• Title/Summary/Keyword: Collaborative interaction

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A Comparison of Preschoolers' Peer Interaction Type and Level : According to Partner's Age (동일연령쌍과 혼합연령쌍 유아의 또래 상호작용 유형 및 수준 비교)

  • Kwon, Hye Jin;Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.26 no.6
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    • pp.217-236
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    • 2005
  • The purpose of this study was to investigate whether preschoolers' peer interaction type and level differ depending on pair compositon and task type. Preschoolers' peer interaction type and level were compared among three kinds of pair compositions(with a Younger peer, with a same-age peer, and with an older peer) as well as between two types of tasks(tasks involving real objects, and tasks involving pictures). Subjects were seventy-eight four-year-old children recruited from six child-care centers in Seoul and Gyeonggi Province. The preschoolers were randomly assigned to one of the three kinds of pair compositions. Interaction processes of the pairs were recorded by a video camera, and the scenes were transcribed for content analyses. The traniscribed peer interactions were coded according to the categories that the researcher had generated. Statistical methods used for the data analysis were frequencies, percentiles, means, standard deviations, repeated measures ANOVA, paired t-tests, one-way ANOVA. Major findings of this study were as follows: There were significant differences preschoolers' in interaction type depending on the pair compositions and the types of tasks. The preschoolers paired with the older peer used abstract collaborative explanations more frequently than in two other types of pair composition. The preschoolers paired with the younger peer used explanations without collaboration and parallel behaviors more frequently than in two other types of pair composition.

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Real-time Collaborative Design System in Distributed Environment (분산 환경을 고려한 실시간 협업 설계 시스템)

  • Cha J.H.;Lee S.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.718-723
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    • 2005
  • In this paper, we propose the collaborative design system with which we can simultaneously modify the actual 3D CAD model by the remote control and have interaction on it. It enables instantaneous decision making among the multiple disciplines in distributed locations using the function of simultaneous access and video conference. It also provides the method of managing the consistency between design entities. This system consists of Collaborative Management Server, File Server, Solid Modeler Client, Remote Control Module and Client Module.

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Cartesian Space Direct Teaching for Intuitive Teaching of a Sensorless Collaborative Robot (센서리스 협동로봇의 직관적인 교시를 위한 직교공간 직접교시)

  • Ahn, Kuk-Hyun;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.14 no.4
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    • pp.311-317
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    • 2019
  • Direct teaching is an essential function for collaborative robots for easy use by non-experts. For most robots, direct teaching is implemented only in joint space because the realization of Cartesian space direct teaching, in which the orientation of the end-effector is fixed while teaching, requires a measurement of the end-effector force. Thus, it is limited to the robots that are equipped with an expensive force/torque sensor. This study presents a Cartesian space direct teaching method for torque-controlled collaborative robots without either a force/torque sensor or joint torque sensors. The force exerted to the end-effector is obtained from the external torque which is estimated by the disturbance observer-based approach with the friction model. The friction model and the estimated end-effector force were experimentally verified using the robot equipped with joint torque sensors in order to compare the proposed sensorless approach with the method using torque sensors.

A Study on Open Education for Developing Creativity in Mathematics Education (수학교육에서 창의성 신장을 위한 열린교육 방안에 대한 연구1))

  • 전평국;이재학;백석윤;박성선
    • Education of Primary School Mathematics
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    • v.5 no.2
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    • pp.71-94
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    • 2001
  • The purposes of this study were to design small group collaborative learning models for developing the creativity and to analyze the effects on applying the models in mathematics teaching and loaming. The meaning of open education in mathematics learning, the relation of creativity and inquiry learning, the relation of small group collaborative learning and creativity, and the relation of assessment and creativity were reviewed. And to investigate the relation small group collaborative learning and creativity, we developed three types of small group collaborative learning model- inquiry model, situation model, tradition model, and then conducted in elementary school and middle school. As a conclusion, this study suggested; (1) Small group collaborative learning can be conducted when the teacher understands the small group collaborative learning practice in the mathematics classroom and have desirable belief about mathematics instruction. (2) Students' mathematical anxiety can be reduced and students' involvement in mathematics learning can be facilitated, when mathematical tasks are provided through inquiry model and situation model. (3) Students' mathematical creativity can be enhanced when the teacher make classroom culture that students' thinking is valued and teacher's authority is reduced. (4) To develop students' mathematical creativity, the interaction between students in small group should be encouraged, and assessment of creativity development should be conduced systematically and continuously.

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The Development and Application of International Collaborative Writing Courses on the Internet

  • Chong, LarryDwan
    • English Language & Literature Teaching
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    • v.13 no.2
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    • pp.25-45
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    • 2007
  • In this article, I discuss an International Collaborative Writing Course on the Internet (ICWCI) that focused on the learning effectiveness Korean EFL students (KEFLSs) perceived to be necessary to exchange with international EFL students (IEFLSs). The course development was based on an internet-based instructional module, applying widely accepted EFL theories for modern foreign language instruction: collaborative learning, process writing, project-based learning, and integrated approaches. Data from online discussion forum, mid-of-semester and end-of-semester surveys, and final oral interviews are conducted and discussed. KEFLSs and IEFLSs were questioned about (a) changes in attitude towards computers assisted language learning (CALL); (b) effect of computer background on motivation; (c) perception of their acquired writing skills; and (d) attitude towards collaborative learning. The result of this study demonstrated that the majority of ICWCI participants said they enjoyed the course, gained fruitful confidence in English communication and computer skills, and felt that they made significant progress in writing skills. In spite of positive benefits created by the ICWCI, it was found that there were some issues that are crucial to run appropriate networked collaborative courses. This study demonstrates that participants' computer skills, basic language proficiency, and local time differences are important factors to be considered when incorporating the ICWCI as these may affect the quality of online instructional courses and students' motivation toward network based collaboration interaction.

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A case study of collaborative learning implementation using open source Moodle learning management system - for collaborative learning promotion by users - (오픈소스 Moodle 학습관리시스템 기반의 협동학습 운영 사례에 관한 연구 - 사용자의 협동학습지원을 중심으로 -)

  • Lee, Jong-Ki
    • Journal of Service Research and Studies
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    • v.6 no.4
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    • pp.47-57
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    • 2016
  • Open source has an amazing spread with the advent of smartphones. Open-source Moodle in e-learning areas are free of LMS (Learning Management System) and the most widely used worldwide, except for the black board commercial programs. One reason is well designed to support collaborative learning and interaction based on constructivist principles, which is the core principle of e-learning in particular that the theoretical basis of educational technology has a high educational effectiveness and benefits. This study examines the operational practices of collaborative learning using open source learning management system Moodle program. It introduces specific information to support the user of the collaborative learning. It looks at the advantages and singularity of collaborative learning in e-learning through examples shown. The purpose of this study is the importance of the relationship between learners and the importance of self-learning of collaborative learning through collaborative learning in a knowledge repository of Moodle. In addition, collaborative learning outcomes are is based on the motivation of learners and playfulness.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

The Effects of the Small Group Collaborative Learning Strategy using Smart Devices in Elementary School Science Classes (초등 과학 수업에서 스마트 기기를 활용한 소집단 협력 학습의 효과)

  • Kang, Sukjin;Yun, Sungyong
    • Journal of Korean Elementary Science Education
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    • v.36 no.3
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    • pp.181-192
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    • 2017
  • In this study, the effects of the small group collaborative learning on students' achievement, the retention of the achievement, communication anxiety, and science learning motivation were investigated. The aptitude-treatment interaction between the level of students' self-directed learning ability and the intervention was also examined. Two classes (38 students) from an elementary school were respectively assigned to a control group and a treatment group. A self-directed learning ability test, a communication anxiety test, and a science learning motivation test were administered as pretests. The intervention lasted for 8 class periods. After instruction, an achievement test, the communication anxiety test, and the science learning motivation test were administered. An achievement retention test were also administered after four weeks. The results indicated that there were significant treatmentaptitude interaction effects in the achievement test scores and the achievement retention test scores. In the communication anxiety and the science learning motivation, however, any significant difference was not found between the scores of the treatment group and the control group. Educational implications are discussed.

A Causal Recommendation Model based on the Counterfactual Data Augmentation: Case of CausRec (반사실적 데이터 증강에 기반한 인과추천모델: CausRec사례)

  • Hee Seok Song
    • Journal of Information Technology Applications and Management
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    • v.30 no.4
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    • pp.29-38
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    • 2023
  • A single-learner model which integrates the user's positive and negative perceptions is proposed by augmenting counterfactual data to the interaction data between users and items, which are mainly used in collaborative filtering in this study. The proposed CausRec showed superior performance compared to the existing NCF model in terms of F1 value and AUC in experiments using three published datasets: MovieLens 100K, Amazon Gift Card, and Amazon Magazine. Compared to the existing NCF model, the F1 and AUC values of CausRec showed 1.2% and 2.6% performance improvement in MovieLens 100K data, and 2.2% and 10% improvement in Amazon Gift Card data, respectively. In particular, in experiments using Amazon Magazine data, F1 and AUC values were improved by 11.7% and 21.9%, respectively, showing a significant performance improvement effect. The performance of CausRec is improved because both positive and negative perceptions of the item were reflected in the recommendation at the same time. It is judged that the proposed method was able to improve the performance of the collaborative filtering because it can simultaneously alleviate the sparsity and imbalance problems of the interaction data.