• Title/Summary/Keyword: G-Learning

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The Effects of Math Textbook Project Learning(MtPL) on Affective Domain (수학 교과서 프로젝트 학습이 정의적 영역에 미치는 영향)

  • Yoo, Ki Jong;Kim, Chang Il
    • School Mathematics
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    • v.18 no.3
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    • pp.479-501
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    • 2016
  • This study was conducted as a learning project for 20 pre-third graders in high school by means of math textbooks, G+, and sample questions from previous CSAT as learning tools for 9 weeks from Dec. 24, 2015. The purpose of the study was to develop 'math textbook project learning(MtPL)', a mixed learning method combined on-line with off-line, and analyze the effects of MtPL on the affective domain of high school students. As a result of the study, it was found that MtPL had positive effects on self-efficacy and self-confidence of students, while the collaborative learning using a textbook and teacher's role worked as instrumental motivation in mathematics learning. The result also implies that the perception of high school students, who think to resolve more difficult math problems to succeed in CSAT, about mathematics learning method has to be modified. Furthermore, it is shown that the preparation of CSAT by utilizing textbook and the use of textbook in math learning have been worked positively for the students.

Development of E-learning System for Vocational Rehabilitation of Students with Mental Retardation (정신지체 학생의 직업교육을 위한 e-러닝 시스템 개발)

  • Kim, C.G.;Ryu, G.J.;Song, B.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.49-54
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    • 2012
  • In this study, an E-learning system was developed for vocational rehabilitation training of intellectual disabilities. The developed system is available to have acquirement of knowledge through step by step learning and is configured to relearn through problem-solving and demonstration video. In addition, the learned information was composed to check the configuration which is correctly learning through rehearsal function. The device for rehearsal consists of a transmitter and the receiver. The transmitter is formed Pressure sensor, IR sensor for detecting client's work and Bluetooth module for wireless network. The receiver includes a Bluetooth module for wireless network and USB input terminal for communication with computer.

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gMLP-based Self-Supervised Learning Anomaly Detection using a Simple Synthetic Data Generation Method (단순한 합성데이터 생성 방식을 활용한 gMLP 기반 자기 지도 학습 이상탐지 기법)

  • Ju-Hyo, Hwang;Kyo-Hong, Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.27 no.1
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    • pp.8-14
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    • 2023
  • The existing self-supervised learning-based CutPaste generated synthetic data by cutting and attaching specific patches from normal images and then performed anomaly detection. However, this method has a problem in that there is a clear difference in the boundary of the patch. NSA for solving these problems have achieved higher anomaly detection performance by generating natural synthetic data through Poisson Blending. However, NSA has the disadvantage of having many hyperparameters that need to be adjusted for each class. In this paper, synthetic data similar to normal were generated by a simple method of making the size of the synthetic patch very small. At this time, since the patches are so locally synthesized, models that learn local features can easily overfit synthetic data. Therefore, we performed anomaly detection using gMLP, which learns global features, and even with simple synthesis methods, we were able to achieve higher performance than conventional self-supervised learning techniques.

An Inquiry into the Meaning of Experience of Action Learning Program for Participants in Coporate Job Training: F.G.I Approach (기업체 직무교육 참여자의 액션러닝프로그램 경험의미 탐색:F.G.I접근)

  • Kim, Yeon-Chul
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.598-612
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    • 2014
  • The present study is aimed at inquiring into the meaning of experience of action learning program for adult learners who participated in action learning program of H financial company which was carried out as a means of corporate training. The goal of study is to examine the essential factors of action learning program impacting on the increase of motivation for learning and the improvement of job-related problem-solving ability of the learners who participated in the learning as well as on the increase of motivation for learning and the improvement of job-related problem-solving ability among the components of action learning program. As for research method, 3 main questions and 15 sub-questions about motivation for learning, job-related problem-solving ability, and components of action learning were prepared for 9 learners who participated in the action learning program, and then focus group interviews (F.G.I) were conducted. The results show that action learning program increased motivation for learning by combining concentration of attention and relevance to job, and the degree of organization of learning team was a key element to improving motivation for learning. Also, through development of alternatives and planning/execution, it impacted on improving job-related problem-solving ability of participants. And the interest and support of the administrator were key elements to improving job-related problem-solving ability. In conclusion, the results show that action learning program in corporate job training activities improves motivation for learning of the participants. Therefore, in order to improve job-related problem-solving ability of the participants in job training, more focus should be put on concentration of attention and reinforcement of relevance to the job and more interest and support should be given to organization of appropriate learning teams among components of action learning program. Along with this, the administrator needs to grasp participants' awareness of problems and pay attention and give support to the participants to enhance the performance of planning/execution.

An Investigation of the Learning Styles of South Korean Business Students

  • Naik, Bijayananda;Girish, V.G.
    • Asia-Pacific Journal of Business
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    • v.3 no.1
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    • pp.1-9
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    • 2012
  • The Index of Learning Styles (ILS) instrument based on the Felder-Silverman Learning Style Model was used to determine distribution of learning styles of 125 South Korean business students enrolled in a South Korean institution of higher education. Results show that greater proportion of South Korean business students surveyed in this study prefer sensing over intuitive, visual over verbal, reflective over active, and global over sequential learning styles. The majority of business students have a balanced learning style in all four dimensions of the Felder-Silverman model. Among the students that do not have a balanced learning style, students with sensing, visual, reflective, and global learning styles dominate. Gender difference in learning style preference was not statistically significant for any of the four dimensions.

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The Construction of Productivity Improvement Model with Group Technology Style through the Utilization of Learning curve (Learning Curve를 이용한 G.T형 생산성향상 모델 구축)

  • 윤상원;신용백
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.15 no.26
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    • pp.77-84
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    • 1992
  • This paper constructs Croup Technology process-based learning curve model adjusted to a Group Technology environment which accounts for shared learning that occurs when multiple products utilize some of the same process steps. Through this constructed model, the estimated times and productivity of labor calculated by the Group Technology process-based learning curve model are compared with those generated by employing product-based 1 earning curve model. For sensitivity analysis of the model, the impact of learning rate and the ordered production quantity on the ratio differences between Group Technology process-based learning curve model and product-based learning curve model are examined. These results indicate the critical importance of employing Group Technology process-based learning curve model when a process spans multiple products.

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The Effect of Learners' Interactions on Learning Satisfaction in Non-face-to-face Classes

  • Min Ju, Koo;Jong Keun, Park
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.304-315
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    • 2022
  • The effect on learning satisfaction was compared and analyzed according to the interaction of learners in non-face-to-face classes. 38 students enrolled in the Department of Chemistry Education at G University in Gyeongnam were selected for the study. As a result of analyzing the change in learning satisfaction according to learners' interactions, positive correlations between them were shown in non-face-to-face classes. The type of classes mainly consisted of non-face-to-face real-time classes, and despite the non-face-to-face classes environment, learners focused on classes and put a lot of effort to strengthen learning. Among learners' interactions, the effect of learner-content interaction on learning satisfaction was relatively the highest, while the effect of learner-learner interaction and learner-instructor interaction on learning satisfaction was low. It was found that learners' teaching-learning in non-face-to-face classes relied heavily on learning content, and interactions with fellow learners and instructors were very limited.

The Effects of Gamification E-Learning Classes Based on Self-Determination Theory on University Students' Class Participation, Learning Immersion, Teaching Presence (자기결정성 이론에 기반한 게이미피케이션 이러닝 수업이 대학생의 수업참여도, 학습몰입도, 교수실재감에 미치는 효과)

  • Myoung-Heo;Sang-woo Jin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.73-83
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    • 2023
  • This study is a descriptive survey to develop a gamification e-learning class based on self-determination theory and to check its effectiveness. The data collection period was from March 1 to June 15, 2023, and 59 students at G University in G Metropolitan City were surveyed on class participation, learning immersion, and teaching presence before and after the course. IBM SPSS/Win 26.0 was used to analyze the collected data, and descriptive statistics, analysis of variance (ANOVA), and analysis of covariance (ANCOVA) were conducted. The results showed that the self-determination-based gamification class significantly improved students' class participation, learning engagement, and teaching presence (p<.05). An analysis of covariance (ANCOVA) was conducted to determine whether the general characteristics of the participants affected the results of the post-test, and gender affected the post-test results of learning engagement, with an effect of 7.9%. Based on the results of this study, it can be seen that self-determination-based gamification e-learning class is effective in improving learners' class participation, learning engagement, and teaching presence. As the demand for e-learning in universities is expanding, self-determination-based gamification e-learning classes should be developed in various fields of liberal arts and majors.

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

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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