• Title/Summary/Keyword: Interactive Learning Environment

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A Framework for Open, Flexible and Distributed Learning Environment for Higher Education (개방·공유·참여의 대학 교육환경 구축 사례)

  • Kang, Myunghee;You, Jiwon
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.17-33
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    • 2008
  • This study proposes University 2.0 as a model case of open, flexible, and distributed learning environment for higher education based on theoretical foundations and perspectives. As web 2.0 technologies emerge into the field of education, ways of generating and disseminating information and knowledge have been drastically changed. Professors are no longer the only source of knowledge. Students using internet often become prosumers of knowledge who search and access information through the web as well as publish their own knowledge using the web. A concept and framework of University 2.0 is introduced for implementing the new interactive learning paradigm with an open, flexible and distributed learning environment for higher education. University 2.0 incorporates online and offline learning environments with various educational media. Furthermore, it employs various learning strategies and integrates formal and informal learning through learning communities. Both instructors and students in University 2.0 environment are expected to be active knowledge generators as well as creative designers of their own learning and teaching.

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Co-Operative Strategy for an Interactive Robot Soccer System by Reinforcement Learning Method

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • International Journal of Control, Automation, and Systems
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    • v.1 no.2
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    • pp.236-242
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    • 2003
  • This paper presents a cooperation strategy between a human operator and autonomous robots for an interactive robot soccer game, The interactive robot soccer game has been developed to allow humans to join into the game dynamically and reinforce entertainment characteristics. In order to make these games more interesting, a cooperation strategy between humans and autonomous robots on a team is very important. Strategies can be pre-programmed or learned by robots themselves with learning or evolving algorithms. Since the robot soccer system is hard to model and its environment changes dynamically, it is very difficult to pre-program cooperation strategies between robot agents. Q-learning - one of the most representative reinforcement learning methods - is shown to be effective for solving problems dynamically without explicit knowledge of the system. Therefore, in our research, a Q-learning based learning method has been utilized. Prior to utilizing Q-teaming, state variables describing the game situation and actions' sets of robots have been defined. After the learning process, the human operator could play the game more easily. To evaluate the usefulness of the proposed strategy, some simulations and games have been carried out.

'Ecology & Environment' Learning Case by e-PBL (e-PBL에 의한 '생태와 환경' 수업 사례)

  • Lee Myong-Soon
    • Hwankyungkyoyuk
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    • v.19 no.2 s.30
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    • pp.108-121
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    • 2006
  • Nowadays environmental education is getting important. So, it is necessary to teach for students to realize the protection environment. Self-direct homepage was developed for 'Ecology & environment' environmental education. This homepage was made for sharing searched data and can be interactive each other on the internet. Therefore, in this study, environmental teaming was planned and practiced for high school 'Ecology & environment' class by e-PBL. Self-directed teaming, collaborative teaming and performance assessment are emphasized in the 7th educational curriculum. The PBL is efficient learning model for them. This study designed for a teaching and teaming method and strategies using PBL based upon the theories and practices. This study will also develop an e-learning. As a result, it is indicated that the teaching and learning method using PBL has the positive effects on learning that the development of self-directed learning and collaboration teaming Is observed by reflect journal and presentation of students. e-PBL is a teaming model for learning-centered that adapted many school and subject. Therefore e-PBL makes full use of be 'Ecology & environment' class and environmental education.

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"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.62 no.2
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    • pp.159-165
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    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

Developing EFL Students' Vocabulary and Reading Comprehension Skills within an Interactive Learning Environment

  • Alsamadani, Hashem A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.145-152
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    • 2022
  • The current study investigates the effects of an interactive learning environment on EFL students' vocabulary acquisition and reading comprehension skills. The study utilized a quasi-experimental design. The sample consisted of 41 students enrolled in the English program at Umm Al-Qura University studying Reading in EFL course in Summer 2018/2019. The sample was randomly divided into two groups: A control group consisting of 21 students and an experimental group of 20 students. The results revealed statistically significant differences at (α≤ 0.01) between the mean scores of the experimental group and the control group in the posttest of the vocabulary test and the reading comprehension test favoring the experimental group. Finally, the study concluded with a call for more studies on modern technologies in teaching EFL skills in the Saudi context.

Deep Reinforcement Learning-Based Cooperative Robot Using Facial Feedback (표정 피드백을 이용한 딥강화학습 기반 협력로봇 개발)

  • Jeon, Haein;Kang, Jeonghun;Kang, Bo-Yeong
    • The Journal of Korea Robotics Society
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    • v.17 no.3
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    • pp.264-272
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    • 2022
  • Human-robot cooperative tasks are increasingly required in our daily life with the development of robotics and artificial intelligence technology. Interactive reinforcement learning strategies suggest that robots learn task by receiving feedback from an experienced human trainer during a training process. However, most of the previous studies on Interactive reinforcement learning have required an extra feedback input device such as a mouse or keyboard in addition to robot itself, and the scenario where a robot can interactively learn a task with human have been also limited to virtual environment. To solve these limitations, this paper studies training strategies of robot that learn table balancing tasks interactively using deep reinforcement learning with human's facial expression feedback. In the proposed system, the robot learns a cooperative table balancing task using Deep Q-Network (DQN), which is a deep reinforcement learning technique, with human facial emotion expression feedback. As a result of the experiment, the proposed system achieved a high optimal policy convergence rate of up to 83.3% in training and successful assumption rate of up to 91.6% in testing, showing improved performance compared to the model without human facial expression feedback.

Design and Evaluation of a Social Networking Site (SNS) Supported Collaborative Learning Environment for Vocabulary Learning

  • YANG, Wanping;PAN, Yingying
    • Educational Technology International
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    • v.23 no.1
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    • pp.41-66
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    • 2022
  • Vocabulary learning plays an important role in language learning. This study explored a new paradigm based on social networking site (SNS) supported collaborative learning for vocabulary learning. SNS supported collaborative learning (SSCL) can effectively promote learners' engagement, interest and motivation by providing a more communicative and interactive environment. However, vocabulary learning studies on SSCL mainly focused on the effectiveness and influencing factors, lacking specific instructional strategies. Therefore, this study aims to develop instructional strategies that guide instructors to create an SSCL environment for facilitating vocabulary learning. The final instructional strategies are composed of three stages according to the course process, consisting of 8 general strategies and 21 specific guidelines. The content validity was ensured by four experts in the field of educational technology. The instructional strategies were then applied in an actual classroom with 16 students. The positive responses from the instructor and learners indicated that SSCL can be reasonably incorporated into the current curriculum to provide effective learning opportunities and to promote learners' vocabulary learning.

Some Suggestions for Improving Environment of Chinese Reading Class: Focused on Blended Learing (중국어 읽기 수업 환경 개선을 위한 제안: 블렌디드 러닝을 중심으로)

  • Park, Chan Wook
    • Cross-Cultural Studies
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    • v.29
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    • pp.413-452
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    • 2012
  • The purpose of this study is to examine and apply Blended Learning to Chinese reading class and give some suggestions for Chinese reading class for realizing the interactive model for reading. For learner's improvement in Chinese reading level, various teaching methods need to be applied to Chinese reading class. Among teaching methods, this article tried to apply Blened Learning in terms of interaction, because Blended Learning can follow the general trend that all of people use laptop, smartphone, etc., and also can be contribution to reading as performance in foreign language learning. As a result, Blended Learning can make learner prepare class for giving online contents, and can make teacher and learner have more chances of interaction in class for improving reading competence.

Knowledge Management and E-learning for Organizational Culture

  • Gupta, Omprakash K.;Lee, Yuan-Duen;Wang, Yuan-Ching;Tein, Shih-Chun
    • Journal of Information Technology Applications and Management
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    • v.16 no.1
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    • pp.137-148
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    • 2009
  • Knowledge management becomes the key point for organizations to survive and maintain competitive advantages in the knowledge economy era. E-learning plays a vital role for the organizational learning. How to share the experience of knowledge and the success of the knowledge management has great connection with the organizational culture. This study focuses on the factors of effective E-learning as well as its relation to the organizational culture. A successful e-learning system should not only aim at different statistical variables but emphasize on : course contents, variety of teaching methods and establishes a stable network environment. A stable E-learning platform and speedy bandwidth is a must to achieve the non-barrier communication and built an interactive learning environment. To achieve success in E-learning, it is not necessary to divide the organizational culture to strengthen the course content multiplication and plans the E-learning supervisory work by the sole responsibility unit. It should establish an ample teaching frequency width and platform and also must establish the appropriate study network frequency width and hardware equipment to achieve the best E-learning effect. The interaction in different organizational culture in adapting E-learning, those Ad-hoc and Marketing Culture, are mostly influence by the external environment and have more interactive content. Those in Clan and Hierarchy Culture are affected by traditional conception and lack of interaction. Meanwhile, under the cost consideration, Clan and Ad-hoc Culture on the dynamic side prefer to spend more cost on E-Learning while the stable side, Hierarchy and Marketing culture are willing to pay more expenses on E-Learning.

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Realtime Multimedia e-Learning system research by using expanded SCORM (SCORM 표준 확장을 이용한 실시간 멀티미디어 e-Learning 시스템 연구)

  • Kim, Jung-Hyun;Hwang, Doo-Hong;Lee, Joo-Hwan;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.51-59
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    • 2011
  • In this paper, we propose the standardized idea for learning environment of e-Learning 2.0 (originated from Web 2.0 paradigm) to overcome limitations of current passive e-Learning environment. Because current LMS/ LCMS which manages e-learning systems has the limitation of providing various interactive elements when people use video contents to study, it lacks real-timeness and interactivity between teacher-learner and learner-learner in the operation of video contents and has difficulty in measuring accurate progress rate of learners in the process of teaching-learning. Therefore, we designed multimedia contents(both-way learning requisite) to overcome limitations of current e-Learning system and to maximize the effect of learning of learners so that it makes possible to interact between learners and teachers in realtime. For this, this thesis designs the standardized idea based on expanded SCORM standard which is now used for manufacturing LMS/LCMS, and according to ideas we have proposed, it implements e-learning multimedia environment.