes for embodying the collective intelligence. This course must be effective to maximize the educational effects and mutually interdisciplinary progress. Therefore, the offer of the applicable model will be able to establish collective intelligence and extend the educational effects. This study presented the proposed comprehensive model effects as follows: 1) this comprehensive model could create the learning environment so that individual intelligence may be converged into collective intelligence. 2) regarding their intellectual inquiry and the contents of thought, this model could activate the learners' participation in the discussion by mutually exchanging the feedbacks between teacher-learner and learner-learner. 3) cloud based online-collaborative learning environment could reduce learners' affective burden and overcome the drawback of offering the offline limited data. Thus, given these results, this model can be expected to allow us to draw the positive results in overall education fields along with liberal arts education, discussion education and foreign language education.

Scorm-based Sequencing & Navigation Model for Collaborative Learning (Scorm 기반 협력학습을 위한 시퀀싱 & 네비게이션 모델)

  • Doo, Chang-Ho;Lee, Jun-Seok
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.189-196
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    • 2012
  • In this paper, we propose a Scorm-based Sequencing & Navigation Model for Collaborative Learning. It is an e-Learning process control model that is used to efficiently and graphically defining Scorm's content aggregation model and its sequencing prerequistites through a formal approach. To define a process based model uses the expanded ICN(Information Control Net) model. which is called SCOSNCN(SCO Sequencing & Navigation Control Net). We strongly believe that the process-driven model delivers a way of much more convenient content aggregating work and system, in terms of not only defining the intended sequence and ordering of learning activities, but also building the runtime environment for sequencing and navigation of learning activities and experiences.

A Study on the Effect of Collaborative Instruction Between a Teacher Librarian and a Korean Language Teacher on a Middle School Student's Learning Interest and Academic Achievement (사서교사와 국어교사의 협동수업이 중학생의 학습흥미와 학업성취도에 미치는 영향에 대한 연구)

  • Ki, Min-Jin;Song, Gi-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.2
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    • pp.123-142
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    • 2013
  • The aim of this study is to find out the impact of collaborative instruction between the teacher librarian and the classroom teacher on learning interest and academic achievement by running Library and Information Life, which is the textbook of information literacy for teacher librarians and the Korean language curriculum for the first grade of middle school through library-based instruction. The result of this study has a positive influence on academic achievement by facilitating learning interest on Korean language classes under coplanning, co-operating and coevaluating in the school library. Therefore, it is important to establish the institutional system for collaborative instruction in order to increase information literacy instruction in the school community. A local school should expand the physical environment and educational equipment of its school library and form a flexible schedule to have enough time for teaching information literacy skills and for using of materials.

The Effectiveness of Collaborative Learning in SW Education based on Metaverse Platform (메타버스 기반 협력적 소통 SW 교육 프로그램의 효과)

  • Son, Jungmyoung;Lee, Sihoon;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.26 no.1
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    • pp.11-22
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    • 2022
  • The educational environment, where the change to blended learning and AI convergence education through non-face-to-face is accelerating, is based on the cultivation of digital literacy. This study attempted to verify the effectiveness of future competencies by creating a collaborative SW education program on the metaverse platform that emerged by supplementing the problems through non-face-to-face. Twenty programs on how to design and create software were organized for small-scale elementary classes in the metaverse. In order to verify the effectiveness 4C competency tool presented as future educational competency was selected, and homogeneity test for the experimental group and t-test were conducted. The results showed the SW education programs based on metaverse was effective in improving collaborative communication skills, confirming the possibility of SW education through blended learning.

A Cascade-hybrid Recommendation Algorithm based on Collaborative Deep Learning Technique for Accuracy Improvement and Low Latency

  • Lee, Hyun-ho;Lee, Won-jin;Lee, Jae-dong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.31-42
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    • 2020
  • During the 4th Industrial Revolution, service platforms utilizing diverse contents are emerging, and research on recommended systems that can be customized to users to provide quality service is being conducted. hybrid recommendation systems that provide high accuracy recommendations are being researched in various domains, and various filtering techniques, machine learning, and deep learning are being applied to recommended systems. However, in a recommended service environment where data must be analyzed and processed real time, the accuracy of the recommendation is important, but the computational speed is also very important. Due to high level of model complexity, a hybrid recommendation system or a Deep Learning-based recommendation system takes a long time to calculate. In this paper, a Cascade-hybrid recommended algorithm is proposed that can reduce the computational time while maintaining the accuracy of the recommendation. The proposed algorithm was designed to reduce the complexity of the model and minimize the computational speed while processing sequentially, rather than using existing weights or using a hybrid recommendation technique handled in parallel. Therefore, through the algorithms in this paper, contents can be analyzed and recommended effectively and real time through services such as SNS environments or shared economy platforms.

Design and Implementation of Web-Based Cooperative Learning System Co-Net

  • WANG, Kyungsu
    • Educational Technology International
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    • v.6 no.1
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    • pp.103-119
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    • 2005
  • This study investigated to designand implement web-based collaborative learning system Co-Net and map out students' learning procedure using the system, based upon Student Team Achievement Division (STAD Slavin, 1990, 1996). There are technical process and instructional considerations to be made during the design process. The former are those that concern equipment requirements and specifications and include Ease of Use, Speed of Access, and Flexibility. On the other hand, instructional considerationsare concerned with the delivery and access of instructional materials and their outcomes on learners. They are cooperative interactions within groups and group heterogeneity, learner control, group incentives, individual accountability, equal opportunity for earning high scores and contributing to group effort, task specialization, and competition among groups. A web site for a virtual learning environment designed and built by the authors and known as Co-Net is then explained along with the whole process learners inside the environment. The main page of Co-Net consists of 15 menus to implement cooperative learning process. The cooperative learning activities using 15 menus are composed of six phases (1) preparation of the new knowledge (2) presentation of the new knowledge (3) knowledge assimilation and application (4) team and individual evaluation (5) team and individual recognition Throughout the five phases, the appropriate use of cooperative learning techniques has been shown to have both academic and social benefits to learners.

A Study on the Concept of Learning Environment According to the Philosophy of Child-Centered Education in Europe in the Early 20th Century (20세기 초 유럽의 아동중심 교육철학에 따른 학습환경 개념에 대한 고찰)

  • Rieu, Ho-Seoup
    • Journal of the Korean Institute of Educational Facilities
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    • v.24 no.1
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    • pp.11-22
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    • 2017
  • The main purpose of this research is to consider educational environment, concept, and spatial organization and its characteristic based on the early 20th century European child-centered educational philosophy. For this process, the study of the following have been done : 1) Literature review, which includes educational ideology, perspective of child development of Maria Montessori, Rudolf Steiner, Peter Peterson, and Celestin Freinet. 2) Comparisons of spatial organization and classrooms of schools operated with the educational philosophy of mentioned philosophers from above. These schools have classrooms(or multi-purpose space near classroom) contained self-directed individual learning space, group and collaborative learning space, and training space of practical life. These configuration of learning space intended 1) learning based on individual child's interest, experience 2) developing of responsibility based on freedom 3) sociality and community spirit of children.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

Network Anomaly Traffic Detection Using WGAN-CNN-BiLSTM in Big Data Cloud-Edge Collaborative Computing Environment

  • Yue Wang
    • Journal of Information Processing Systems
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    • v.20 no.3
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    • pp.375-390
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    • 2024
  • Edge computing architecture has effectively alleviated the computing pressure on cloud platforms, reduced network bandwidth consumption, and improved the quality of service for user experience; however, it has also introduced new security issues. Existing anomaly detection methods in big data scenarios with cloud-edge computing collaboration face several challenges, such as sample imbalance, difficulty in dealing with complex network traffic attacks, and difficulty in effectively training large-scale data or overly complex deep-learning network models. A lightweight deep-learning model was proposed to address these challenges. First, normalization on the user side was used to preprocess the traffic data. On the edge side, a trained Wasserstein generative adversarial network (WGAN) was used to supplement the data samples, which effectively alleviates the imbalance issue of a few types of samples while occupying a small amount of edge-computing resources. Finally, a trained lightweight deep learning network model is deployed on the edge side, and the preprocessed and expanded local data are used to fine-tune the trained model. This ensures that the data of each edge node are more consistent with the local characteristics, effectively improving the system's detection ability. In the designed lightweight deep learning network model, two sets of convolutional pooling layers of convolutional neural networks (CNN) were used to extract spatial features. The bidirectional long short-term memory network (BiLSTM) was used to collect time sequence features, and the weight of traffic features was adjusted through the attention mechanism, improving the model's ability to identify abnormal traffic features. The proposed model was experimentally demonstrated using the NSL-KDD, UNSW-NB15, and CIC-ISD2018 datasets. The accuracies of the proposed model on the three datasets were as high as 0.974, 0.925, and 0.953, respectively, showing superior accuracy to other comparative models. The proposed lightweight deep learning network model has good application prospects for anomaly traffic detection in cloud-edge collaborative computing architectures.

Examining Development of Collaborative Artificial Intelligence in the Context of Classroom Instruction (수업활동 기반 협력적 인공지능 수학교사 개발에 대한 고찰)

  • Kim, Mi Ryung;Jung, Kyoung Young;Noh, Jihwa
    • East Asian mathematical journal
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    • v.35 no.4
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    • pp.509-528
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    • 2019
  • As various changes in education in general and learning environment in particular have promoted different needs and expectations for learning at both personal and social levels, the roles that schools and school teachers typically have with respect to their students are being challenged. Especially with the recent, rapid progress of the artificial intelligence(AI) field, AI could serve beyond the way in which it has been used. Based on a review of some of the related literature and the current development of AI, a view on utilizing AI to be a collaborative, complementary partner with an human mathematics teacher in the classroom in order to support both students and teachers will be discussed.