• 제목/요약/키워드: Experiential Learning

검색결과 197건 처리시간 0.028초

사물인터넷 환경에서의 초·중·고 SW·AI기반 학습 플랫폼 설계 (Design of Elementary, Middle and High School SW·AI-based Learning Platform in IoT Environment)

  • 이근호
    • 사물인터넷융복합논문지
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    • 제9권1호
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    • pp.117-123
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    • 2023
  • 디지털 관련 신기술을 적용하면서 소프트웨어와 인공지능에 대한 관심이 상당히 높다. 특히 교육 관련 분야에서도 소프트웨어와 인공지능의 발전을 위하여 많은 변화가 이루어지고 있다. 2025년부터는 초·중·고에서 소프트웨어와 인공지능 관련 교육과정이 공교육에 적용이 될 예정이다. 교육부에서는 공교육에 적용이 되기 전에 소프트웨어와 인공지능을 초·중·고에서 다양한 방법으로 체험하는 캠프도 다양하게 진행하고 있다. 소프트웨어와 인공지능 관련 체험 캠프를 위한 여러 가지 플랫폼들도 이용이 되고 있다. 본 연구에서는 소프트웨어와 인공지능 체험학습 플랫폼을 위한 모델에 대한 설계를 통하여 향후 전개될 소프트웨어와 인공지능에 대한 학습의 방법에 대한 효율성을 높이고자 한다.

사회 혁신을 위한 디자인 씽킹과 액션러닝의 통합모형 (A Unified Model of Action Learning and Design Thinking for Social Innovation)

  • 박상혁;오승희;박정선;이명관
    • 벤처창업연구
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    • 제11권2호
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    • pp.89-100
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    • 2016
  • 본 연구는 사회 혁신분야의 문제해결도구로 활용 비중이 커지고 있는 디자인 씽킹과 액션러닝 방법론을 비교분석하고 통합모델을 제시하는데 목적이 있다. 구체적으로 두 방법론의 프로세스 측면에서 유사점과 차이점을 비교, 분석하고, 두 방법론의 장점을 기반으로 통합된 방법론을 제시하고자 한다. 비교 분석 연구를 통해 제시된 통합모델은 디자인 씽킹 방법론의 완성도를 높이기 위하여 액션러닝의 팀빌딩과 성찰 프로세스 부분을 중점적으로 보완하였다. 또한 통합모델을 검증하기 위한 사례 연구를 통해 디자인 씽킹 방법만을 활용하는 경우보다 액션러닝이 가미된 통합모델이 더욱 우수한 성과 도출이 가능하다는 것을 통계적으로 검증하였다. 본 연구결과는 사회혁신 도구로 활용할 수 있는 디자인 씽킹과 액션러닝 방법론을 이해하는데 기여할 수 있으며, 두 방법론을 기반으로 수정된 통합모형을 제시함으로써 디자인 씽킹을 이용한 사회 혁신 전략의 질적 수준과 만족도를 향상시킬 수 있을 것이다.

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Technological Innovation and Entrepreneurship: Education, Social Good and Economic Development

  • Fernandez, Ramon Emilio;Ferguson, David L.;Magsi, Komal
    • World Technopolis Review
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    • 제5권1호
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    • pp.19-29
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    • 2016
  • The innovation ecosystem provides benefits and challenges for multiple institutional actors like universities, industry, government, NGOs, and private funding agencies, as well as individuals in a rapidly evolving and dynamic environment. First, we describe the changing role of universities-whereby, the support of innovation and entrepreneurship is developing into a core mission of universities. We then describe strategies within the United States and globally to help students learn about innovation and entrepreneurship. Finally, we explore the benefits and challenges of technological innovation for economic development, emphasizing how such development relates to the global problem of underprivileged communities, both in developed and developing countries, and the special concerns of economic development for developing countries.

가상체험 학습을 위한 제스처 기반 상호작용 사용자 인터페이스 설계 및 구현 (Design and Implementation of Gesture based Interactive User Interface for Virtual Experiential Learning)

  • 정지성;박찬;임명숙;한재종;이해성;장래현;류관희
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2011년도 춘계 종합학술대회 논문집
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    • pp.75-76
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    • 2011
  • 멀티미디어 기술의 발달로 멀티미디어 교육용 콘텐츠가 다양하게 개발되고 있으며, 교수자와 학습자가 3D 가상공간에서 실제 체험을 통해 학습할 수 있는 시스템[1]이 등장하고 있다. 본 논문에서는 [1]과 같은 시스템에 사용자의 몰입도와 현실감을 높이기 위한 방법으로 사용자 제스처 인식 기술을 사용한 결과를 제시하며, 이들 제스처를 통해 3차원 가상공간에 있는 여러 객체를 조작할 수 있는 기법을 소개한다.

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신경회로망을 이용한 연삭가공의 트러블 인식 (III) -최적 연삭가공 조건의 설정 - (The Recognition of Grinding Troubles Utilizing the Neural Network(III) - Establishment of Optimal Grinding Conditions-)

  • 곽재섭;송지복
    • 한국정밀공학회지
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    • 제15권2호
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    • pp.162-169
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    • 1998
  • Lacking for the skilled grinding operator possessed of the experiential knowledges in machine shop, there is the just requirement which includes the establishment of the optimal grinding conditions. Accordingly, we attemt to develope the selection system of optimal grinding conditions such as workpiece velocity, depth of cut and wheel velocity and to add the trouble shooting system by means of the neural network. Those systems are robust to the each machine error and environmental unstable state. In addition. we produce the loaming process that is progressed with additional data modified by skilled operators, and excluding is advanced to similarity of input data.

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Support Vector Machine에 대한 커널 함수의 성능 분석 (Performance Analysis of Kernel Function for Support Vector Machine)

  • 심우성;성세영;정차근
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2009년도 정보 및 제어 심포지움 논문집
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    • pp.405-407
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    • 2009
  • SVM(Support Vector Machine) is a classification method which is recently watched in mechanical learning system. Vapnik, Osuna, Platt etc. had suggested methodology in order to solve needed QP(Quadratic Programming) to realize SVM so that have extended application field. SVM find hyperplane which classify into 2 class by converting from input space converter vector to characteristic space vector using Kernel Function. This is very systematic and theoretical more than neural network which is experiential study method. Although SVM has superior generalization characteristic, it depends on Kernel Function. There are three category in the Kernel Function as Polynomial Kernel, RBF(Radial Basis Function) Kernel, Sigmoid Kernel. This paper has analyzed performance of SVM against kernel using virtual data.

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21 세기의 농업 보급 (Agricultural Extension for the 21 st Century)

  • 후지타야스키;민성희
    • 농촌지도와개발
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    • 제7권1호
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    • pp.31-44
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    • 2000
  • Securing food safety, natural and social environmental protection, and activation of rural communities are some of challenging tasks for the 21st century. National consensus on agriculture as a basic and public industry would be needed to solve these challenging tasks. Agricultural policy and extension education should be focused on encouraging farmers to achieve better production and management by developing their motivation and ability. Systematic and organizational efforts to make a better environment for farming and farm management should be the major target of agricultural policy and extension services in the future. To meet changing needs of farmer, agricultural extension services should change programs, functions, information sources, and methods of delivery to adopt experiential learning for farmers. Functions for consultation, suggestion and organization should be extended and advisory services for farmers should be emphasized by providing extension education.

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Improving Creative Design Skills -The Effects of Past Experience on Apparel Design Education-

  • Lee, Yoon Kyung;DeLong, Marilyn
    • 한국의류학회지
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    • 제40권2호
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    • pp.397-408
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    • 2016
  • This study explores factors that influence the development of creative ideas among apparel design students. This research is to understand how past experience (especially in art and design), influences the development of creative ideas in apparel design. The interaction between two related elements of student experience and work process is explored. A design process model based on Wallas's (1926) creative problem-solving process and Koberg and Bagnall's (1974) design process was used in the context of a beginning-level apparel design course comprised of Korean and Chinese students at a university in Seoul, South Korea. The results show that students with past experience in art and/or design performed differently than inexperienced students when faced with the same stimulation. Significant differences were also observed between experienced and inexperienced students in the development of creative ideas.

친환경 스쿨팜 활성화를 위한 체험학습용 프로그램 요구분석 -초등학교 교사를 대상으로- (Needs Analysis of Experiential Learning Program for Eco-friendly School Farm Activation -Target of Teachers in Elementary School-)

  • 장진;오충현
    • 한국유기농업학회지
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    • 제20권3호
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    • pp.283-296
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    • 2012
  • This research was conducted to analysis the Elementary School Teachers' needs necessary for developing the eco-friendly school farm program. To perform these research problems, 167 people from five Elementary School group (A, B, C, D and E). Of respondents of the survey, 160 questionnaires were significant. The frequency analysis was used with SPSS 17.0 statistics program. Teacher of the needs analysis results are as follows: Teachers want to help school farm program by gardening expert, experienced volunteer. Costs of instructor and material must be supported by the government, local government. Teachers are demanding an integrated program for horticulture. The teachers would have preferred an easy plant to grow and appear in textbooks. Therefore teachers' needs to be a convert-gence in the eco-friendly school farm program manual.

대국민 철도안전 교육프로그램 개발 방안 (An Investigation of railway safety education program for the public)

  • 김만웅;최혜현;이지선;백동현
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2009년도 춘계학술대회 논문집
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    • pp.1906-1913
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    • 2009
  • The each train operators in Korea have its own public railway safety campaign program but it is not systematic and repeated because of budget limitation. Continuous public casualties in railway transportation require that organized safety education program for the public. This paper analysed statistics of public casualties so that urgent subject occurring many times should be developed primarily as education program. Several foreign cases were investigated and characterized. Finally, a railway safety education program proposed. The program is designed to supply experiential learning, lecture and exhibition.

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