• Title/Summary/Keyword: Experience of Learning

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A Study of the Satisfaction with the operation of design courses-Based on PJBL(Project Based Learning) - An analysis of a University of Applied Sciences in China -

  • WANG LEI;Choi Wonjae
    • Smart Media Journal
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    • v.12 no.5
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    • pp.88-101
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    • 2023
  • As the definition and role of design changes over time with the times and society, design education needs to update teaching methods to match it. The course design in this study began with an optimisation of the learning model based on previous research and analysis, followed by in-depth interviews, the application of the interview results to the final curriculum design, and finally a questionnaire to verify the positive effects of this teaching model. This teaching model has been applied to teach a pilot class in a university of applied sciences in China. The main characteristics of the course design are Project-Based Learning (PJBL) oriented, team cooperation centric, and an educational model developed based on peer assessment. In every stage of the UI design course, realistic project simulations are adopted, enhancing students' abilities through practical experience, teamwork, and peer assessment. The innovation lies in validating the effectiveness and advantages of this model at every stage of the UI design course, innovating existing teaching methods, optimizing learning models, and combining practice with evaluation. This research found that a project-oriented team course design based on PJBL has a high degree of effectiveness and relevance in each stage of the UI design course, significantly improving students' overall competence. It is expected that the results of this study can be applied in various ways to the course design of the courses that similar to design majors.

Heuristics for Motion Planning Based on Learning in Similar Environments

  • Ogay, Dmitriy;Kim, Eun-Gyung
    • Journal of information and communication convergence engineering
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    • v.12 no.2
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    • pp.116-121
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    • 2014
  • This paper discusses computer-generated heuristics for motion planning. Planning with many degrees of freedom is a challenging task, because the complexity of most planning algorithms grows exponentially with the number of dimensions of the problem. A well-designed heuristic may greatly improve the performance of a planning algorithm in terms of the computation time. However, in recent years, with increasingly challenging high-dimensional planning problems, the design of good heuristics has itself become a complicated task. In this paper, we present an approach to algorithmically develop a heuristic for motion planning, which increases the efficiency of a planner in similar environments. To implement the idea, we generalize modern motion planning algorithms to an extent, where a heuristic is represented as a set of random variables. Distributions of the variables are then analyzed with computer learning methods. The analysis results are then utilized to generate a heuristic. During the experiments, the proposed approach is applied to several planning tasks with different algorithms and is shown to improve performance.

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

A Study on Teachers' Use of Applications in Teaching-Learning Activities (교수학습활동에서 교사들의 앱 활용에 관한 연구)

  • Jang, Seji;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.1-12
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    • 2016
  • The purpose of this study is to investigate and analyze the elementary teachers' use of smart-phone applications (apps) in teaching-learning activities. The range of study includes the current usage patterns of apps in teaching-learning activities, elementary school teachers' understanding about apps usage in their classroom and providing the guideline about how to use apps for each subject in the classroom. We surveyed 100 elementary school teachers who are interested in smart education in Seoul. These teachers have an experience of working in a smart research school or have a computer-related master's degree. We expect that the result of the study will helpful for the elementary school teachers to design teaching materials using apps.

The Visualization of figures represented by parameters (매개변수로 표현되는 도형의 시각화 방안)

  • 김향숙
    • The Mathematical Education
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    • v.40 no.2
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    • pp.317-333
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    • 2001
  • The equations of figures given by rectangular coordinates are used to look into the properties of them, which are very restricted in examining them in the school mathematics. Therefore, it is quite natural to consider the figures in terms of parameters without restriction to coordinates and also, it is possible for the students to analyze them. Thus, the visualization of figures is important for students in mathematics education. In particular, the teaching-learning methods using computers make loose the difficulties of geometry education, and from the viewpoint that various abstract figures can be visualized and that can be obtained by means of this visualization the learning of figures can be accomplished through the direct experience or control. This study is intended to present concretely the aim and its utility to visualize figures represented as parameters with Mathematics. In this paper, we introduce a new teaching-learning method of figures represented by parameters using Mathematica so that the learners establish themselves their knowledge obtained through their search, investigation, supposition and they accomplish the positive transition to advanced learning. So the leasers extend their ability of sensuous intuition to their ability of logical reasoning through their logical intuition. Consequently they can develop the ability of thinking mathematically, so many natural phenomena and physical ones.

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CONSTRUCTION PRICE FORMATION: A THEORETICAL FRAMEWORK

  • Alexander Soo;Bee Lan Oo
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.241-248
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    • 2011
  • Past theories on construction price formation have been shown to be inadequate in terms of their ability to represent real-life industry practice and price formation predictability. In this paper, we develop a theoretical framework on construction price formation that integrates four theories within the domains of marketing, learning, resource management and economics. These are: (i) marketing pricing theory; (ii) experiential and organisational learning theory; (iii) resourced based theory and (iv) microeconomic theory. Utilising pricing theory from marketing, a foundation is able to be created for the procedure of construction price formation, namely: (i) identifying the objectives; (ii) assessing the tendering environment; and (iii) formation of the price. However, understanding contractors' decision making process in tender pricing as such can be attributed to theories of experiential learning and consequently organisational learning. It is argued that contractors do learn from past experience and history and are able to adapt to different market conditions. In formation of the price, neoclassical microeconomics is able to provide additional insight in terms of the supply and demand model and consideration of the market conditions. Interrelated with the microeconomic concept of scarcity, we appreciate that contractors do have limited resources that affect their tender pricing decisions and resource based theory is used to substantiate this. Integrating the various theories as a unity allows the broader reality to be visualised and add to our theoretical understanding of construction price formation.

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FOREX Web-Based Trading Platform with E-Learning Features

  • Yong, Yoke Leng;Lieu, Shang Qin;Ngo, David;Lee, Yunli
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.271-278
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    • 2017
  • There has been an influx of traders and researchers eager to gain a better understanding of the market due to the rapid growth of the FOREX market. Traders with varying degree of experience are also often inundated with information, analysis methods as well as trading rules when making a trading decision on buying/selling a currency exchange pair. Thus, this paper reviews the current computational tools and analysis methods used within the FOREX trading community and proposes the development of a web-based trading platform with e-learning features to support beginners. Novice traders could also benefit from the use of the proposed e-learning trading platform as it helps them gain valuable knowledge and navigate the FOREX market in real-time. Even experienced traders would find it useful as the platform could be used for actual trading and acts as a reference point to understand the reasoning behind the certain technical analysis implementation that are still unclear to them.

Effects of Software Education Program for the Education Welfare Priority Support Students on Learning Motivation, Self-efficacy and Goal Orientation

  • Kim, Jeong-Rang
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.11
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    • pp.161-168
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    • 2017
  • In this paper, we propose a Software Education Program for the Education Welfare Priority Support students. Elementary school students of education welfare priority support programs has low school satisfaction level and course maturity. Also, they have various problem such as relatively large digital divide when compared to general student. To solve such problem, we designed, developed, and applied a software education program on education welfare priority support program's elementary school students to analyze its effect on their learning motivation, self-efficacy, and goal orientation. Software education program followed the main stages of ADDIE model and was designed into experience Sharing, Requirements analysis, Sharing, Grouping, and Organizing. 20 of 6th graders in education welfare priority support programs were chosen as subject for software education program. The effectiveness has been analyzed through pre, and pro test. As a result of the analysis, we found that the developed software education program has meaningful effect on Learning Motivation, Self-efficacy, and Goal Orientation of education welfare priority support program's elementary students.

An Implementation of the Wireless Application Using WML for the Quiz-based Assisted Learning about Cultural Assets (WML을 이용한 문화재 탐방 현장에서의 퀴즈식 보조학습 무선애플리케이션의 구현)

  • 류동희;차현철
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.239-247
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    • 2002
  • With the introduction of the 7th Curriculum, it has been put greater emphasis on learning by experience. This study aims to implement the quiz-based wireless application for helping to learn more effectively what one will see and hear on the spot when he visits the cultural assets. The materials about Busuk Temple, used as the example of the quiz-based assisted learning, were collected from the libraries and through the internet. And they were programmed using the basic components and properties of WML and then operated with UP SDK 4.0, Phone.com WAP development toolkit. This wireless application makes the user know if it is correct when he selects either O or X as the answer of each question, and shows the individual score after solving 10 questions in total. Each user can also have additional chances to solve them again, even though they doesn't influence the previous score. This study is focused on the implementation of the wireless application for assisted learning by a mobile phone which almost everybody will possess. Various kinds of wireless contents are expected to be developed and provided in the field of education.

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Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.423-428
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    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.