• Title/Summary/Keyword: Learning Tool

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Leadership Development Instruction Program using Flipped Learning Methodology

  • Park, Jong-Jin
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.65-69
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    • 2019
  • In this paper, we proposed leadership development instruction program for liberal arts class to develop university students' leadership skill using Flipped Learning methodology, and showed the results which were obtained from classes where we applied the program. Leadership ranks high in the skills of those employed by businesses. But it is not easy to develop and exercise leadership. There are many leadership classes for students in Universities, they focus on theoretic, not practical aspects. Flipped Learning could be an efficient instruction learning tool to develop leadership, and has gained much interest lately due to its process involving prior study(pre-class) followed by the students' classroom involvement(in-class). Most of the students taking a course recognize improvement of their leadership skill and have positive results by the proposed program.

Object detection technology trend and development direction using deep learning

  • Kwak, NaeJoung;Kim, DongJu
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.119-128
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    • 2020
  • Object detection is an important field of computer vision and is applied to applications such as security, autonomous driving, and face recognition. Recently, as the application of artificial intelligence technology including deep learning has been applied in various fields, it has become a more powerful tool that can learn meaningful high-level, deeper features, solving difficult problems that have not been solved. Therefore, deep learning techniques are also being studied in the field of object detection, and algorithms with excellent performance are being introduced. In this paper, a deep learning-based object detection algorithm used to detect multiple objects in an image is investigated, and future development directions are presented.

A Study on Google Classroom as a Tool for the Development of the Learning Model of College English

  • Lee, Jeong-Hwa;Cha, Kyung-Whan
    • International Journal of Contents
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    • v.17 no.2
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    • pp.65-76
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    • 2021
  • The aim of this study was to explore the use of Google Classroom as a learning management system for College English. The study targeted 34 university students. They took part in various activities, such as writing reactions to video lectures, peer-editing essays, and recording video presentations, et cetera. For the study, a t-test was conducted to evaluate the English development of the students. The two essays that each student wrote were used as the data sources. The result (t=-5.854, p=.000) indicated an improvement in their English writing proficiency. In addition, a survey was conducted to gather students' feedback regarding their perceptions towards the course. The study covered five aspects of their experience: Google Classroom, language development, Quizlet, classroom experience, and essay-writing experience. From the results, students indicated a positive response to the program. The use of Google Classroom in an online learning setting accomplishes two things; it helped the students in the development of their English proficiency, and provided activities that students find interesting, which in turn stimulates their self-learning spirit.

A Case Study of Cooperative Learning: Applying Group Game to Calculus Class (미적분학 수업에 그룹게임을 적용한 협동학습 사례)

  • Cho, Young;Kim, Mi-ra
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.41-51
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    • 2021
  • This paper is to study whether cooperative learning applying group games becomes a teaching method that can increase interest and participation in class in calculus and the effect of the number of students. To increase interest and participation in class, the researcher conducted cooperative learning by applying smartphones and various game tools to group games. The consequences of the study confirmed that students' interest and participation in the class increased regardless of their mathematics basics. Therefore, it is expected that the calculus which is difficult for students to understand will be more easily approached by cooperative learning applying group games in the future.

Investigating Islamic Studies Teachers' Attitudes Towards Utilizing Virtual Learning Environment in Distance Teaching among Primary Stage Pupils

  • Osama Mohamed Ahmed Salem;Mohammed bin Muthayb Al-Baqami
    • International Journal of Computer Science & Network Security
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    • v.23 no.2
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    • pp.152-163
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    • 2023
  • This research aimed at investigating Islamic Studies teachers' attitudes towards utilizing virtual learning environment in distance teaching among primary stage pupils. It also aimed at determining the statistical differences among variables due to sex, educational qualification, number of years of experience, and training sessions. This research adopted the descriptive approach. The sample consisted of male and female primary teachers of Islamic Studies (N=250) in governmental schools in Taif. The questionnaire was used as a main research tool. It included (20) items. Results showed that Islamic Studies teachers' attitudes towards utilizing virtual learning environment in distance teaching among primary stage pupils were ranked to a medium degree. There was a statistically significant difference among primary Islamic Studies teachers' attitudes due to sex variable. It was recommended to adopt more training sessions and seminars for adopting the idea of utilizing virtual learning environments among Islamic Studies teachers at boys' and girls' school in Mecca through emphasizing its significance and benefits in Teaching.

Synthetic Image Generation for Military Vehicle Detection (군용물체탐지 연구를 위한 가상 이미지 데이터 생성)

  • Se-Yoon Oh;Hunmin Yang
    • Journal of the Korea Institute of Military Science and Technology
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    • v.26 no.5
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    • pp.392-399
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    • 2023
  • This research paper investigates the effectiveness of using computer graphics(CG) based synthetic data for deep learning in military vehicle detection. In particular, we explore the use of synthetic image generation techniques to train deep neural networks for object detection tasks. Our approach involves the generation of a large dataset of synthetic images of military vehicles, which is then used to train a deep learning model. The resulting model is then evaluated on real-world images to measure its effectiveness. Our experimental results show that synthetic training data alone can achieve effective results in object detection. Our findings demonstrate the potential of CG-based synthetic data for deep learning and suggest its value as a tool for training models in a variety of applications, including military vehicle detection.

Learning Process Monitoring of e-Learning for Corporate Education (기업교육을 위한 인터넷 원격훈련 학습과정 모니터링 연구)

  • Kim, Do-Hun;Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.8
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    • pp.35-40
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    • 2018
  • Purpose - The purpose of this study is to conduct a monitoring study on the learning process of e-learning contents. This study has two research objectives. First, by conducting monitoring research on the learning process, we aim to explore the implications for content development that reflects future student needs. Second, we want to collect empirical basic data on the estimation of appropriate amount of learning. Research design, data, and methodology - This study is a case study of learner's learning process in e-learning. After completion of the study, an in-depth interview was made after conducting a test to measure the total amount of cognitive load and the level of engagement that occurred during the learning process. The tool used to measure cognitive load is NASA-TLX, a subjective cognitive load measurement method. In the monitoring process, we observe external phenomena such as page movement and mouse movement path, and identify cognitive activities such as Think-Aloud technique. Results - In the total of three research subjects, the two courses showed excess learning time compared to the learning time, and one course showed less learning time than the learning time. This gives the following implications for content development. First, it is necessary to consider the importance of selecting the target and contents level according to the level of the subject. Second, it is necessary to design the learner participation activity that meets the learning goal level and to calculate the appropriate time accordingly. Third, it is necessary to design appropriate learning support strategy according to the learning task. This should be considered in designing lessons. Fourth, it is necessary to revitalize contents design centered on learning activities such as simulation. Conclusions - The implications of the examination system are as follows. First, it can be confirmed that there is difficulty in calculating the amount of learning centered on learning time and securing objective objectivity. Second, it can be seen that there are various variables affecting the actual learning time in addition to the content amount. Third, there is a need for reviewing the system of examination of learning amount centered on 'learning time'.

Development of Observation Measure for Analyzing the Teaching and Learning Activities in Ubiquitous-Based Learning Class (유비쿼터스 기반 수업활동 분석을 위한 관찰도구 개발)

  • Lee, Young-Min;Lee, Soo-Young
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.119-124
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    • 2011
  • The purpose of the paper was to develop an observation measure for analyzing the teaching and learning activities in ubiquitous-based learning. To develop the measure, we reviewed the literature related to the measure and identified the valid observation domain and indicators. In the procedure, we did a pilot study for validating the measure and its indicators, and in the end, finalized it. The observation measure consists of: types of instruction, teaching and learning strategies, learning activities, use of technology, evaluation process, and wrap-up. In addition, we added the qualitative domain, which needs for monitoring and writing more specific teaching and learning activities in ubiquitous-based learning.

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A Conceptual Framework for Determination of Appropriate Business Model in e-Learning Industry in Iran

  • Salehinejad, Abbas;Samizadeh, Reza
    • Asian Journal of Business Environment
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    • v.7 no.4
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    • pp.17-25
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    • 2017
  • Purpose - The purpose of this study is to present a framework for determining the most appropriate business model for e-learning. Research design, data, and methodology - The Electronics Branch of Azad University has been elected as a case study in this research. This study conducted using a descriptive method. The information was obtained using interviews with experts including managers, faculty and students at the Electronics Branch of Azad University. Results - Three service-product system (product oriented system, use an oriented and result oriented system) approaches determined a framework for the formation of a portfolio. This portfolio is including three types of e-learning business models. Examining the relevant characteristics, correspondence of behaviorism learning theory with a product-oriented approach, correspondence of cognitivism theory with a user-oriented approach and in finally match correspondence of constructivist learning theory with a results-oriented approach which is evident. Conclusions - After reviewing the literature on the fields of e-learning, business model and product - service systems, we have achieved three types of e-learning business models. Then the variables in any of the business models were defined by using business model canvas tool and thus a portfolio consisting of three types of e-learning business model canvas was obtained.

An Internet-based Self-Learning Educational System for Efficient Learning Process of Java Language

  • Kim, Dong-Sik;Lee, Dong-Yeop;Park, Sang-Yoon
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.709-713
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    • 2004
  • This Paper Presents an Internet-based Java self-learning educational system which consists of a management system named Java Web Player (JWP) and creative multimedia contents fer Java language. The JWP Is a Java application program free from security problems by the Java Web Start technologies that supports an Integrated learning environment including three Important learning Procedures: Java concept learning Process, Programming practice process and assessment process. This JWP enables the learners to achieve efficient and Interesting self-learning since the learning process is designed to enhance the multimedia capabilities on the basis of various educational technologies. On-line voice presentation and its related texts together with moving images are synchronized for efficiently conveying creative contents to learners. Furthermore, a simple and useful compiler is included in the JWP fur providing user-friendly language practice environment enabling such as coding, editing, executing and debugging Java source files on the Web. The assessment process with various items helps the learners not only to increase their academic capability but also to appreciate their current degree of understanding. Finally, simple multiple choices are given suddenly to the learners while they are studying through the JWP and the test results are displayed on the message box. The proposed system can be used for an efficient tool for learning system on the Web.

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