• Title/Summary/Keyword: Learning Behavior

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Smart Safety Belt for High Rise Worker at Industrial Field

  • Lee, Se-Hoon;Moon, Hyo-Jae;Tak, Jin-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.2
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    • pp.63-70
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    • 2018
  • Safety management agent manages the risk behavior of the worker with the naked eye, but there is a real difficulty for one the agent to manage all the workers. In this paper, IoT device is attached to a harness safety belt that a worker wears to solve this problem, and behavior data is upload to the cloud in real time. We analyze the upload data through the deep learning and analyze the risk behavior of the worker. When the analysis result is judged to be dangerous behavior, we designed and implemented a system that informs the manager through monitoring application. In order to confirm that the risk behavior analysis through the deep learning is normally performed, the data values of 4 behaviors (walking, running, standing and sitting) were collected from IMU sensor for 60 minutes and learned through Tensorflow, Inception model. In order to verify the accuracy of the proposed system, we conducted inference experiments five times for each of the four behaviors, and confirmed the accuracy of the inference result to be 96.0%.

A Case Study on Learning Behavior in Online English Reading Class of an On-off Course (온·오프 강의에서 온라인 영어읽기 수업의 학습행태 사례 연구)

  • Mi Yang Choi
    • Smart Media Journal
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    • v.12 no.9
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    • pp.142-151
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    • 2023
  • This study is a case study on investigating students' learning behavior in the online English reading class of an on-off course. For this purpose, a survey was conducted on a total of 77 students from an English listening and reading course and phone interview with 5 students was implemented. The findings revealed that regularity of learning interval and learning sequence need to be improved through student management in order to increase the effect of online learning. In case of lecture watching, the students are good at utilizing the strengths of taped lecture, such as using pause and repeating watching. However, more research need to be done on how to develop online lecture to enhance students' understanding of the lecture. Regarding the offline review quiz that is supposed to stimulate students into their more positive watching of the lecture, it is suggested that a few of its related elements such as the online learning period and the number of quiz questions be corrected for its better effect.

Effects of the Nature of Teacher Behavior on Learning Flow in Military Education (군 교육에서 교수행동특성이 학습몰입에 미치는 영향)

  • Sohn, Jung-Mok;Won, You-Dong;Kang, Sung-Tae;Cho, Woo-Sung;Um, Myoung-Yong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.478-487
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    • 2012
  • The purpose of this paper is to investigate which the nature of teacher behavior affects the learning flow in the context of military education. Empirical results show that the leadership of the nature of teacher behavior has a significant effect on three factors of learning flow (flow experience, transformation of time, concentration on task). In addition, the pace of class of the nature of teacher behavior is significantly related to the transformation of time and the concentration on task, and the sense of humor of the nature of teacher behavior significantly affects the concentration on task. The findings provide practical implications on how a military education institution strategically employes the leadership, the sense of humor, and the pace of class in an attempt to select and train instructors.

Meanings of Academic Library in Learning Activities of Korean College Students (대학생의 학습활동에 있어 도서관의 의미 - P대학도서관 이용자의 정보행태를 중심으로 -)

  • Lee, Eun-Ju;Lee, Jae-Whoan
    • Journal of Korean Library and Information Science Society
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    • v.42 no.3
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    • pp.105-126
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    • 2011
  • The purpose of this research is to investigate the information behavior of Korean college students as related to their process of learning activities, and to provide the essential data for improving the service quality of Korean academic libraries. To the end, discussed in details are (1) classifying the everyday learning activities of college students into six types and finding out the special features of their information needs and seeking behavior, (2) figuring out the meanings and use-patterns of academic libraries in their everyday learning, and (3) developing the variables influencing their library use behavior and testing the relationship between such variables and library use behavior. The data were collected through a survey with 290 college students, and analyzed for both frequency test and Chi-square test for the discussion.

A Study on the Clothing Appropriateness for the Role Behavior af Achieving a Successful Learning and Teaching Efficiency (성공적인 학습의 역할수행을 위한 의복의 적합성에 관한 연구 -교사/교수의 의복행동을 중심으로-)

  • 한명숙
    • Journal of the Korean Home Economics Association
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    • v.25 no.2
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    • pp.39-54
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    • 1987
  • One's Clothing Satisfaction, has a great influence on his role behavior in a society. Especially, as for the teacher's and the professors whose role is teaching, it can not be too emphaszed. Above all, high school girls and college women are the most likely to be influenced by their teachers' clothing behavior, to whom they pay their respect in every way. From this point of view, this study was aimed at explaining, the correlation between the teachers/professors' clothing behaviors and the learning efficiency. On clothing behaviors assessed 30 items related with the learning efficiency, selected from the instruments of preceding studies, and modified by the factors dealing with modesty, color, and design. The questionnaires were composed of two major categories: those for students and for teachers/progessors. The subjects of this study were included students and teachers/professors of high school and universities in Seoul. The data were analyzed statically by mean, standard Deviation, and F-test. The results of this study were summerized as follows; 1. The clothing behaviors of the teachers/professors influenced on the learning efficiency. Namely teachers' clothing satisfaction is in direct proportion to them teaching efficiency and students' learning efficiency. 2. Among the clothing behavior variables, modesty had a great influence on the learning efficiency, especially as for that of teachers more than professors. 3. The influence of the teachers'/professors' clothing behaviors on the learning efficiency showed no significance between high school girls and college women, but some significance between the grades of collegians. 4. As for the teachers'/professors' clothing behavior, male teachers/professors gave priority to design and female teachers/professors to modesty, color showed no significance between them irrespective of age. 5. As for the clothing behavior variabels, both the teachers/professors and the students showed some significance. In class the teachers/professors highly responded to their own clothing behaviors than the students. 6. According to priority the most favorable clothing colors for male teachers/professors are navy blue, gray, indigo blue, and black, and the most disgusting ones red, mud yellow, violet, pink, and green. The most favorable clothing colors for female teachers/professors are beign, white, pale yellow, and black, and the most disgusting ones red, mud yellow, and yellow and yellow according to priority. It is that teachers/professors should wear modestly and in color harmony to invite the desirable students' will to study. Teachers'/professors' colorful appearance and heavy toilet bring about a drop in the students' will to study.

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The Relation with Shared Cognition for Knowledge Worker and Team Effectiveness (지식근로자의 공유인지와 팀 효과성의 관계)

  • Lim, HuiJeong;Kang, HyeRyeon
    • Knowledge Management Research
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    • v.6 no.2
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    • pp.67-90
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    • 2005
  • Attention has been focused recently on the concept of shared cognition which encompasses the notion that effective team members hold knowledge that is overlapping and complementary with teammates. This shared cognition is expected to improve team effectiveness. In contrast to the continued efforts in developing theoretical approach of shared cognition, empirical studies are meager. Thus, we conducted an empirical study to investigate the role of shared cognition on team effectiveness. This study classifies shared cognition into two types, team mental model and transactive memory system, by shared meaning. A total of 121 new product development teams in the IT industry were surveyed for the data collection. The results of analysis can be summarized as follows: first, team mental model has a positive influence on team performance, team innovative behavior and team learning effect. And the relation with team mental model and team performance is moderated by the similarity of knowledge structure among the expert. Second, transactive memory system has a positive influence on team performance, team innovative behavior and team learning effect.

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Empirical Analysis of the Effect of Avatars on Learner's e-Learning Performance : Emphasis on Trust Transference between Avatars and Contents (아바타가 학습자 이러닝 성과에 미치는 영향에 관한 실증연구:아바타와 학습내용간 신뢰전이를 중심으로)

  • Chae, Seong-Wook;Lee, Kun-Chang;Lee, Keun-Young
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.149-176
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    • 2009
  • In the recent e-learning environment, avatars are often used to help learners get familiar with the contents, which is ultimately to motivate them to study more. Therefore, it is important to investigate whether avatars have actually the desirable effect on users of e-learning materials. Surprisingly, however, no extensive study has been conducted on this crucial issue Accordingly, main objectives this study are summarized as follows. First, we need to gain better understanding of how much learners' trust towards avatars (termed as "avatar trust") is transferred to learners' trust towards e-learning contents (termed as "contents trust"). Second, we need to investigate how much learners' personal relationships with avatars as well as learning behaviors change depending on avatar types (attractive vs. professional) and contents complexity (easy vs. difficult). As described in the study objectives, in order for us to analyze empirical data more systematically, we classified avatar types into two: "attractive" and "professional;" the contents are categorized as either "easy" or "difficult." Therefore, it is essential for this study to build a prototype e-learning website on which our research purpose can be realized and tested effectively with proper avatar types and e-learning contents. For this purpose, we built a prototype e-learning website, in which avatars are invited from currently working avatar instructors used in real-world e-learning websites, and e-learning contents are adapted from real-world contents about Java programming topic, which have been proved to have shown high quality and reliability. Our research method includes questionnaire survey by inviting a number of valid respondents comprised of office workers who are believed to have high demands for the e-learning contents as well as those who have previous experience with avatar instructors. Respondents were given one of the four e-learning experiment conditions (2 avatar types x 2 contents types) on a random basis. Each experimental e-learning condition is framed to have the same quality but different avatar type and content complexity. Then the respondents are asked to fill out the survey form which has questions about avatar trust, contents trust, personal relationships with avatar, and learning behavior, among others. Regarding the constructs used in research model, we based them rigorously on previous studies. For example, we used six constructs such as behavior to give information (BGI), behavior to obtain information (BOI), need for inclusion wanted, need for control wanted, contents trust, and avatar trust. To measure them, 7-Likert scales were used in the questionnaire. E-learning performance was measured indirectly through two constructs such as BGI and BOI. Six constructs used in the research model were adopted and revised from the FIRO-B model suggested by Schutz. Empirical results are as follows: First, professional avatars are more effective for difficult contents, while attractive avatars were not as effective for easy contents. Second, our study results ascertained that avatar trust transfers to contents trust regardless of avatar types and contents complexity.

Development of the Teaching-Learning Process Plan for 'Adolescent Nutrition and Dietary Behavior' of Middle School Technology and Home Economics through the Use of 'Blended Learning' Teaching Method (블렌디드 러닝을 활용한 중학교 기술·가정 '청소년기 영양과 식행동' 단원의 교수·학습과정안 개발)

  • Baek, Hee Yeon;Yoo, Se Jong;Kim, Yookyung
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.119-137
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    • 2021
  • This study aimed to develop a teaching-learning process plan for the 'adolescent nutrition and dietary behavior' unit of middle school technology and home economics through blended learning teaching method. "Analysis-Design-Development-Evaluation and Revision" model developed by Korea Institute of Curriculum and Evaluation(KICE) was applied to developing the teaching-learning process plan. The authors analyzed subject contents suitable for blended learning, and then designed a teaching-learning process plan by selecting the topics, developing the teaching strategies, and deciding on the media and evaluation tools for each class. Based on the plan for each week, the final version of the teaching-learning process plan, handouts for activities, and evaluation tools were developed. The teaching-learning process plan was revised and supplemented based on the expert verification results. The developed teaching-learning process plan which applied blended learning method was considered suitable for the current curriculum, and the group presentation activities implimented in the online classes were found to encourage learners' participation and interest. Also, the developed teaching-learning process plan could be used in the online only environment without any issues depending on the intention of the classes, by the appropriate use of distance learning tools such as Paddles or Thinkerbells. The developed teaching-learning course plan is expected to be effectively used in either online or blended learning environment, as a means of helping adolescent students improve their dietary life.

Adaptive Strategy Game Engine Using Non-monotonic Reasoning and Inductive Machine Learning (비단조 추론과 귀납적 기계학습 기반 적응형 전략 게임 엔진)

  • Kim, Je-Min;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.83-90
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    • 2004
  • Strategic games are missing special qualities of genre these days. Game engines neither reason about behaviors of computer objects nor have learning ability that can prepare countermeasure in variously command user's strategy. This paper suggests a strategic game engine that applies non-monotonic reasoning and inductive machine learning. The engine emphasizes three components -“user behavior monitor”to abstract user's objects behavior,“learning engine”to learn user's strategy,“behavior display handler”to reflect abstracted behavior of computer objects on game. Especially, this paper proposes two layered-structure to apply non-monotonic reasoning and inductive learning to make behaviors of computer objects that learns strategy behaviors of user objects exactly, and corresponds in user's objects. The engine decides actions and strategies of computer objects with created information through inductive learning. Main contribution of this paper is that computer objects command excellent strategies and reveal differentiation with behavior of existing computer objects to apply non-monotonic reasoning and inductive machine learning.

Effect of Self-Development during Military Service on Returning University Students' Self-directed Learning and Job Preparation Behavior (군 복무 중의 자기개발이 대학 복학생의 자기주도학습과 취업준비행동에 미치는 영향)

  • Cho, Sang-Hyeok
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.241-252
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    • 2020
  • The purpose of this research is to study the effect of soldiers' self-development during military service on returning university students' self-directed learning and job preparation Behavior. The object of this study are 323 students among second, third and fourth graders of about 15 universities' nationalwide by online stratified clusterrandom sampling. SPSS 25.0 program was used for data analysis and factor analysis, frequency analysis, independent t-test, one way ANOVA, multiple regression analysis were done. The rusult are as follows :First, self-directed learning and job preparation behavior according to personal characters have meaningful differences in university location, grade, degree of self-development during military service, degree of self-development during military service, self-development during military service, e-learning study during military service, gaining credits during military service, gaining national licence during military service and receiving money for self-development during military service. Second, The experience of self-development during military service has meanigful difference in returnig university students' self-directed learning and job preparation behavior.