• Title/Summary/Keyword: Korean learners

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Committee Learning Classifier based on Attribute Value Frequency (속성 값 빈도 기반의 전문가 다수결 분류기)

  • Lee, Chang-Hwan;Jung, In-Chul;Kwon, Young-S.
    • Journal of KIISE:Databases
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    • v.37 no.4
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    • pp.177-184
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    • 2010
  • In these day, many data including sensor, delivery, credit and stock data are generated continuously in massive quantity. It is difficult to learn from these data because they are large in volume and changing fast in their concepts. To handle these problems, learning methods based in sliding window methods over time have been used. But these approaches have a problem of rebuilding models every time new data arrive, which requires a lot of time and cost. Therefore we need very simple incremental learning methods. Bayesian method is an example of these methods but it has a disadvantage which it requries the prior knowledge(probabiltiy) of data. In this study, we propose a learning method based on attribute values. In the proposed method, even though we don't know the prior knowledge(probability) of data, we can apply our new method to data. The main concept of this method is that each attribute value is regarded as an expert learner, summing up the expert learners lead to better results. Experimental results show our learning method learns from data very fast and performs well when compared to current learning methods(decision tree and bayesian).

Development Teaching-Learning Plan for 'Food and Nutrition unit' of Home Economics Based on Backward Design Model (백워드 설계 모형을 적용한 가정교과 식생활 단원의 교수·학습 과정안 개발)

  • Choi, SeoA;Ju, Sueun
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.175-193
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    • 2018
  • The course of home economics education is the one that fosters the ability to solve life problems. The life problem is permanent involving the individual, family, and society in overall. Thus, this study was to compose a class which applied the backward design model suggested by Wiggins and McTighe focusing on the usability of it in the educational filed of the home science to overcome the limitation of the education in the filed based on that critical mind. Therefore, this study developed the teaching·learning plan applying the backward design model to the 'Food and Nutrition' unit of the home economics education. It is expected that the unit and the teaching plan are used as materials for the class on the dietary life unit which is meaningful for learners in the educational field of the home economics education.

The Analysis of Psychological Aspects Reflected on E-learning Programs in the U.S. (미국 이러닝 프로그램들에 반영된 심리적 특성 탐색)

  • Kim, Jong-Baeg;Choi, Hee Jun
    • Korean Journal of Comparative Education
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    • v.18 no.4
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    • pp.141-162
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    • 2008
  • Many e-learning programs in Korea use lecture as a main instructional method. A meta-analysis study reports that e-learning programs using lectures were the most ineffective. In addition, many researchers in the field of distance education contend that the active participation of learners is the key to the success of e-learning. These imply why we can easily find many people who don't have good impression about e-learning. The quality of e-learning depends on the application of appropriate pedagogy. This study aims to present the implications for the improvement of e-learning programs in the Republic of Korea by analyzing the psychological characteristics reflected on the e-learning programs in the U. S. that have been improved through design research for a long time. The result shows that the e-learning programs in the U. S. have five major psychological aspects, i.e., reflective thinking, collaborative interaction, knowledge construction, situated action, and utilizing multiple representations. Consequently, this study suggests that e-learning programs in the Republic of Korea need to reflect learning principles such as learning by doing, situated learning, collaborative learning, learning with multiple representations in order to improve the quality.

Analysis of the Context of Inclusion and Awareness of Classical Literature Materials in Literature - With a Focus on High School Literature Textbooks (고전문학 제재의 수록 맥락과 교육적 인식의 탐색 -고등학교 문학 교과서를 대상으로-)

  • Choi, Hong-won
    • Journal of Korean Classical Literature and Education
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    • no.35
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    • pp.5-46
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    • 2017
  • This study aims to investigate the context of materials in literature textbooks and the awareness about the educational value of classical literature, as part of an interest in literature education phenomena. This study accepts the premise that textbooks affect the practice of classical literature education and, in particular, materials in textbooks are chosen according to the intentions, demands, and perspectives of education in specific social conditions. I divided the educational value of classical literature into two categories, classical and literary value, and investigated the actual conditions and context of materials of literature textbooks based on the 2009 revised curriculum and the 2011 revised curriculum. Classical literature is generally alienated and excluded; contemporary literature materials are mostly included and organized in the domains of 'the role of literature', 'reception and production of literature' and 'literature and life.' In addition, the tendency to heighten classical value and diminish literary value is deepening. In order to solve the problem that classical literature is only included as the product of the past, changes must be made not just to the curriculum, which are external changes, but to the awareness of the essence of classical literature, which are internal changes. Above all, generality as 'literature' and the sense of distance about space and time as 'classic' should be connected to various relationships which respond to problematic situations and the demands of learners. Based on the relationships, we can expect a rich diversity of contexts and aspects of included classical literature. In addition, an extension of the width and scope of included classical literature is anticipated. The reduction of workload, the advent of the concept of capability and the dissolution of traditional literature concepts are the changes of external environment, which is continuously requiring renewed investigation into classical literature beyond simple appropriateness.

The Educational Significance of Place Experience through Folklore (설화를 통한 장소 경험의 융합교육적 의의 -청주 지역 전승의 <지네 장터> 설화를 중심으로)

  • Hwang, Yun-jeong;Seo, Myug-hee
    • Journal of Korean Classical Literature and Education
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    • no.34
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    • pp.75-113
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    • 2017
  • The purpose of fusion education is to acquire educational contents efficiently and gain a new worldview. To realize this purpose, I point out that it is urgent to provide common educational content and suggest "place experience" as common content for literature and geography. Local legends present a concrete space and a sharp confrontation with the human world, while shaping the tradition of a place's name. Place experience as common educational content enables a three-dimensional experience of a place that utilizes the characteristics of these local legends. The physical condition, human activity, and implied meaning of a place mediate the student's empirical understanding of folktales. The common area of "place experience" allows us to expect a stereotypical understanding of a learner's place by providing a literary context to learning contents that can flow from the existing geography subject to the simple provision of information. In addition, it facilitates learners' empirical understanding by providing actual and specific objects to learning contents, which can flow abstractly in the existing literature subject. Through this discussion, convergence education demonstrates educational significance by achieving educational efficiency through common educational content and enabling the formation of new thinking.

Exploring perception and experience of non-majors about SW education using CQR (SW교육에 대한 대학 비전공자의 인식과 경험 탐색: CQR을 중심으로)

  • Oh, Bora;Lee, Jeongeun;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.395-413
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    • 2019
  • The purpose of this study is to explore non-major students' perception and experiences in college software education. For this, we analyzed the reflection journals of 36 non-major students in D University based on the Consensual Qualitative Research(CQR). As a result, there was not general core concept to all students nor a typical core concept that appeared to more than 50% students. However, various variable core concepts could be derived. Overall, 57 variable concepts were derived from experience in SW education and 7 variable concepts for perception of SW education. Based on this result, we found many of non-major students feel difficulty from unfamiliarity to SW education. Also, many students have satisfaction in their perception to SW education about personalized learning that their professor provided in the class. Lastly, we conclude that a methodology for SW education needs to have a careful operation strategy and interactive design. Although this study has not been able to elucidate general core concepts that appear to all learners, it has significant implication in terms of providing various implicit core concepts and suggestions for effective software education for non-major students.

A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

Development of Project-Based Teaching-Learning Instruction for Living Environment Education in Home Economics Education (가정교과에서의 생활환경교육을 위한 프로젝트 중심 교수·학습 과정안 개발)

  • Kim, Nam-Eun;Heo, Young-Sun
    • Journal of Korean Home Economics Education Association
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    • v.33 no.1
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    • pp.37-62
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    • 2021
  • The purpose of this study is to develop a project-based teaching-learning instruction to solve the problems in family life. The developed process can be a practical plan to activate environmental education centered on living environment problems curriculum of Home Economic Education[HEE]. In order to achieve the purpose of this study, the curriculum of HEE and environmental education categories were compared and analyzed. The study selected 10 themes and developed a project-based HEE teaching-learning instruction with 8 sessions. The characteristics of the developed teaching-learning instruction are as follows. First, HEE curriculum included environmental knowledge, values and attitudes, competence, and practice and participation in environmental education and related categories in achievement standards and learning elements. Second, since HEE curriculum has a teaching-learning instruction plan based on project-based learning that allows learners to recognize and solve problems themselves was developed based on the real life-centered learning themes related to environmental education. It was also proposed that the subject of HEE has a high correlation with environmental competence and environmental practice, and thus environmental contents that can raise students' interests in society and environment should be added to the HEE curriculum. The teaching-learning instruction developed in this study can be used for classes such as HEE classes or free semeste. A follow up study would need to test the educational effects of this teaching and learning plan by implementing it to the actual class.

Development and Application of Middle School Students Maker Education Program using Arduino based on Design Thinking (아두이노를 활용한 디자인씽킹 기반의 중학생 메이커 교육 프로그램 개발 및 적용)

  • Kim, Sung-In;Kim, Jin-Soo;Kang, Seong-Joo;Kim, Tae-Young;Yoon, Ji-Hyun
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.162-189
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    • 2019
  • The purpose of this study is to develop and apply a Design Thinking-based Maker education program utilizing Arduino for middle school students. The study progress was made in four stages of preparation, development, implementation and evaluation according to the PDIE model. In this study, experts were verified for validity and pre-applied to students to improve the maker education program developed based on literature review. Then, it was applied to middle school club classes to check the effects through analysis of quantitative and qualitative data. In addition, the development of the program was completed by supplementing the improvements found in the course. The results of this study are as follows. First, the topics of the maker education program that can be used in middle schools were selected in consideration of the analysis of the 2015 revised curriculum, methods to using the Arduino, and social interest. Second, the program developed based on the selected topic consists of 4 classes of maker basic learning and 16 classes of design thinking-based maker activities. Third, the developed maker education program had a significant effect in improving STEAM literacy of middle school students, but did not have any significant effect in the interest in technology and orientation towards an engineering career. Fourth, learners were interested in the activities of designing and freely making by themselves, and they positively evaluated the experience of realizing the physical computing with Arduino. In addition, they practiced the spirit of a maker, such as autonomously collecting data and sharing them with colleagues, etc. while acting as a maker.

The Effects of Project Method on Children's Academic Achievement on the Unit of Growing Flowers and Vegetables in Practical Arts (초등학교 실과 '꽃과 채소 가꾸기' 단원에서 프로젝트법이 학업 성취도에 미치는 효과)

  • Bak, Heyoung-Seo;Cho, Sung Min
    • Journal of vocational education research
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    • v.29 no.3
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    • pp.107-132
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    • 2010
  • The purpose of this study was to investigate the effects of learning achievement by comparing project approach group and the control group on the unit of growing flowers and vegetables in practical arts education. For this purpose, the experimental study on the unit of growing flowers and vegetables was achieved with 63 students(5th grade 2 classes) in S elementary school. The project approach model (Chung, Sung-bong) was applied to the experimental group, and the traditional model to the control group. To verify the effects of each class, nonequivalent control group post test-only design was applied 10 times. The SPSSWIN(ver 12. 0. 1) was used for analyzing the frequency and t-tests. The results of this study were as follows ; First, there was significant effect of learning achievement(cognitive domain) in the project approach groups. In addition, learning achievement of the experimental group has been showed significant difference about intellectual function and ability but not about knowledge. Second, there was significant effect of learning achievement(psychomotor domain) in the project approach groups. In other words, there has been showed significant difference in basic skill and integrated skill for growing flowers and vegetables but not in elemental skill for planting. Third, as the post test, there existed significant effect(affective domain) in the project approach groups. In other words, there was a meaningful difference in acceptance, value, belief, actualization but not in interest. Based on these results, It is believed that the project approach model in the unit of 'growing flowers and vegetables' is more effective than the traditional learning method in learning achievement of learners' cognitive, psychomotor and affective domain.