• Title/Summary/Keyword: Intuitive Learning

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A Study on the Problem Solving Styles according to Left/Right Brain Preference of Earth Science Gifted Students (좌우뇌 활용 선호도에 따른 지구과학 영재들의 문제해결방식에 관한 연구)

  • Chung, Duk-Ho;Park, Seon-Ok
    • Journal of the Korean earth science society
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    • v.31 no.2
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    • pp.172-184
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    • 2010
  • This study is to investigate the problem solving styles according to the left /right brain preference among earth science gifted students. We took the R/LCT and the test of BPI to investigate the brain preference of earth science gifted students (N=16), and took S-CPST to investigate the problem solving styles on them. In the R/LCT, the earth science gifted students were classified into 3 groups (8 left-brain preference students, 7 right-brain preference students, 1 middle-brain preference student). In the BPI, 8 students had the appearance of left-brain preference, whereas 8 students had the appearance of right-brain preference. According to the result of S-CPST, first the left brain preference students tended to resolve a problem into simple components, then they put together each simple component. They prefer to solve a problem using numbers and mathematical signs logically, but they were afraid of giving trouble to describe own idea with pictures. Whereas the right brain preference students solved a problem with 3 steps. First, they saw an overall form of problem. Second, they tried to analyze each simple component of it, and then, made up all in one. Also, the right brain preference students observed the intuitive pattern of problem first, and then suggested the various problem solving methods later, and they took a solving plan using a picture in detail. In sum, earth science gifted students are unequal in problem solving styles according to the left/right brain preference. Thus, a teaching-learning method needs to be developed based on left/right brain preference for more effective gifted education.

A Review of the Neurocognitive Mechanisms of Number Sense (수 감각의 인지신경학적 기반에 관한 연구 개관)

  • Cho, Soohyun
    • Korean Journal of Cognitive Science
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    • v.24 no.3
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    • pp.271-300
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    • 2013
  • Human and animals are born with an intuitive ability to determine approximate numerosity. This ability is termed approximate number sense (hereafter, number sense). Evolutionarily, number sense is thought to be an essential ability for hunting, gathering and survival. According to previous research, children with mathematical learning disability have impaired number sense. On the other hand, individuals with more accurate number sense have higher mathematical achievement. These results support the hypothesis that number sense provides a basis for the development of mathematical cognition. Recently, researchers have been examining whether number sense training can lead to enhancement in mathematical achievement and changes in brain activity in relation to mathematical problem solving. Numerosity which basically represents discontinuous quantity is expected to be closely related to continuous quantity such as representations of space and time. A theory of magnitude (ATOM) states that processing of number, space and time is based on a common magnitude system in the posterior parietal cortex, especially the intraparietal sulcus. The present paper introduces current literature and future directions for the study of the common magnitude system.

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Improvement of the PFCM(Possibilistic Fuzzy C-Means) Clustering Method (PFCM 클러스터링 기법의 개선)

  • Heo, Gyeong-Yong;Choe, Se-Woon;Woo, Young-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.177-185
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    • 2009
  • Cluster analysis or clustering is a kind of unsupervised learning method in which a set of data points is divided into a given number of homogeneous groups. Fuzzy clustering method, one of the most popular clustering method, allows a point to belong to all the clusters with different degrees, so produces more intuitive and natural clusters than hard clustering method does. Even more some of fuzzy clustering variants have noise-immunity. In this paper, we improved the Possibilistic Fuzzy C-Means (PFCM), which generates a membership matrix as well as a typicality matrix, using Gath-Geva (GG) method. The proposed method has a focus on the boundaries of clusters, which is different from most of the other methods having a focus on the centers of clusters. The generated membership values are suitable for the classification-type applications. As the typicality values generated from the algorithm have a similar distribution with the values of density function of Gaussian distribution, it is useful for Gaussian-type density estimation. Even more GG method can handle the clusters having different numbers of data points, which the other well-known method by Gustafson and Kessel can not. All of these points are obvious in the experimental results.

Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

A Mobile Dictionary based on a Prefetching Method (선인출 기반의 모바일 사전)

  • Hong, Soon-Jung;Moon, Yang-Sae;Kim, Hea-Suk;Kim, Jin-Ho;Chung, Young-Jun
    • Journal of KIISE:Software and Applications
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    • v.35 no.3
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    • pp.197-206
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    • 2008
  • In the mobile Internet environment, frequent communications between a mobile device and a content server are required for searching or downloading learning materials. In this paper, we propose an efficient prefetching technique to reduce the network cost and to improve the communication efficiency in the mobile dictionary. Our prefetching-based approach can be explained as follows. First, we propose an overall framework for the prefetching-based mobile dictionary. Second, we present a systematic way of determining the amount of prefetching data for each of packet-based and flat-rate billing cases. Third, by focusing on the English-Korean mobile dictionary for middle or high school students, we propose an intuitive method of determining the words to be prefetched in advance. Fourth, based on these determination methods, we propose an efficient prefetching algorithm. Fifth, through experiments, we show the superiority of our prefetching-based method. From this approach, we can summarize major contributions as follows. First, to our best knowledge, this is the first attempt to exploit prefetching techniques in mobile applications. Second, we propose a systematic way of applying prefetching techniques to a mobile dictionary. Third, using prefetching techniques we improve the overall performance of a network-based mobile dictionary. Experimental results show that, compared with the traditional on-demand approach, our prefetching based approach improves the average performance by $9.8%{\sim}33.2%$. These results indicate that our framework can be widely used not only in the mobile dictionary but also in other mobile Internet applications that require the prefetching technique.

A case study on the mathematical problem solving performance of simultaneous equations for the students from a remedial course (특별보충과정 학생들의 문제해결수행에 대한 사례연구)

  • Ko, Sang-Sook;Lee, Sang-Hui
    • Journal of the Korean School Mathematics Society
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    • v.9 no.1
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    • pp.105-120
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    • 2006
  • The Seventh Curriculum makes sure that those students who don't have a proper understanding of contents required at a certain stage take a remedial course. But a trend contrary to the intention is formed since there is no systematic education for such a course and thus more students get to fall into the group of low achievement. In particular, solving a simultaneous equation in a rote way without understanding influences negatively students' achievement. Schoenfeld introduced the basic elements of one's own mathematical problem solving process and behavior, referred to Polya's. Employing Schoenfeld's strategy, this study aimed to induce students' active participation in math classes, as well as to focus on a mathematical problem solving process during the study. Two students were selected from a remedial course at 00 Middle School and administered with a qualitative case study method over 17 lessons, each of which lasted for 30 minutes. In the beginning, they used such knowledge as facts and definitions a lot. There was a tendency of their resorting to intuitive knowledge more when they lacked basic knowledge or met with a difficult question. As the lessons were given, however, they improved their ability to implement algorithm procedures and used more familiar ones with the developed common procedures in the area of resources.

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Analysis on Creative Thinking Leaning Between Scientifically Gifted Students and Normal Students (과학영재와 일반학생들의 창의적 사고 편향에 대한 분석)

  • Chung, Duk-Ho;Park, Seon-Ok
    • Journal of Gifted/Talented Education
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    • v.21 no.1
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    • pp.175-191
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    • 2011
  • This study is to investigate the creative thinking style and it's leaning that normal students and scientifically gifted students use mainly at processing information. Right Brain vs Left Brain Creativity Test(R/LCT) and Brain Preference Indicator(BPI) is taken to investigate the creative thinking style of normal students(N=144) and scientifically gifted students(N=97). In the R/LCT, the normal students responded that they prefer to use right-brain thinking rather than left-brain thinking. But the scientifically gifted students prefer to left-brain thinking. The normal students showed most preference for Holistic Processing of right side brain and they did most avoiding for Verbal Processing of left side brain. The scientifically gifted students showed most preference for Logical Processing of left side brain. And they did most avoiding for Random Processing of right side brain. There was a meaningful difference between left side brain preference group and right side brain preference group on Sequential, Symbolic, Logical, Verbal, Random, Intuitive, Fantasy-oriented Processing of normal Students. But the scientifically gifted students showed a meaningful difference in right side brain processing mainly. In other word, all the scientifically gifted students took an lean processing in Logical, Symbolic, Linear Processing, etc. In sum, the scientifically gifted students are unequal in at processing information against the normal students. So it is required more appropriate teaching-learning method based on the creative thinking style and it's leaning for effective gifted education.

A Case Study about Problem Solving of Mathematics of Gifted Students (영재아의 수학문제해결에 관한 사례 연구)

  • Lee, Hyeok-Jun;Song, Yeong-Moo
    • School Mathematics
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    • v.8 no.4
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    • pp.379-396
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    • 2006
  • The purpose of this study is to analyze characteristics of problem solving in mathematics for gifted students through case study on solving the mathematical problem for gifted students, and to investigate what are relationships with the cognitive and affective characteristics. To this end, this study was to analyze the characteristics on the problem solving in mathematics by using qualitative research method after it selected two students who had specific education for brilliant students. As a result, this study has shown that it had high preference for question with clear answer, high preference for individual inquiry learning, high adhesion to answer for question, and high adhesion for assignment on characteristics of process of problem solving, but there was much difference in spirit of competition. As to the characteristics of thoughts in problem solving, this study has shown that it had high grasp capacity, intuitive insight, and capacity for visualization, but there were differences in capacity for generalization and adaptability. However, both two students had low values in deductive thought. In addition, as to the home environment and cognitive and affective characteristics, they were not related to the characteristics on problem solving directly, but it has shown that it affected each other indirectly. As to the conclusion of this study, this researcher thinks that it will be valuable documentation in order to improve curriculum, development of textbooks, and teaching method for special education for the gifted students and education for secondary mathematics.

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Object Modeling for Mapping from XML Document and Query to UML Class Diagram based on XML-GDM (XML-GDM을 기반으로 한 UML 클래스 다이어그램으로 사상을 위한 XML문서와 질의의 객체 모델링)

  • Park, Dae-Hyun;Kim, Yong-Sung
    • The KIPS Transactions:PartD
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    • v.17D no.2
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    • pp.129-146
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    • 2010
  • Nowadays, XML has been favored by many companies internally and externally as a means of sharing and distributing data. there are many researches and systems for modeling and storing XML documents by an object-oriented method as for the method of saving and managing web-based multimedia document more easily. The representative tool for the object-oriented modeling of XML documents is UML (Unified Modeling Language). UML at the beginning was used as the integrated methodology for software development, but now it is used more frequently as the modeling language of various objects. Currently, UML supports various diagrams for object-oriented analysis and design like class diagram and is widely used as a tool of creating various database schema and object-oriented codes from them. This paper proposes an Efficinet Query Modelling of XML-GL using the UML class diagram and OCL for searching XML document which its application scope is widely extended due to the increased use of WWW and its flexible and open nature. In order to accomplish this, we propose the modeling rules and algorithm that map XML-GL. which has the modeling function for XML document and DTD and the graphical query function about that. In order to describe precisely about the constraint of model component, it is defined by OCL (Object Constraint Language). By using proposed technique creates a query for the XML document of holding various properties of object-oriented model by modeling the XML-GL query from XML document, XML DTD, and XML query while using the class diagram of UML. By converting, saving and managing XML document visually into the object-oriented graphic data model, user can prepare the base that can express the search and query on XML document intuitively and visually. As compared to existing XML-based query languages, it has various object-oriented characteristics and uses the UML notation that is widely used as object modeling tool. Hence, user can construct graphical and intuitive queries on XML-based web document without learning a new query language. By using the same modeling tool, UML class diagram on XML document content, query syntax and semantics, it allows consistently performing all the processes such as searching and saving XML document from/to object-oriented database.