• Title/Summary/Keyword: Experience of Learning

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Analysis of Learning Experience on Team-based Technology Design Project of Non-Engineering Students

  • KIM, Insu
    • Educational Technology International
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    • v.15 no.2
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    • pp.201-215
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    • 2014
  • The design project of a technology product provides an opportunity for students to experience the inter-connectedness of academic information and ill-defined real-world problems. This study focuses on non-engineering students' activity and perception through the assistive technology design project. For this purpose, participants engaged in a team-based technology design project. Then, a qualitative research approach was adopted, which included reflective journals with 24 undergraduate students majored in Adaptive Physical Education. The analysis identified six factors (knowledge value, social value, reality value, accomplishment value, perspective value, benefit value) of perception and five stages (topic selection, function suggestion, visualization, presentation preparation, and presentation) of activity.

A Study on the Stay affordance for Visual Perception factors in Experience Exhibition Space - With Focus on Gyeonggi Children Museum - (체험전시공간 시지각적요소의 체류지원성향상을 위한 연구 - 경기도 어린이박물관을 중심으로 -)

  • Song, Jeong-Hwa
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.195-204
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    • 2013
  • Today, the children's museum evolved from place of exhibition for seeing and feeling, to that of exhibition for searching and touching, or so-called the hands-on exhibition. This will allow for grabbing the interest from children and provide an opportunity for learning by an actual experience at this intellectual and benign environment. But in this modern society that constantly undergoes evolution even as we speak, it is not an easy task to bring our children to museums, because they are vastly exposed to various media. Moreover, if the children who visited museums carelessly bypass the specific areas intended for exhibition, the educational purpose of "enhanced learning effect with hands-on experience" is easily underachieved. According to children's visual stimuli, their behavioral charactoristics are appeared to freewill curiosity but they show shorter elapsed time(impermanence), intensity(stubbornness), frequent occurrence(frequentness) and changeable (translatability). So, We need Improvement of visual image affordance through the measurement of stay time. Firstly, five factors are extracted by factor analysis on twenty questions based on visual image factors; Color accessability and Satistaction(factor1), brightness and color harmony(factor2), feeling on harmonization of color and stay time(factor3), simplex & complex of space(factor4), feeling on scale(factor5) Secondly, the following result are derived through a distribution chart on an exhibition room of K-museum. As shown above, this study based on various analyzed aspects proposes the directions of a color image plan to improve stay time in exhibition space of children museums with a hope to support educational goals of experience education-focused children museums.

″Numbers Always Make Sense″: Janie′s Experience of Learning to Teach Elementary Mathematics

  • Pang, Jeong-Suk
    • Research in Mathematical Education
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    • v.7 no.1
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    • pp.25-40
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    • 2003
  • In order to provide pre-service teachers with rich contexts for learning to teach mathematics, teacher education programs usually combine a mathematics methods course with clinical teaching experiences. This paper explores a student-teacher's experience of loaming to teach mathematics by observing one mathematics methods course she was enrolled in and her actual classroom teaching. In particular, this ethnographic case study examines how the student-teacher understands and applies messages from the methods course to her teaching practices. Some differences emerge with regard to ideas and practices. The underlying factors for explaining the gaps are discussed. Finally, this paper provides some implications for pre-service teacher education.

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The Study about Nursing Students' Experience on Emergency Room Environment Observation (간호 대학생의 응급실 관찰 경험)

  • Kim, Hae-Ok;Seo, Bong-Hwa;Nam, Mun-Hee;Park, Euna
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.589-598
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    • 2013
  • The research about nursing students' experience on the clinical environment observation is essential to developed effective strategy for clinical education and to improve quality for clinical practice of nursing education. This study is aimed to above goal by the report about nursing students' experience on emergency room environmental observation. The number of participants is 30 nursing students who are senior in the practicing at emergence room. Data analysis was centered on scrutinizing the contents of the participants' replies in order to deduce any relevant meaning. Also, data were analyzed by the meaning of learning based on self-examination through the practical learning. The positive and negative topics stated. Nursing students' experience on emergency room observation will supply the thinking about their own self-portrait in near future, and will give self reflection about correct nursing interventions to nursing students.

Study on the Impact of Various Economic Experience in Adolescence on Formation of Economic View in an age of convergence (융복합시대 청소년기의 다양한 경제 경험이 경제관 형성에 미치는 영향)

  • Lim, Sang-Ho
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.509-515
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    • 2015
  • This study verified the effectiveness of various economic experience in adolescence on forming economic view. Survey was carried out for Asan-si residents and online homepage visitors in Sep. 2015, 116 cases were finally used for analysis. This study confirmed the moderating effect of interest in economy on the relationship between various economic experience in adolescence and formation of economic view, and analyzed differences depend on economic knowledge learning path. Various economic experience in adolescence positively affected economic comprehension, rational consumption attitude, start-up intention and the moderating effect of interest in the economy was verified. Demographic Characteristics and economic knowledge learning path also affected differences of economic view by the group. These study results suggest that experiential youth economic education program will be effective on forming economic view.

A Study on Culinary Arts Major Students's Type of Subjectivity Recognition through Restaurant Start-up Experience Program -Focused on Pop-up Restaurant- (외식창업교육 체험프로그램을 통한 조리전공 재학생의 주관적 인식유형 연구 -팝업레스토랑을 중심으로-)

  • Kim, Chan-Woo;Shin, Seoung-Hoon
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.347-358
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    • 2019
  • This study used Q methodology for analogizing culinary arts major students' subjectivity through their participation of one of restaurant start-up experience program, called pop-up restaurant. The study tried to figure out particular structure of among students' responses and noticed five distinctive types. There were Increase learning effect type(Type 1, N=4), Collaboration of members importance type(Type2, N=8), Marketing PR need type(Type3, N=6), Restaurant business plan type(Type4, N=4), Industry work experience required type(Type5, N=3). The study also revealed that each type contained diverse characteristics figures in their own. The research finding could be used as fundamental source of future similar research but in other research methodology in the format of difference among students or diverse measuring point of time frame.

Collective Experience: A Database-Fuelled, Inter-Disciplinary Team-Led Learning System

  • Celi, Leo A.;Mark, Roger G.;Lee, Joon;Scott, Daniel J.;Panch, Trishan
    • Journal of Computing Science and Engineering
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    • v.6 no.1
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    • pp.51-59
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    • 2012
  • We describe the framework of a data-fuelled, interdisciplinary team-led learning system. The idea is to build models using patients from one's own institution whose features are similar to an index patient as regards an outcome of interest, in order to predict the utility of diagnostic tests and interventions, as well as inform prognosis. The Laboratory of Computational Physiology at the Massachusetts Institute of Technology developed and maintains MIMIC-II, a public deidentified high- resolution database of patients admitted to Beth Israel Deaconess Medical Center. It hosts teams of clinicians (nurses, doctors, pharmacists) and scientists (database engineers, modelers, epidemiologists) who translate the day-to-day questions during rounds that have no clear answers in the current medical literature into study designs, perform the modeling and the analysis and publish their findings. The studies fall into the following broad categories: identification and interrogation of practice variation, predictive modeling of clinical outcomes within patient subsets and comparative effectiveness research on diagnostic tests and therapeutic interventions. Clinical databases such as MIMIC-II, where recorded health care transactions - clinical decisions linked with patient outcomes - are constantly uploaded, become the centerpiece of a learning system.

Deep reinforcement learning for a multi-objective operation in a nuclear power plant

  • Junyong Bae;Jae Min Kim;Seung Jun Lee
    • Nuclear Engineering and Technology
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    • v.55 no.9
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    • pp.3277-3290
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    • 2023
  • Nuclear power plant (NPP) operations with multiple objectives and devices are still performed manually by operators despite the potential for human error. These operations could be automated to reduce the burden on operators; however, classical approaches may not be suitable for these multi-objective tasks. An alternative approach is deep reinforcement learning (DRL), which has been successful in automating various complex tasks and has been applied in automation of certain operations in NPPs. But despite the recent progress, previous studies using DRL for NPP operations have limitations to handle complex multi-objective operations with multiple devices efficiently. This study proposes a novel DRL-based approach that addresses these limitations by employing a continuous action space and straightforward binary rewards supported by the adoption of a soft actor-critic and hindsight experience replay. The feasibility of the proposed approach was evaluated for controlling the pressure and volume of the reactor coolant while heating the coolant during NPP startup. The results show that the proposed approach can train the agent with a proper strategy for effectively achieving multiple objectives through the control of multiple devices. Moreover, hands-on testing results demonstrate that the trained agent is capable of handling untrained objectives, such as cooldown, with substantial success.

Telepresence in Video Game Streaming: Understanding Viewers' Perception of Personal Internet Broadcasting

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
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    • v.32 no.3
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    • pp.684-705
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    • 2022
  • A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the "Let's Play" culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers' perspective? and (3) How does the feeling of telepresence affect viewers' learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.

Enhancing Service Availability in Multi-Access Edge Computing with Deep Q-Learning

  • Lusungu Josh Mwasinga;Syed Muhammad Raza;Duc-Tai Le ;Moonseong Kim ;Hyunseung Choo
    • Journal of Internet Computing and Services
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    • v.24 no.2
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    • pp.1-10
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    • 2023
  • The Multi-access Edge Computing (MEC) paradigm equips network edge telecommunication infrastructure with cloud computing resources. It seeks to transform the edge into an IT services platform for hosting resource-intensive and delay-stringent services for mobile users, thereby significantly enhancing perceived service quality of experience. However, erratic user mobility impedes seamless service continuity as well as satisfying delay-stringent service requirements, especially as users roam farther away from the serving MEC resource, which deteriorates quality of experience. This work proposes a deep reinforcement learning based service mobility management approach for ensuring seamless migration of service instances along user mobility. The proposed approach focuses on the problem of selecting the optimal MEC resource to host services for high mobility users, thereby reducing service migration rejection rate and enhancing service availability. Efficacy of the proposed approach is confirmed through simulation experiments, where results show that on average, the proposed scheme reduces service delay by 8%, task computing time by 36%, and migration rejection rate by more than 90%, when comparing to a baseline scheme.