• 제목/요약/키워드: Learning Theory

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교수학적 상황론의 이해와 측정 지도에의 적용 (An Understanding of Brousseau's Theory about the Didactical Situations and Application to Measurement Teaching)

  • 윤나미;이종희;임재훈
    • 대한수학교육학회지:수학교육학연구
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    • 제9권2호
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    • pp.473-491
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    • 1999
  • The learning of mathematics happens in some situations. It is natural that students should learn mathematics in more appropriate situations. But, so far It has been hardly studied about concrete situation and milieu where math can be successfully taught. In today's math education, the situation of education as a external circumstance become realized more and more importantly with influence of open education. But they don't embody situation as an internal circumstance where the intrinsic concept of mathematics can be obtained. We started this thesis from this tried to answer it on the basis of Brousseau's question, have theory about the didactical situations. One of the purpose of this study is to understand the theory of didactical situations, which focuses on how we can elaborate situations which really make a mathematical notion function. In this study, It is attempted clarify some concepts of the theory of didactical situations. The other is to discuss about what the theory of didactical situations suggests us in math zeducation. The method of math teaching and learning and the teacher's role were discussed in the viewpoint of Brousseau's theory. Finally, We elaborated and presented some didactical situations which make the notion of the area of rectangle.

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A Novel Kernel SVM Algorithm with Game Theory for Network Intrusion Detection

  • Liu, Yufei;Pi, Dechang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권8호
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    • pp.4043-4060
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    • 2017
  • Network Intrusion Detection (NID), an important topic in the field of information security, can be viewed as a pattern recognition problem. The existing pattern recognition methods can achieve a good performance when the number of training samples is large enough. However, modern network attacks are diverse and constantly updated, and the training samples have much smaller size. Furthermore, to improve the learning ability of SVM, the research of kernel functions mainly focus on the selection, construction and improvement of kernel functions. Nonetheless, in practice, there are no theories to solve the problem of the construction of kernel functions perfectly. In this paper, we effectively integrate the advantages of the radial basis function kernel and the polynomial kernel on the notion of the game theory and propose a novel kernel SVM algorithm with game theory for NID, called GTNID-SVM. The basic idea is to exploit the game theory in NID to get a SVM classifier with better learning ability and generalization performance. To the best of our knowledge, GTNID-SVM is the first algorithm that studies ensemble kernel function with game theory in NID. We conduct empirical studies on the DARPA dataset, and the results demonstrate that the proposed approach is feasible and more effective.

Students' Knowledge, Acceptance of Theory of Evolution and Epistemology: Cross-sectional Study of Grade Level Differences

  • Kim, Sun Young
    • 과학교육연구지
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    • 제40권1호
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    • pp.1-16
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    • 2016
  • The purpose of this study is to explore the variables of knowledge, acceptance of theory of evolution and epistemology that could be keys for teaching and learning the theory of evolution within school contexts, and to suggest instructional tips for teaching evolution in relation to the grade levels of education. This cross-sectional study examined the grade level differences (8th, 11th, and preservice teachers) of four variables: evolutionary knowledge; acceptance of theory of evolution; and both domain-specific epistemology (nature of science in relation to evolution) and context-specific epistemology (scientific epistemological views) and their relationships. This study, then, built conceptual models of each grade level students' acceptance of theory of evolution among the factors of evolutionary knowledge and epistemology (both domain-specific and context-specific). The results showed that the scores of evolutionary knowledge, evolution in relation to NOS, and scientific epistemology increased as the grade levels of education go up(p<.05) except the scores of acceptance of theory of evolution(p>.05). In addition, the 8th graders' and the 11th graders' acceptance of evolutionary theory was most explained by 'evolution in relation to NOS', while the preservice teachers' acceptance of evolutionary theory was most explained by evolutionary knowledge. Interestingly, 'scientific epistemological views' were only included for the 8th graders, while evolutionary knowledge and 'evolution in relation to NOS' (context-specific epistemology) were included in explaining all the level of students' acceptance of evolutionary theory. This study implicated that when teaching and learning of the theory of evolution in school contexts, knowledge, acceptance of evolutionary theory and epistemology could be considered appropriately for the different grade levels of students.

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청소년의 약물남용예방을 위한 웹 활용 학습 프로그램 개발 및 효과 (The Development and Effects of WEB Instruction Programs for Drug Abuse Prevention in Korean Adolescents)

  • 민영숙
    • 대한간호학회지
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    • 제30권4호
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    • pp.1055-1065
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    • 2000
  • The purpose of this study was to develop, through the integration of instructional theory, a Courseware and to investigate the effectiveness of a web-based computer assisted instruction(WBI) program for preventing drug abuse, a serious problem for youth problem. During the first stage of this study done "Drug Abuse Prevention" Courseware was developed based on, Gagn & Brigg's instructional design theory, Keller's ARCS theory and the CAI model of Hannafin & Peck. For the second stage, the courseware was used to provide education for students adolescents in drug abuse prevention. This study used an quasi-experimental, one-group pretest-posttest design with a convenience sample of 36 male high school students who were at one high school located in Seoul. Data were collected using self-reported questionnaires which included a learning achievement tool, the Keller's IMMS (Instructional Material Motivation Survey), on attitudes to drug use, and on responses to the WBI instruction. Prior to the experiment, the "drug abuse prevention" learning method and the procedures of the study were explained to the students, and then the learning achievement of the subjects was measured as a pretest. The students were then given 2 weeks WBI utilizing the courseware. A post-test which included the pre-test learning achievement questionnaire and a survey of learning motivation and attitudes toward drug were given two weeks after the education was completed. The data analysis was done using SPSS/PC. Paired t-test was used to analyze the differences between the pre-test and post-test scores for learning achievement. The results of the analysis are as follows: There were significant differences in learning achievement between the pre-test and post-test(t=-18.62, p=0.000). The hypothesis, that learning achievement will be higher, after the class has used the courseware, than before was supported. The scores for learning motivation and attitudes toward drugs were also higher than the results of existing studies. In conclusion, this study suggests that WBI is an effective learning method in the prevention of drug abuse for adolescents as it can be used for self-learning and repeated learning as assisted instruction. Recommendation would be given that further research needs to be develped in the courseware by cognitive learning style and by multimedia courseware and virtual reality system.

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신입간호사를 위한 투약 간호 e-Learning 프로그램 개발 (Development of an e-Learning Program about Medication for New Nurses)

  • 성영희;권인각;황지원;김지영
    • 대한간호학회지
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    • 제35권6호
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    • pp.1113-1124
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    • 2005
  • Purpose: The purpose of this study was to develop an e-Learning program about medication for nurses to enhance nurses' medication performance ability and to analyze learners' responses after studying with this program. Method: For the development of the e-Learning program, the NBISD(Network Based Instructional Systems Design) model, suggested by Jung(I999) was applied as a basic model and the instruction design theory of Gagne & Briggs(1979) and ARCS theory of Keller(I983) were applied. After the operation of this program for one month to 34 new nurses, learners' responses were analyzed. Result: Learners' knowledge of medication was greatly improved after this program. In addition learners' satisfaction with the overall education program, help in field applicability, ease of screen shift and exploration, and tutor activities were high and the contents were regarded suitable for e-Learning. Many things were advantageous such as easy accessibility, easy understandability with pictures and flash animation, practical cases and feedback from a tutor. Provision of a supplementary handout and improvement of a tight time schedule were pointed out as things to be improved. Conclusion: This e-Learning program can be used effectively for medication education for registered nurses, student nurses, and new nurses.

응급환자 중증도분류 학습을 위한 CAI프로그램 개발과 효과 분석 (The Development of the CAI Program and an Analysis of Its Effects, for the Learning of the Emergency Patient Triage)

  • 서영승
    • 보건교육건강증진학회지
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    • 제21권1호
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    • pp.259-283
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    • 2004
  • This is an quasi experimental study using nonequivalent pre-test post-test control design for the development of the CAI program and an analysis of its effects, for nursing college students to learn emergency patient triage. This program was developed from November, 2000 to middle of September, 2001 with the aid of curriculum design experts. The subjects of this study were 86 randomly sampled freshmen students of C nursing college in Ulsan. They were divided into 45 for the test group and 41 for the control group. The CAI program for the learning of the emergency patient triage has been developed on the basis of Merrill's Component display theory and Keller's ARCS theory and through the curriculum design process of Hannafin & Peck. It has also been done with the use of Tool book 8.0, the multimedia righting tool. The experiment to verify the effect of the CAI program has been carried on from September, 20 to October, 8 2001. There were six hypotheses to accomplish the purpose of the study, and the analysis of the data was done with the use of SPSS/win program. As a result of this study, the author concluded that this CAI program is an effective mediation method to promote the learning accomplishment and learning motive for nursing college students. Therefore in the field of emergency nursing education, it would be possible to use this program as means for widening the possibility of self-learning and to promote individual learning of nursing college students.

GBS(Goal-Based Scenario)에 의한 '생태와 환경' 수업 사례 ('Ecology & Environment' Learning Case by GBS (Goal-Based Scenario))

  • 이명순
    • 한국환경교육학회지:환경교육
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    • 제20권3호
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    • pp.31-44
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    • 2007
  • The solution of the environment problem is the common issue all over the world, for this reason the necessity of the environmental education of school has emphasized. On this a variety method for environmental education is needed, this paper planned and applied the 'ecology & environment' for high school which are based on GBS theory and presented a new model of environment education. GBS(Goal-Based Scenario) is that learners are presented with an end goal that is motivating and challenging. This goal is structured such that, in order to successfully meet it learners are required to build a predetermined core set of skills and knowledge by process mission and scenario. GBS is an active learning environment in which learners are trained in study that have a real-world context. When they are back in real-world they have increased ability to apply what was learned by reflecting on the GBS learning experience. This study was designed on GBS theory and taught a class by using internet Blog. As a result, when carefully reviewing the materials such as final presentation reflect journal, we conclude that the students' awareness of a learning environment is improved and the students seems to try to apply the learning outcome to a real life.

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기능성 게임의 교육학 요소에 관한 연구 (A Study on Pedagogical Elements of Serious Game)

  • 하수철
    • 디지털콘텐츠학회 논문지
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    • 제18권8호
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    • pp.1677-1684
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    • 2017
  • 본 논문에서는 하수철[2, 3]의 연구인 기능성 게임의 교육학적 분석을 통해 얻은 사항과 행동주의(behaviorism), 인지주의(cognitivism), 구성주의(constructivism), 상황학습(situated learning) 및 다른 이론 등의 학습 이론과 결합을 시도하였다. 또 앞서의 연구를 기초로 삼고, 학습 이론을 이용한 모델 및 다른 연구 등으로부터의 이론과 연구를 근거로 하여 기능성 게임의 교육학적 요소들을 제안하고 있다. 이 제안 요소들을 기능성 게임인 GSS(Global Startup Simulation)에 대한 사례 연구를 하였고, 이를 통해 학습을 하는 학습자의 설문 평가를 통해 그 결과를 확인하였다.

학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계 (Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory)

  • 김미라;정형원
    • 디지털산업정보학회논문지
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    • 제20권1호
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

활동이론 관점에서 플립러닝 수업활동 분석 (An Analysis of the Flipped Learning Activities by the Activity Theory)

  • 이순덕;전희정
    • 한국산학기술학회논문지
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    • 제20권12호
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    • pp.780-788
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    • 2019
  • 본 연구는 최근 대학에서 학습자 중심 수업방법으로 각광받고 있는 플립러닝 수업활동을 문화역사적 활동이론 관점에서 분석하고자 하였다. A대학교에서 2018학년도 2학기에 개설된 [교육방법 및 교육공학]을 플립러닝으로 개발하여 운영하였고, 교과목 담당교수와 수강학생을 대상으로 설문조사와 참여관찰을 실시하였다. 활동이론은 복합적이고 다각적인 교육현상을 활동체제의 구성요소와 이들 간 상호작용, 매개되는 도구 등을 중심으로 분석하는 틀을 제공한다. 따라서 Engestrőm의 활동체제 모형을 근거로 플립러닝 수업활동의 구성요소를 주체, 객체, 학습도구, 수업 규칙, 학습공동체, 역할 분담으로 분석하였고, 그 과정에서 나타난 모순과 역동성을 분석하였다. 학습자 중심 수업방식인 플립러닝에 대해 교수자와 학습자 모두 전반적으로 높은 만족감을 보였고, 학습내용 이해와 학습목표 성취에 도움이 되었다는 반응을 보였다. 보다 발전적인 플립러닝 활동체제를 위한 시사점으로 교수자와 학습자의 진정한 주체 인식과 역할 수행, 온라인과 오프라인 활동의 유기적 연계 강화, 수업준비 및 학습준비 부담 완화를 위한 지원, 원활한 운영을 지원하는 시스템 정비를 제안하였다.