• Title/Summary/Keyword: Context-learning

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Multimedia Technologies in Modern Educational Practices: Audiovisual Context

  • Mozhenko, Mykola;Donchyk, Andrii;Yushchenko, Anton;Suchkov, Denys;Yelenskyi, Roman
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.141-146
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    • 2022
  • In modern educational practices, the issue of dependence on the experience of using multimedia by students and the adoption of technologies in education, the perception of their benefits and effectiveness in blended learning is little covered. The purpose of the academic paper lies in assessing the audiovisual context of multimedia technologies, its acceptance by students in practice on the example of using video lectures in blended learning. The methodology is based on an online survey of 120 students of Ukrainian universities who have assessed the experience level in using video lectures, as well as the constructs as follows: Technology Characteristics, Fit, Perceived Usefulness, Perceived Ease of Use, Attitude, Intention to Use, Actual Use. The results show that the majority of students use video lectures to a certain extent in their training (20,8% have used technology to a certain extent, 49,2% have often used technology in training, 20% are regular users of technology). It has been revealed that most students agree with the relevance of video lectures, the accuracy of lectures, the brevity of lectures, the clarity of lectures, as well as the high quality of lecture videos. It has been estimated that 42,5% believe that lecture videos are an effective tool towards supporting students in hybrid learning. 26,7% of students consider video lectures to be appropriate technologies for online / hybrid courses. In general, 37,5% of respondents find video lectures useful; however, 35,0% do not agree with this statement. 83,3% of students have rated the high level of ease of access to video. In total, 95% of students find lecture videos easy to use. In general, positive attitude of students to video lectures has been revealed.

Improved Method for Learning Context-Free Grammar using Tabular representation

  • Jung, Soon-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.43-51
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    • 2022
  • In this paper, we suggest the method to improve the existing method leaning context-free grammar(CFG) using tabular representation(TBL) as a chromosome of genetic algorithm in grammatical inference and show the more efficient experimental result. We have two improvements. The first is to improve the formula to reflect the learning evaluation of positive and negative examples at the same time for the fitness function. The second is to classify partitions corresponding to TBLs generated from positive learning examples according to the size of the learning string, proceed with the evolution process by class, and adjust the composition ratio according to the success rate to apply the learning method linked to survival in the next generation. These improvements provide better efficiency than the existing method by solving the complexity and difficulty in the crossover and generalization steps between several individuals according to the size of the learning examples. We experiment with the languages proposed in the existing method, and the results show a rather fast generation rate that takes fewer generations to complete learning with the same success rate than the existing method. In the future, this method can be tried for extended CYK, and furthermore, it suggests the possibility of being applied to more complex parsing tables.

Context-aware application for smart home based on Bayesian network (베이지안 네트워크에 기반한 스마트 홈에서의 상황인식 기법개발)

  • Chung, Woo-Yong;Kim, Eun-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.179-184
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    • 2007
  • This paper deals with a context-aware application based on Bayesian network in the smart home. Bayesian network is a powerful graphical tool for learning casual dependencies between various context events and obtaining probability distributions. So we can recognize the resident's activities and home environment based on it. However as the sensors become various, learning the structure become difficult. We construct Bayesian network simple and efficient way with mutual information and evaluated the method in the virtual smart home.

Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.79-87
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    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

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Trend Analysis of Context-based Intelligent XDR (컨텍스트 기반의 지능형 XDR 동향 분석)

  • Ryu, Jung-Hwa;Lee, Yeon-Ji;Lee, Il-Gu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.198-201
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    • 2022
  • Recently, new cyber threats targeting new technologies are increasing, and hackers' attack targets are becoming broader and more intelligent. To counter these attacks, major security companies are using traditional EDR (Endpoint Detection and Response) solutions. However, the conventional method does not consider the context, so there is a limit to the accuracy and efficiency of responding to an advanced attack. In order to improve this problem, the need for a security solution centered on XDR (Extended Detection and Response) has recently emerged. In this study, we present effective threat detection and countermeasures in a changing environment through XDR trends and development roadmaps using machine learning-based context analysis.

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EFL College Students' Learning Experiences during Film-based Reading Class: Focused on the Analysis of Students' Reflective Journals

  • Baek, Jiyeon
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.49-55
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    • 2019
  • In the age of information, newly produced knowledge is mostly written in English. Therefore, there has been a strong demand for English language learning in the EFL context. However, most EFL learners possess a lack of interest and motivation in the text-based reading class. In this educational context, film is one of the most widely used materials in English reading classes considering that modern learners are predominantly familiar with various audiovisual materials. The purpose of this study is to investigate how Korean EFL learners experienced in the film-based reading class. Specifically, this study aims to analyze the EFL students' perceptions about the class and learning strategies that they used during the class. In order to comprehensively interpret the EFL learners' experiences in the classroom, a coding system consisting of five categories was developed: report, emotion, reflection, evaluation, future plans. The results of data analysis showed that the use of movies in English reading classes had positive effects on reading comprehension and inference of word meaning. The most frequently used learning strategies were affective strategies which helped them control their emotion, attitude, motivations and values, whereas memorization strategies were rarely used. In this respect, this study suggests that the use of movies in the EFL reading classroom encourage students' attention and help them obtain and activate schema which is useful in gaining a better understanding of text-based reading materials.

Collaboration Scripts for Argumentation Based on Activity Theory

  • KIM, Hyosook;KWON, Sungho;KIM, Dongsik
    • Educational Technology International
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    • v.13 no.1
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    • pp.145-173
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    • 2012
  • The purpose of this study is to develop collaboration scripts as an instructional means to facilitate argumentation in computer-supported collaborative learning, and to analyze their effects. To develop collaboration scripts for argumentation, researchers used activity theory as a conceptual framework and refined the design principles by design-based research. Using LAMS, collaboration scripts for argumentation were developed based on the ArgueGraph. To examine their effects, 72 participants were divided into two groups by internal scripts and randomly allocated to one of three external scripts. Applying mixed methods, researchers analyzed argumentation competence related to the cognitive aspect, examined self-efficacy related to the motivational aspect, and identified the factors influencing collaborative learning processes and outcomes. Researchers found that the internal script is a critical factor to determine the dimensions, degrees, and duration of improvement in argumentation competence. That is, learners with higher internal scripts improved highly in the quality of single arguments, while learners with lower internal scripts improved continuously in the quality of argumentation sequences. The effects of the external scripts varied with the internal script levels and supporting periods. Besides, collaboration scripts for argumentation had positive effects on learners' self-efficacy, and learners with higher internal scripts had better self-efficacy. The factors influencing collaborative learning processes and outcomes showed different results depending on the learning context. Therefore, when scripting learner's interaction in CSCL, researchers should design the scripts adaptable to a natural context of activities.

Moderating Effect of Learning styles on the relationship of quality and satisfaction of e-Learning context (이러닝의 품질특성과 만족도에 관한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.35-45
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    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in e-Learning context. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of e-Learning were classified into contents, system, service, and interpersonal activities while learning styles were classified into positive-cooperative, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of e-Learning has a strong positive effect on user satisfaction, and self-directed group has higher satisfaction than other groups. Learning styles have moderating effects on the quality-satisfaction relationship, and especially, the group of passive learning style has a strong moderating effect on the interpersonal activities. Theoretical and practical implications and future research directions are drawn from these findings.

The Role of the Teaching Hospital in the Effective Clerkship (효과적인 임상실습을 위한 교육병원의 역할)

  • Baek, Sun Yong;Yun, So Jung;Kam, Beesung;Lee, Sang Yeoup;Woo, Jae Seok;Im, Sun Ju
    • Korean Medical Education Review
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    • v.17 no.1
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    • pp.5-9
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    • 2015
  • A teaching hospital is a place where both patient care and learning occur together. To identify the role of the teaching hospital in an effective clerkship, we first determined the features of workplace learning and the factors that affect learning in the workplace, and then we proposed a role for the teaching hospital in the clinical clerkship. Features of learning in a clerkship include learning in context, and learning from patients, supervising doctors, others in the team, and colleagues. During the clerkship, medical students learn in three-way learner-patient-teacher relationships, and students' participation in the tasks of patient care is crucial for learning. Factors that influence learning in the workplace are associated with tasks, context, and learner. Tying the three factors together, we proposed a role for the teaching hospital in the three categories: involvement in the tasks of patient care, engagement in the medical team, and engagement in the learning environment and system. Supervising doctors and team members in a teaching hospital support students' deep participation in patient care, while improving the learning environment through organizational guidelines and systems. Gathering both qualitative and quantitative data for the evaluation of a teaching hospital is important.

A Study on the Strategies for the Development of Lifelong Learning City (평생학습도시 사이버네트워크 시스템 구축 방향 탐색)

  • Byun, Jong-Im;Lee, Jae-Kyung;Yang, Hueung-Kwon
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.61-71
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    • 2007
  • The Lifelong Learning City Project whose aim is to encourage regional innovation and development by the Ministry of Education & HRD. As of in 2006, there are 57 Lifelong Learning Cities which are providing its citizens with various lifelong learning programs since the project got started in 2001. The Lifelong Learning City Project has been increasing across the nation since it has been regarded as a key strategy for the sustainable reg ional development. Accordingly, there has been a lot of discussion on how to develop the project qualitatively as well as quantitatively. In this context, this study aims to draw policy implications of the Cyber Network System for the lifelong learning cities. With this context, this paper suggests to set up the Cyber Network System as the developmental strategy of learning cities and intends to search how to structure the Cyber network System. For this purpose, we survey the learners' needs and suggest the directions for the further Cyber network System of the Learning Cities.

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