• 제목/요약/키워드: Learning Improvement

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Comparison of Machine Learning Tools for Mobile Application

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
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    • 제10권3호
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    • pp.360-370
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    • 2022
  • Demand for machine learning systems continues to grow, and cloud machine learning platforms are widely used to meet this demand. Recently, the performance improvement of the application processor of smartphones has become an opportunity for the machine learning platform to move from the cloud to On-Device AI, and mobile applications equipped with machine learning functions are required. In this paper, machine learning tools for mobile applications are investigated and compared the characteristics of these tools.

체험형 환경학습 프로그램이 초등학생의 환경소양에 미치는 효과 (The Effects of Out-of-Class Environmental Experience Learning on Elementary Students' Environmental Literacy)

  • 유경희;신영준
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권1호
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    • pp.69-81
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    • 2014
  • This study was to find out the effects of out-of-class environmental experience learning on elementary students' environmental literacy. For this study, we developed and applied environmental education program utilizing out-of-class facilities and ecological park for the 5th-grade students. The subjects of this study were the 5th grade students of an elementary school located in Si-hung city. The study was carried out for two groups, an experiment group of 29 students and control group of 29 students. The education program using out-of-class environmental experience learning was provided to the experiment group while lecture-oriented education program was provided to the control group. The questionnaire used in this study to assess the environmental literacy of the study objects consists of 41 questions under 4 domains (knowledge, emotion, skill, behavior). After observing and analyzing the effects of out-of-class environmental experience learning on students' environmental literacy, we found that the program using the out-of-class environmental experience learning posed greater impacts than lecture-oriented program. By domains, environmental literacy in 3 domains illustrated positive improvement. In particular, skill domain illustrated much more improvement in environmental literacy. But, domain of behavior didn't illustrated improvement in environmental literacy. The result of this study signified that the out-of-class environmental experience learning has positive and effective impact on the environmental literacy. And out-of-class environmental experience learning is more suitable to improve the skill domain of the environmental literacy than lecture-oriented learning. But, it is couldn't improve the domain of behavior. Therefore, in order to improve behavior domain, the program must apply with effective evaluation and home training.

PBL 기반 프로그래밍 수업에서 학습양식에 따른 학습동기 차이분석을 통한 시사점 도출 (Analysing Differences of Learning Motivation According to Learning Styles in Project-Based Programming Learning)

  • 김병욱;김한성;이원규
    • 컴퓨터교육학회논문지
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    • 제13권5호
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    • pp.15-27
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    • 2010
  • PBL(Project Based Learning)은 학업성취도 및 문제해결력 향상에 효과적인 교수-학습방법으로 프로그래밍 교육에 널리 적용되고 있다. 하지만 학습 초기의 진입장벽이 높은 프로그래밍 학습에서 PBL의 장점이 발휘되기 위해서는 수업설계시에 학습동기 유발전략이 요구된다. 이러한 학습동기 유발전략은 학습자의 학습양식을 고려하여 적용하였을 때에 효과적이지만, 아직까지 PBL 기반의 프로그래밍 수업에서 학습동기 향상을 위해 학습양식에 따라 고려해야 할 요소에 대한 연구는 부족한 실정이다. 이에 본 연구는 PBL 기반의 프로그래밍 수업에서 학습양식에 따라 학습동기에 어떠한 차이가 있는지를 분석하고, 이를 토대로 수업설계시 고려해야 할 요소에 대한 시사점을 도출하는 것을 목적으로 수행되었다. 이를 위해, ARCS 모델을 중심으로 설계된 시뮬레이션을 제작해보는 PBL 프로그래밍 수업을 실시하였다. 사전에 학습동기검사, 학습양식검사를 실시하였고 실험조치 후 사후 학습동기를 검사한 결과, 학습자의 학습동기에 유의미한 차이가 나타났다. 끝으로, 학습양식에 따른 ARCS 모델의 하위 요소별 차이를 비교 분석하여 PBL 기반의 프로그래밍 수업설계에 있어서의 시사점을 제시하였다.

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기억력 향상 기능성 게임의 학습 효과에 대한 연구 (A Study on Learning Effect of Serious Game for Memory Improvement)

  • 이화민;홍민
    • 컴퓨터교육학회논문지
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    • 제14권5호
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    • pp.39-46
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    • 2011
  • 기능성 게임은 게임적 요소인 재미에 교육과 훈련, 치료 등의 특별한 목적을 부가하여 개발한 게임을 말한다. 최근 국내외 기능성 게임 시장은 급성장하고 있으며, 차세대 플랫폼으로 떠오르고 있는 스마트폰의 보급으로 인해 기능성 게임 시장은 더욱 다양한 목적과 사용자를 대상으로 확대될 것으로 예견된다. 본 연구에서는 스마트폰을 이용하여 일반인의 기억력 향상을 위한 기능성 게임 'QUICK REMEMBER 20'을 설계 및 구현하고, 게임 이용자에 대한 사회통계학적 분류에 따른 분석과 게임의 학습 효과에 대한 분석 연구를 수행하였다.

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CELL교육과정 참여가 대학생의 학습몰입, 학습동기, 학업적자기효능감, 자기주도학습능력에 미치는 효과 (Effects of CELL curriculum participation on college students' learning flow, learning motivation, academic self-efficacy, and self-directed learning ability)

  • 양재훈;조보람;황인섭
    • 디지털융복합연구
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    • 제18권8호
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    • pp.55-67
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    • 2020
  • 본 연구는 CELL교육과정 참여가 대학생의 학습몰입, 학습동기, 학업적자기효능감, 자기주도학습능력에 미치는 효과를 알아보고자 하였다. 이를 위해 2020년 1학기에 K대학교 재학생 386명을 대상으로 사전·사후 설문조사를 실시하고 SPSS를 사용하여 분석하였다. 주요 연구결과는 다음과 같다. 첫째, CELL교육과정 참여가 대학생의 학습몰입, 학습 동기, 학업적자기효능감, 자기주도적학습능력에 통계적으로 유의한 향상을 보였다. 둘째, 성별에 따른 분석에서는 여학생의 경우에만 학습몰입, 학업적자기효능감, 자기주도학습능력에 유의한 향상을 보였다. 셋째, 학년별 분석에서는 2학년은 학습몰입과 자기주도학습능력에, 3학년은 모든 변인에, 4학년은 학업적자기효능감과 자기주도학습능력에 유의한 향상을 보였다. 넷째, 참여학생 인터뷰를 통해 참여소감과 개선점을 정리하였다. 본 연구는 CELL교육과정의 효과를 살펴보고 체계적인 운영과 지원을 위한 실천적인 방안을 제시하였다는 점에서 의의를 지닌다.

가중 기여도를 이용한 퍼지 Q-learning (Fuzzy Q-learning using Weighted Eligibility)

  • 정석일;이연정
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2000년도 추계학술대회 학술발표 논문집
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    • pp.163-167
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    • 2000
  • The eligibility is used to solve the credit-assignment problem which is one of important problems in reinforcement learning. Conventional eligibilities which are accumulating eligibility and replacing eligibility make ineffective use of rewards acquired in learning process. Because only an executed action in a visited state is learned by these eligibilities. Thus, we propose a new eligibility, called the weighted eligibility with which not only an executed action but also neighboring actions in a visited state are to be learned. The fuzzy Q-learning algorithm using proposed eligibility is applied to a cart-pole balancing problem, which shows improvement of learning speed.

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공학중심의 융합프로젝트 교수학습모형의 교육적 효과 (Educational Effects of an Instructional Model for Engineering-Centered Convergence Project)

  • 최지은;진성희;김학일
    • 공학교육연구
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    • 제21권1호
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    • pp.3-13
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    • 2018
  • The purpose of this study is to propose a teaching and learning model that can effectively manage convergence education, which is one of the concerns of university education, at the level of course. The pre-collaborative instructional design stage is to prepare the operation of the convergence project course. It shares the common goal and establishes a team of relevant professors to set up the actual convergence project topic and establishes cooperation relationships with industry or community as needed. In the convergence project activity, students will be able to understand the learning objectives, learning activities, evaluation methods, and explain the subject of the convergence project by proceeding with the whole orientation. Students organize teams of interest and conduct learning and design activities on convergence technologies and present their results. In the educational improvement activities, professors will share the lesson process and results and discuss improvements through the improvement seminar. As a result of analyzing the effectiveness of the proposed convergence project based teaching and learning model, the convergence project experience has improved the cooperative self - efficacy for the learners and the results were confirmed that students perceived to achieve the expected learning goal and satisfied with their experience.

역전파 알고리즘의 성능개선을 위한 학습율 자동 조정 방식 (Auto-Tuning Method of Learning Rate for Performance Improvement of Backpropagation Algorithm)

  • 김주웅;정경권;엄기환
    • 전자공학회논문지CI
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    • 제39권4호
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    • pp.19-27
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    • 2002
  • 역전파 알고리즘의 성능 개선을 위해서 학습율을 자동 조정하는 방식을 제안하였다. 제안한 방식은 각각의 연결강도의 학습율을 퍼지 논리 시스템을 이용하여 자동 조정하는 방식으로 각각의 연결강도에 대해서 ${\Delta}$$\bar{{\Delta}}$를 구하여 퍼지 논리 시스템의 입력으로 사용하고, 학습율을 출력으로 사용하였다. 제안한 방식을 N-패리티 문제, 함수 근사, 숫자 패턴 분류에 대한 시뮬레이션 결과 일반적인 역전파 알고리즘, 모멘텀 방식, Jacobs의 delta-bar-delta 방식보다 성능이 개선됨을 확인하였다.

Development of Project-based Robot Education Program for Enhancing Interest toward Robots and Computational Thinking of Elementary School Students

  • Kim, Seong-Won;Park, Hyeran;Lee, Youngjun
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.247-255
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    • 2019
  • In this paper, we propose the effect of project-based robot education program on the interest toward robots and the computational thinking of elementary school students. Software education is being actively carried out around the world in order to cultivate software talents in accordance with the 4th industrial revolution. As a result, the importance of robots in education has increased, and education using robots has been actively introduced. However, the activities of simply assembling and repeating robots in schools were not effective in enhancing elementary school students' interest toward robots and computational thinking. Therefore, it is necessary to overcome traditional teaching-learning methods and to develop robot education. So, in this study, the robot education program that introduces project-based learning was developed for improvement of interest toward robots and computational thinking of elementary school students. In order to verify the developed education program, 114 elementary six grade students were selected as research subjects and the traditional teaching-learning method and project-based learning were applied to the experimental and control group. As a result, project-based learning was more effective for elementary school students' interest toward robot than traditional teaching-learning method. In computing thinking, the experimental group showed a significant improvement, but there was no statistically significant difference in the post-test.

문제중심학습(PBL)이 치위생학 전공 학생들의 문제해결능력과 협력적 자기효능감에 미치는 효과 (The Effects of Problem-Based Learning on Problem Solving Ability and Collaborative Self-efficacy of Dental Hygiene Major Students)

  • 이영수;심현애
    • 대한통합의학회지
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    • 제11권1호
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    • pp.71-78
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    • 2023
  • Purpose : This study was purposed to analyze the effectiveness of PBL (Problem-Based Learning) classes and to derive class improvement plans. Methods : The subjects of the study were 48 students who took the 4th grade clinical dental hygiene course at S University located in Chungcheongnam-do of South Korea in 2021. A single-group pre and post experimental study was designed to verify whether there were significant changes in the research variables of students who participated in the class to which problem-based learning was applied. A paired-sample t-test was conducted for the collected data of 46 respondents. Results : As a result, the degree of improvement in problem clarification, cause analysis, and alternative development among the five sub-areas of problem-solving ability was statistically significant. This means that the problem-based learning class positively affects dental hygiene major students' ability to clarify problems, the ability to analyze causes to collect and analyze information, and the ability to develop alternatives to make decisions, thereby improving overall problem-solving abilities. However, the improved post-score was not statistically significant in the planning/execution and performance evaluation of the remaining two subdomains. In addition, post-scores of the leader aspect, opinion exchange, opinion evaluation, and opinion integration, which are sub-domains of collaborative self-efficacy, all showed great statistical significance. Problem-based learning improved the collaborative efficacy of dental hygiene major students overall by positively influencing the ability to lead a team, exchange and evaluate each other's views, and constructively integrate different views. Conclusion : It was found that both the subject's problem-solving ability and cooperation efficiency improved under the influence of problem-based learning. On the other hand, implications for improvement of the future class such as the necessity of supplementing strategies to promote planning and execution ability for problem solving, and ability to evaluate problem solving performance was suggested.