• Title/Summary/Keyword: Learning Contents System

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Standard Primitives Processing and the Definition of Similarity Measure Functions for Hanguel Character CAI Learning and Writer's Recognition System (한글 문자 익히기 및 서체 인식 시스템의 개발을 위한 표준 자소의 처리 및 유사도 함수의 정의)

  • Jo, Dong-Uk
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.3
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    • pp.1025-1031
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    • 2000
  • Pre-existing pattern recognition techniques, in the case of character recognition, have limited on the application field. But CAI character learning system and writer's recognition system are very important parts. The application field of pre-existing system can be expanded in the content that the learning of characters and the recognition of writers in the proposed paper. In order to achieve these goals, the development contents are the following: Firstly, pre-processing method by understanding the image structure is proposed, secondly, recognition of characters are accomplished b the histogram distribution characteristics. Finally, similarity measure functions are defined from standard character pattern for matching of the input character pattern. Also the effectiveness of this system is demonstrated by experimenting the standard primitive image.

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A Study on Classification of Teaching-Learning Materials in Mathematics Using Computers (교수-학습 자료 분류 체계화 연구 - 수학 교과 분류체계를 중심으로 -)

  • 황혜정;신항균
    • School Mathematics
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    • v.6 no.1
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    • pp.91-118
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    • 2004
  • Since 1998 year, many educational software and its contents have been developed by individuals and public institutes. However, it is not easy to re-use the contents effectively and consistently, because they should be changed and reorganized whenever a curriculum is changed. Therefore, it is important for each subject to establish new system in which the contents or their teaching-learning elements are not changed although new curriculum appears. In this respect, in last year(2003 year), while setting mathematics as a representative subject, KERIS executed a study on developing a system(or method) of classifying teaching-learning materials in mathematics using computers, based on future-oriented curriculum including the current mathematics curriculum. Finally, for this study, the most essential and basic teaching-teaming 'units' were developed and the total number of units were 339. Also, in addition to the development of 'units', the 'elements' were developed for understanding more concrete contents included in each 'unit' and the total number of elements were 1191.

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Design and Implementation to Support Cross-Platform Smart Learning System based on Ontology (이기종 플랫폼을 지원하는 온톨로지 기반 스마트러닝 시스템 설계 및 구현)

  • Jeon, Seung-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.960-963
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    • 2013
  • By the rapid development ICTs, education is entering into a smart learning. Learners are put down the paper book, are learning by using a various smart devices, and at this moment emerged that learning system each of which contains numerous platforms. Platform-specific systems require a lot of time and money to applicable to heterogeneous platforms, and This phenomenon is exacerbated if system has a lot of learning contents. Learning system that supports cross-platform is needed for reduce the unnecessary waste of resources and provide effective learning content. In order to achieve this, the research must be preceded by a database model that numerous of existing learning content can be integrated without any unnecessary redundant. In this paper, suggests Ontology-based metadata model that can be integrate existing learning content as an alternative to database, and through this, Design and Implementation of smart learning system that support Heterogeneous platforms.

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A Study on the Effectiveness of Learning Management System in Metaverse (메타버스 학습관리시스템 실효성에 관한 연구)

  • Yuchul Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.127-128
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    • 2023
  • 본 논문에서는 학습관리 시스템 서비스 형태에 따른 특징들을 살펴보고, 메타버스에서 서비스되고 있는 학습관리 시스템의 특징을 통해서 비대면 원격 교육 시스템에서 이루어지고 있는 학습의 특징과 방향성에 대해서 알아본다. 그리고 향후 메타버스 학습관리 시스템의 실효성에 대한 연구 방향성의 기준을 제시한다.

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A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

A Study on the Spatial Organization of Special Classes in Elementary and Middle Schools(2) (특수학급(特殊學級)의 공간구성(空間構成)에 관한 건축계획적(建築計劃的) 연구(硏究)(2) - 학습활동 집단의 공간과의 대응관계를 중심으로 -)

  • Choi, Byung-Kwan
    • Journal of the Korean Institute of Educational Facilities
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    • v.12 no.5
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    • pp.13-24
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    • 2005
  • This study is the second that aims at offering the basic information on the appropriate spatial organization of the special classes by looking at the relationship between a group of learning activities and a group of playing activities in Elementary and Middle Schools The learning space unit of the special classes should be more flexible for the various learning activities and be prepared in order to correspond to the needs of a territory for different learning appeared according to the degree of handicap, learning ability and the contents of learning. This study dealt with the learning space unit to tackle the problems of special classes. In fact, it is unwise to offer so many different kinds of learning spaces in every school. Due to the manifold and multiple characteristics of handicap, the problem of special classes should be approached by the overall educational system of special educational facilities rather than by a special classes space alone. In this respect, it can be said that this problem should be tackled by reorganization of the special classes in the community through specialization and network system of special class facilities in order to make more effective educational environment.

Multi-Agent Reinforcement Learning Model based on Fuzzy Inference (퍼지 추론 기반의 멀티에이전트 강화학습 모델)

  • Lee, Bong-Keun;Chung, Jae-Du;Ryu, Keun-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.51-58
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    • 2009
  • Reinforcement learning is a sub area of machine learning concerned with how an agent ought to take actions in an environment so as to maximize some notion of long-term reward. In the case of multi-agent, especially, which state space and action space gets very enormous in compared to single agent, so it needs to take most effective measure available select the action strategy for effective reinforcement learning. This paper proposes a multi-agent reinforcement learning model based on fuzzy inference system in order to improve learning collect speed and select an effective action in multi-agent. This paper verifies an effective action select strategy through evaluation tests based on Robocup Keepaway which is one of useful test-beds for multi-agent. Our proposed model can apply to evaluate efficiency of the various intelligent multi-agents and also can apply to strategy and tactics of robot soccer system.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.

Implementation of a Web-based Virtual Laboratory System for Digital Logic Circuits Using Online Schematic Mapping (온라인 설계 맵핑을 이용한 웹 기반 디지털 논리 회로 가상 실험 시스템의 구현)

  • Kim Dong-Sik;Seo Sam-Jun
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.6
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    • pp.558-563
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    • 2005
  • In this paper, we implemented a web-based virtual laboratory system(VLab system) with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since the proposed VLab system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, the VLab system is designed to increase the learning and teaching efficiencies of both the learners and the educators, respectively. The learners will be able to achieve high teaming standard and the educators save their time and labor. The virtual experiments on our VLab system are performed according to the following procedure: (1) Circuit composition on the virtual bread board (2). Applying input voltage (3) Output measurements (4) Checkout of experiment results. Furthermore, the circuit composition on the virtual bread board and its corresponding online schematic diagram are displayed together on the VLab system for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Comparing Learning Outcome of e-Learning with Face-to-Face Lecture of a Food Processing Technology Course in Korean Agricultural High School

  • PARK, Sung Youl;LEE, Hyeon-ah
    • Educational Technology International
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    • v.8 no.2
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    • pp.53-71
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    • 2007
  • This study identified the effectiveness of e-learning by comparing learning outcome in conventional face-to-face lecture with the selected e-learning methods. Two e-learning contents (animation based and video based) were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which is http://www.enaged.co.kr. Fifty-four Korean agricultural high school students were randomly assigned into three groups (face-to-face lecture, animation based e-learning, and video based e-learning group). The students of the e-learning group logged on the LMS in school computer lab and completed each e-learning. All students were required to take a pretest and posttest before and after learning under the direction of the subject teacher. A one-way analysis of covariance was administered to verify whether there was any difference between face-to-face lecture and e-learning in terms of students' learning outcomes after controlling the covariate variable, pretest score. According to the results, no differences between animation based and video based e-learning as well as between face-to-face learning and e-learning were identified. Findings suggest that the use of well designed e-learning could be worthy even in agricultural education, which stresses hands-on experience and lab activities if e-learning was used appropriately in combination with conventional learning. Further research is also suggested, focusing on a preference of e-learning content type and its relationship with learning outcome.