• Title/Summary/Keyword: G러닝

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The Academic Effect of G-learning Method on the Motivation of Mathematics of Elementary School Students (G러닝 프로그램의 초등학교 수학교육에서의 효과 - 외재적/내재적 학습동기 향상을 중심으로)

  • Kim, Tae-Yeon;Wi, Jung-Hyun;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.43-51
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    • 2012
  • The purpose of this study is to find out whether G-learning method can raise students' academic motivation of the mathematics in elementary school. The subjects were 687 students in the same school. They were divided into two groups, control group and experimental group. Written tests were taken before and after the semester to evaluate the students' motivation of the mathematics. According to the results, the participation in G-learning program improved their academic achievements of mathematics. Experimental group showed statistically significant improvement in intrinsic motivation. On the contrary, control group showed statistically significant improvement in extrinsic motivation. This means that G-learning method make students study mathematics on their own initiative.

Types and Characterization of Online Game vs. G-learning Content (온라인게임과 G-러닝 콘텐츠 유형 및 특성 분석)

  • Bae, Jae-Hwan;Ok, Soo-Yol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.621-625
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    • 2010
  • Currently most of the educational content to learners to provide more learning opportunities despite the inevitable in terms of its content and format have not only due to the limitations and problems, this alternative to the creation of a new generation of educational content, research is required urgently. In this paper, G-learning content, online games and through the analysis of the type and characteristics is to overcome this problem.

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A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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NFV Log Analysis using Machine Learning (머신러닝을 활용한 NFV 시스템 로그 분석)

  • Oh, SeongKeun;Yu, HeonChang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.118-120
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    • 2017
  • 모바일 이동통신망의 Core 노드들은 2G CDMA, 3G WCDMA, 4G LTE 교환기를 비롯하여 IMS 및 다양한 부가장비들로 이루어져 있다. 최근 5G로 진화하는 과정에는 NFV(Network Function Virtualization)가 그 중심에 서 있다. NFV 환경에서는 기존 통신 노드와 다르게 범용서버 및 범용 운영체제가 주축이 되어, 일반 IT 툴로도 통신망 내부 노드의 로그분석이 용이해 졌다. 또한 다양하고 복잡한 Core 네트워크에서 빅데이터로 발생하는 로그 또한 머신러닝으로 분석이 가능하며, 운용에 활용할 수 있다. 따라서 본 연구에서는 vDPI, vMMSGW OS 로그를 대상으로 분석하였으며, 잠재되어 있는 문제점들을 확인할 수 있었다. 또한 어플리케이션의 비정형화 된 로그에서도 비정상적인 패턴들을 발견하여 대용량 트래픽이 발생하며 SLA가 유난히 높은 통신환경에서도 비지도 머신러닝 분석이 유용함을 확인하였다.

Deep Learning-Based Detection of Cell ID of 5G NR (딥러닝을 이용한 5G NR 의 Cell ID 검출 기법)

  • Cha, Eunyoung;Ahn, Haesung;Kim, Hyeongseok;Kim, Jeongchang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.634-636
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    • 2020
  • 본 논문에서는 딥러닝 (deep learning) 방식을 이용한 5G NR (fifth-generation new radio)의 cell ID (cell identity) 검출 기법을 구현하였다. 5G NR 시스템의 단말 (user equipment)은 초기 접속 (initial access)과정에서 PSS (primary synchronization signal)와 SSS (secondary synchronization signal)을 이용한 동기 획득 및 cell ID 검출이 필요하다. 본 논문에서는 분류 기법 기반의 딥러닝 기술을 이용하여 인공 신경망 모델에 PSS 및 SSS 와 cell ID 의 상관 관계를 학습시키고, 학습된 모델의 성능을 제시하였다.

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Recent Trends in Deep Learning-Based Optical Character Recognition (딥러닝 기반 광학 문자 인식 기술 동향)

  • Min, G.;Lee, A.;Kim, K.S.;Kim, J.E.;Kang, H.S.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.37 no.5
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    • pp.22-32
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    • 2022
  • Optical character recognition is a primary technology required in different fields, including digitizing archival documents, industrial automation, automatic driving, video analytics, medicine, and financial institution, among others. It was created in 1928 using pattern matching, but with the advent of artificial intelligence, it has since evolved into a high-performance character recognition technology. Recently, methods for detecting curved text and characters existing in a complicated background are being studied. Additionally, deep learning models are being developed in a way to recognize texts in various orientations and resolutions, perspective distortion, illumination reflection and partially occluded text, complex font characters, and special characters and artistic text among others. This report reviews the recent deep learning-based text detection and recognition methods and their various applications.

A study on the expansion of educational environment and students' competence through smart learning in the tertiary mathematics education (고등 수학교육에서 스마트러닝을 통한 교육환경 및 학습자 역량의 확장)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.213-222
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    • 2018
  • The purpose of the study is to promote the expansion of educational environment and students' competence through the application of smart learning. In G University in 2017, 118 freshmen in the department of Chemical-bio engineering who were taking Calculus I class were divided into 2 groups of experimental and control group. The study analyzed the effect of the various learning experience using educational technology and the interaction in the class through SNS on students' visual understanding and academic achievement. The result shows that the students' academic achievement and satisfaction in the experimental group were higher than those in the control group. This verifies the potential of smart learning in the field of mathematics in the tertiary level and suggests strategies for high quality smart learning.

The Effect of the Program to Improve Low-achievers' Academic Achievement : Focused on 'Running High' Program of G University (저성취 대학생 대상 성적향상 프로그램 효과 연구: G대학교의 '러닝하이'를 중심으로)

  • Seo, Eun Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.250-257
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    • 2018
  • The program for low-achievers, named 'Running high' is to provide college students whose GPA was lower than 2.5 with 1:1 learning consultation and special lectures of high achievers. Especially, it supports scholarship only for students who attain the target record of a certain course which they choose. The purpose of this study was to examine whether or not academic achievement, grit, ego-resilience of participants in 'Running high' would be more advanced than before. This study also compared academic achievement, grit, ego-resilience between participants who attain the goal of the program and participants who can not attain it. 110 college students joining in 'Running high' responded pre and post surveys of grit and ego-resilience. Their data of academic achievement also were gathered. The result of this study showed that the academic achievement and grit of participants in 'Running high' were advanced more than before, but not ego-resilience. The differences of academic achievement and grit between participants who attained the goal of the program and participants who could not attain it were significant, but not ego-resilience.

The Effects of Writing Programs on College Students Using Flipped Learning for Training Convergence Talents (융합인재 양성을 위한 플립러닝을 활용한 글쓰기 프로그램의 효과)

  • Bang, Sul-Yeong;Je, Nam Joo
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.13-24
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    • 2021
  • This was a one-group pretest-protest pre-experimental study designed to find out the effects of writing programs on college students using flipped learning for training convergence talents with complex problem solving skills. Data were collected from 27 C university students in G-do, from September 1st to October 30th, 2020. Analysis was done using IBM SPSS 25.0 for frequency (percentage), average, standard deviation, and paired t-test. The study showed that self leadership was enhanced by an average of 0.45 points (p<.001), metacognition by 0.87 points (p<.001), goal orientation by 0,77 points (p<.001), and creativity by 0.51 points (p<.001), so was statistically significant. The study demonstrated that writing programs using filpped learning had the effect of improving complex problem solving skills. so the results are expected to be used as basic data for the development of educational programs for traning convergence talents with problem solving skills at university-level. Also, for current college students that can freely access the online environment, development of various e-learning classes that apply flipped learning is needed.

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.397-402
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    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.