• 제목/요약/키워드: Learning Application

검색결과 3,616건 처리시간 0.036초

Application of Information Technologies for Lifelong Learning

  • Poplavskyi, Mykhailo;Bondar, Ihor
    • International Journal of Computer Science & Network Security
    • /
    • 제21권6호
    • /
    • pp.304-311
    • /
    • 2021
  • The relevance of the research involves outlining the need for modern professionals to acquire new competencies. In the conditions of rapid civilizational progress, in order to meet the requirements of the labor market in the knowledge society, there is a readiness for continuous training as an indicator of professional success. The purpose of the research is to identify the impact of various forms of application of information technologies for lifelong learning in order to provide the continuous self-development of each person without cultural or age restrictions and on the basis of rapid digital progress. A high level (96%) of need of the adult population in continuing education with the use of digital technologies has been established. The most effective ways to implement the concept of "lifelong learning" have been identified (educational camps, lifelong learning, mass open online courses, Makerspace activities, portfolio use, use of emoji, casual game, scientific research with iVR game, implementation of digital games, work in scientific cafes). 2 basic objectives of continuing professional education for adults have been outlined (continuous improvement of qualifications and obtaining new qualifications). The features of ICT application in adult education have been investigated by using the following methods, namely: flexibility in terms of easy access to ideas, solving various problems, orientation approach, functional learning, group or individual learning, integration of leisure, personal and professional activities, gamification. The advantages of application of information technologies for continuous education (economic, time, and adaptive) have been revealed. The concept of continuous adult learning in the context of digitalization has been concluded. The research provides a description of the structural principles of the concept of additional education; a system of information requests of the applicant, as well as basic technologies for lifelong learning. The research indicates the lack of comprehensive research in the relevant field. The practical significance of the research results lies in the possibility of using the obtained results for a wider acquaintance of the adult population with the importance of the application of lifelong learning for professional activities and the introduction of methods for its implementation in the educational policy of the state.

유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구 (Study on the Model Development for Experiential Learning with Ubiquitous Everyday English)

  • 백현기;김수민;강정화
    • 디지털융복합연구
    • /
    • 제7권3호
    • /
    • pp.49-60
    • /
    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

  • PDF

인공지능을 활용한 맞춤형 수학학습 프로그램 개발 (Developing Adaptive Math Learning Program Using Artificial Intelligence)

  • 이지혜;허난
    • East Asian mathematical journal
    • /
    • 제36권2호
    • /
    • pp.273-289
    • /
    • 2020
  • This study introduces the process and results of developing an adaptive math learning program for self-directed learning. It presented the process and results of developing an adaptive math learning program that takes into account the level of learners using artificial intelligence. We wanted to get some suggestions on developing programs for artificial intelligence-based mathematics. The program was developed as Math4U, an application based on smart devices in the "character and expression" area for 7th grade. The Application Math4U may be used differently depending on its purpose. It is also expected to be a useful tool for providing self-directed learning to students as the basis for educational research using smart devices in a changing educational environment.

협동학습이 가정과목의 학습성취도와 학습태도에 미치는 영향 (The Effect of Cooperative Learning Method on Learning Accomplishment and Attitude of Home Economics)

  • 김금옥;김명자
    • 한국가정과교육학회지
    • /
    • 제12권3호
    • /
    • pp.171-181
    • /
    • 2000
  • The purpose of this study is to compare and analyze on the result of learning accomplishment and attitude between two groups to certify the application possibility of the cooperative learning method in home economics education. This inquiry was investigated by two classes 95 students. of the first glade in high school a commercial girl’s high school located in Anyang city of Kyonggi province, and then classified in a cooperative learning group and a traditional learning group respectively, then the 6th lessons progressed, and the difference of results of the learning accomplishment and the learning attitude according to each group was analysed with the post tests of the learning accomplishment and the learning attitude of two groups. The results of this study are summarized as follows. (1) Three subordinate positions, which are knowledge, understanding and application field of learning accomplishment between the cooperative learning group and the traditional learning group. it highly and the traditional learning group it highly showed in comparison with the traditional learning group. (2) There are not any statistically significant difference in the attention- concentration field of learning attitude between the cooperative learning and the traditional learning groups, but the cooperative learning group in the learning method and the self learning field highly showed.

  • PDF

Recent advances in deep learning-based side-channel analysis

  • Jin, Sunghyun;Kim, Suhri;Kim, HeeSeok;Hong, Seokhie
    • ETRI Journal
    • /
    • 제42권2호
    • /
    • pp.292-304
    • /
    • 2020
  • As side-channel analysis and machine learning algorithms share the same objective of classifying data, numerous studies have been proposed for adapting machine learning to side-channel analysis. However, a drawback of machine learning algorithms is that their performance depends on human engineering. Therefore, recent studies in the field focus on exploiting deep learning algorithms, which can extract features automatically from data. In this study, we survey recent advances in deep learning-based side-channel analysis. In particular, we outline how deep learning is applied to side-channel analysis, based on deep learning architectures and application methods. Furthermore, we describe its properties when using different architectures and application methods. Finally, we discuss our perspective on future research directions in this field.

fNIRS 기반 실시간 집중력 모니터링 모바일 애플리케이션 (Mobile Application for Real-Time Monitoring of Concentration Based on fNIRS)

  • 강선화;이현주;나희원;동서연
    • 한국멀티미디어학회논문지
    • /
    • 제24권2호
    • /
    • pp.295-304
    • /
    • 2021
  • Learning assistance system that continuously measures user's concentration will be helpful to grasp the concentration pattern and adjust the learning method accordingly to improve the learning efficiency. Although a lot of various learning aids have been proposed, there have been few studies on the concentration monitoring system in real time. Therefore, in this study, we developed an Android-based mobile application that can measure concentration during study by using functional near-infrared spectroscopy, which is used to measure brain activity. First, the task accuracy was predicted at a maximum level of 93.75% from the prefrontal oxygenation characteristics measured while performing the visual Q&A task on 11 college students, and a concentration calculation formula based on a linear regression model was derived. Then, a survey on the usability of the mobile application was conducted, overall high satisfaction and positive opinions were obtained. From these findings, this application can be used as a customized learning aid application for users, and further, it can help educators improve the quality of classes based on the level of concentration of learners.

A Study on Jigsaw Model Application in Teaching and Learning Mathematics

  • YOO, Sang Eun;SON, Hong Chan
    • 한국수학교육학회지시리즈D:수학교육연구
    • /
    • 제19권4호
    • /
    • pp.195-209
    • /
    • 2015
  • The current study investigated meaning of Jigsaw model application in teaching and learning mathematics based on the literature research and analysis of Jigsaw models. Through related literature, properties of the tasks of the expert sheets in mathematics are examined. Then the advantages of the application of Jigsaw in mathematics are discussed in terms of the realizing mathematical connections and promoting positive affective outcomes of Korean students in mathematics.

Smart Agents and Multimedia Systems

  • Kim, Steven H.
    • 한국데이타베이스학회:학술대회논문집
    • /
    • 한국데이타베이스학회 1997년도 International Conference MULTIMEDIA DATABASES on INTERNET
    • /
    • pp.215-269
    • /
    • 1997
  • Outline $\textbullet$ Introduction $\textbullet$ Multimedia - Types of Data - Motivation - Key issue - Hardware Products - Application Areas $\textbullet$ Agents - Rationale for Agents - Sedentary vs. Mobile - Functional Categories - Application Areas $\textbullet$ Data Mining - 2-D Framework for Data Mining Tools - Classification of Tool - Application Areas - Learning Methodologies * Case Based Reasoning * Neural Networks * Statistical Learning: Orthogonal Arrays * Multi-strategy Learning $\textbullet$ Case Study - Finbot $\textbullet$ Conclusion

  • PDF

열역학 교과목에 대한 플립러닝 교수법 적용 사례 (A Case Study on the Application of Flipped Learning Methodology to Thermodynamics in Mechanical Engineering)

  • 유경현
    • 공학교육연구
    • /
    • 제25권6호
    • /
    • pp.69-80
    • /
    • 2022
  • In this study, the application of flipped learning methodology to thermodynamics in mechanical engineering was examined, and how university students view flipped learning and the effects of flipped learning were analyzed. To analyze the effects of flipped learning, pre-class survey, assessment on learning in pre-class, team activities during class, and post-class survey were conducted. The analysis was also conducted on 33 students who took the thermodynamics course in mechanical engineering, and the PARTNER flipped learning model was applied to the class. The results of this study are as follows; In the preliminary survey, the students expected that the flip-learning class with team activities and teaching between team members would be helpful in improving their learning. In addition, students recognized that cooperative learning through a team was helpful for learning. The case reflecting the result of pre-learning evaluation to the subject grades showed higher pre-learning evaluation results than the case not reflecting the result of the pre-learning evaluation to the subject grades, and it was found that the pre-learning evaluation was acting as a factor to promote learning in pre-class. In post-class survey, the satisfaction with the flipped learning class was high, indicating that the effectiveness of the flipped learning class applied to the thermodynamics class was excellent.

.Net Framework를 이용한 영어 이러닝 시스템 (English E-Learning System Based on .NET Framework)

  • 전수빈;정인범
    • 한국정보통신학회논문지
    • /
    • 제16권2호
    • /
    • pp.357-372
    • /
    • 2012
  • 대부분의 이러닝 시스템은 복잡한 가입 절차를 거쳐야 하고 교육과정 또한 여러 부분으로 나뉘어 있어 서비스를 이용하기가 쉽지 않다. 이는 사용자가 학습에 대한 관심을 쉽게 잃게 만들 수 있고 학습 능률도 떨어뜨릴 수 있는 문제점을 가지고 있다. 또한 대부분의 이러닝 과정은 유아 및 초등학생들을 대상으로 하고 있지 않아 보호자 없이는 학습을 원활이 할 수 없는 설정이다. 따라서 본 논문에서는 초등학생들을 대상으로 하는 영어 이러닝 시스템을 설계 및 구현 한다. 제안하는 시스템은 사용자들의 나이가 어리다는 것을 참고하여 사용자 측면의 환경을 최대한 쉽고 흥미롭게 구성 한다. 본 시스템은 3가지의 클래스로 구성되고 사용자들은 능력에 맞게 미리 정해진 코스 정보를 이용하여 각 클래스별로 코스를 진행하게 된다.