• Title/Summary/Keyword: G Learning

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Optimization of the Water Absorption by Crosslinked Agar-g-Poly(acrylic acid) (Agar 그래프트 폴리아크릴산 겔의 흡수능 최적화)

  • Wuttisela, Karntarat;Panijpan, Bhinyo;Triampo, Wannapong;Triampo, Darapond
    • Polymer(Korea)
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    • v.32 no.6
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    • pp.537-543
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    • 2008
  • Crosslinked agar-g-poly(acrylic acid) (x-agar-g-PAA) super absorbent with a water absorbency ($Q_{H2O}$) of approximately 660 g/g was synthesized by the copolymerization of agar with an acrylic acid monomer. KPS and MBA were used as the initiator and crosslinker, respectively. Grafting was performed in air. Infrared spectroscopy was used to identify the product of copolymerization. The optimum conditions to synthesize the x-agar-g-PAA superabsorbent were 0.1 g of agar, 0.1 g of the KPS initiator, for 15 min; 50% AA monomer, 0.005 g of the MBA crosslinker, for a propagation time of 5 min; and 1 M NaOH for 15 min to allow for saponification. The reaction temperature was $80{^\circ}C$.

The Analysis on the Characteristics of G Learning Early Adaptors: Focused on Motivation and Effectiveness (G러닝 조기수용자(Early adopter) 특성에 대한 탐색적 연구 : 활용 동기와 효과성에 미치는 영향)

  • Cho, Doo-Young;Wi, Jong Hyun;Jeong, Jaehoon
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.69-78
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    • 2014
  • This paper analyzed motivations of early adaptor students in using G-Learning. Also, it has tested academic effectiveness in G-Learning process. As a result, it has found that early adaptor students prefer G-Learning for social relationship, following the trend and showing off to their colleagues. Furthermore, the students showed high academic motivation, which made them taking high performance in their subject.

A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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The effects of a vocabulary instructional method on vocabulary learning strategy use and the affective domain: Focus on an analysis of students' survey responses (어휘 지도 방법이 어휘 학습전략 사용과 정의적 측면에 미치는 효과: 학생 설문 조사 분석을 중심으로)

  • Kim, Nahk-Bohk
    • English Language & Literature Teaching
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    • v.11 no.3
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    • pp.89-112
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    • 2005
  • This study investigated the effects of collocation-based vocabulary instruction for the experimental group (G2). It was compared to the traditional wordlist-based vocabulary instruction for the control group (G1). This results reflect the development of low level high school EFL learners' vocabulary learning strategy use and the positive change in the affective domain. In the analysis of the survey responses, G1 and G2 did not differ significantly on the first questionnaire. They did, however, differ significantly on the second questionnaire. G2 used more strategies to discover and to consolidate the meaning of the words by means of combining words. In terms of the affective domain, G2 participated more actively in the learning activities, which had a significant effect on vocabulary growth, memory, self-confidence, motivation, and cooperative learning. This is attributable to the fact that G2 was more inquisitive, interested, challenged, participatory, cooperative, and attentive than G1 in performing the vocabulary task activities. Moreover, the data collected from the questionnaire showed that G2 performed more interactive and dynamic activities in solving the given tasks.

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Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

The Developing and Applying of the R.G.B. Technique for Combined Thinking Learning in the Elementary Science Classes (초등과학 수업에서 통합적 사고 학습을 위한 R.G.B. 기법 개발 및 적용)

  • Moon, Byoungchan;Lee, Kyounghak;Seo, Hanyoung;Kim, Haigyoung;Oh, Kangho
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.10-21
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    • 2013
  • The purpose of this study was to research applying possibility of the R.G.B. technique for combined thinking learning in the elementary science classes. For this, R.G.B. technique which was designed to mark students' output with red, green and blue colors depending one's judgement was developed and applied in elementary science classes. The results were follows. Firstly, the propriety of questionnaires constitution which was developed to achieve study objects in science classes was given credit by experts. Secondly, the evaluating results of student's outputs which had been done during science classes were credible on focused achieving the objects of science classes. Thirdly, in a point of view achieving creative thinking skill as well as knowledge, R.G.B. technique was effective. Fourthly, the combined thinking learning joined R.G.B. technique has possibility of applying to general science classes. Fifthly, the students who were participating in combined thinking learning science classes based on R.G.B. technique said with great satisfaction. Consequently, combined thinking learning based on R.G.B. technique should be paid attention to the value of possibility to achieve study effects both creative thinking skill and knowledge.

5G Network Resource Allocation and Traffic Prediction based on DDPG and Federated Learning (DDPG 및 연합학습 기반 5G 네트워크 자원 할당과 트래픽 예측)

  • Seok-Woo Park;Oh-Sung Lee;In-Ho Ra
    • Smart Media Journal
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    • v.13 no.4
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    • pp.33-48
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    • 2024
  • With the advent of 5G, characterized by Enhanced Mobile Broadband (eMBB), Ultra-Reliable Low Latency Communications (URLLC), and Massive Machine Type Communications (mMTC), efficient network management and service provision are becoming increasingly critical. This paper proposes a novel approach to address key challenges of 5G networks, namely ultra-high speed, ultra-low latency, and ultra-reliability, while dynamically optimizing network slicing and resource allocation using machine learning (ML) and deep learning (DL) techniques. The proposed methodology utilizes prediction models for network traffic and resource allocation, and employs Federated Learning (FL) techniques to simultaneously optimize network bandwidth, latency, and enhance privacy and security. Specifically, this paper extensively covers the implementation methods of various algorithms and models such as Random Forest and LSTM, thereby presenting methodologies for the automation and intelligence of 5G network operations. Finally, the performance enhancement effects achievable by applying ML and DL to 5G networks are validated through performance evaluation and analysis, and solutions for network slicing and resource management optimization are proposed for various industrial applications.

Small Cell Communication Analysis based on Machine Learning in 5G Mobile Communication

  • Kim, Yoon-Hwan
    • Journal of Integrative Natural Science
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    • v.14 no.2
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    • pp.50-56
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    • 2021
  • Due to the recent increase in the mobile streaming market, mobile traffic is increasing exponentially. IMT-2020, named as the next generation mobile communication standard by ITU, is called the 5th generation mobile communication (5G), and is a technology that satisfies the data traffic capacity, low latency, high energy efficiency, and economic efficiency compared to the existing LTE (Long Term Evolution) system. 5G implements this technology by utilizing a high frequency band, but there is a problem of path loss due to the use of a high frequency band, which is greatly affected by system performance. In this paper, small cell technology was presented as a solution to the high frequency utilization of 5G mobile communication system, and furthermore, the system performance was improved by applying machine learning technology to macro communication and small cell communication method decision. It was found that the system performance was improved due to the technical application and the application of machine learning techniques.

Digital Immigrants' Goal Structures in Online Learning

  • Lee, Jung Hoon;Nam, Jin Young;Jung, Yoon Hyuk
    • The Journal of Information Systems
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    • v.30 no.2
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    • pp.127-146
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    • 2021
  • Research Purpose Advances in digital technology have facilitated the widespread adoption of online learning, which has become a substantial way of learning. Although digital immigrants have become a main group of users of learning online, there is a lack of understanding of their online learning. This study aims to explore digital immigrants' adoption of online learning from the goal-pursuit perspective to gain insight into how they use online learning. Research Method A laddering interview was conducted with 22 Korean adults to elicit their goals in online learning. Then, a means-end chain analysis was used to derive their hierarchical goal structure. Findings The results reveal digital immigrants' goal structure of online learning, consisting of four attributes of online learning (e.g., accessibility, diversity, up-to-dateness, and repeatability) and six goals (e.g., self-esteem, enjoyment, recognition, productivity, gaining insights, and positive relations). This study contributes to the literature by providing a rich picture of their use of online learning.