• Title/Summary/Keyword: Learning Transition

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A Comparative Analysis of Students' Evaluations of Online and Offline Capstone Design Course

  • Kim, Moon-Soo
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.12-21
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    • 2022
  • The College of engineering's capstone design is student-team-centred learning based on project-based learning and is one of the most important courses for students aiming to be competent professional engineers capable of solving real industrial problems. Therefore, in order to resolve the capstone problems, various face-to-face contacts such as frequent industrial site visits, multiple meetings with diverse people including team members, and repeated contacts with course-supervising and team-advising professors are prerequisite processes. However, according to the transition to fully online education due to the global pandemic of COVID-19, capstone design courses for 2020 and 2021 were also conducted online. Based on the modified students' evaluations of educational quality (SEEQ) with 3 perspectives such as curriculum, teaching-staff and students themselves, this study compares their evaluations of offline capstone designs from 2013 to 2019 and online capstone designs in 2020 and 2021 in the context of COVID-19. In 3 perspectives, the difference in students' evaluation of the online capstone between the beginning and the end of the course shows a positive effect, which is better than the offline capstone. Also, in various dimensions for each perspective, the online capstone shows a better evaluation than the offline capstone. These findings suggest that the online capstone design curriculum can be expected to have educational effects as well as students' satisfaction with the online curriculum in the future.

A Study on the Health Changes of Students in Long-Term Online Classes due to COVID-19

  • Seon Ahr Cho;Hong Chul Chae;Jun Sik Min;Seong Jae Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.18-25
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    • 2023
  • The COVID-19 pandemic has had a significant impact on the educational landscape for students across the globe, leading to a shift towards long-term online learning. This study aims to examine the changes in the health status of college and university students before and after the transition to online classes. We conducted a survey questionnaire among 200 students enrolled at K University in Gangwon-do, including participants from both the Department of Visual Optics and the Department of Physical Therapy. The survey employed a 5-point Likert scale to evaluate a range of health-related factors, including physical and mental well-being, alterations in lifestyle, and academic performance. Both male and female students experienced a decline in physical strength and exercise during the online class period, while mental health and overall happiness showed improvement, particularly among female students. Notable shifts in lifestyle emerged, including an increased usage of electronic devices and enhanced familial connections. The study also shed light on intriguing trends related to academic accomplishments and adherence to official quarantine guidelines. In sum, the findings of this study offer valuable foundational information for the maintenance of students' well-being during online learning, as well as the development of effective strategies for online education in future academic settings.

A Study on the Revisions of the School Facility and Equipment Standards with the Changes in Education Curriculum and Legislations of School Facilities and Equipment (교육과정과 학교 시설.설비 법령의 변천 비교에 따른 향후 개정 방향 연구)

  • Noh, Ran;Yoon, Sung-Hoon;Jung, Jin-Ju
    • Journal of the Korean Institute of Educational Facilities
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    • v.18 no.5
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    • pp.23-33
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    • 2011
  • To ensure the effective operation of a curriculum, facilities and equipments should be properly supported. Therefore, changes are required for educational facilities in accordance with the curriculum, revised 10 times in total from 1945 to 2011, but it's true that the facility and equipment laws, which are the standards of facility and equipment changes, did not adapt to the changes. After 'the Act on Standards of School Facilities' was repealed, 'the Act on Establishment and Operation of the Schools,' the corresponding law for the purpose of spatial configuration for teaching and learning methods, was enacted in Sept. 1997. This law has been active for 14 years and revised 11 times thereafter. It has also been decided to often revise the curriculum, so the 7th National curriculum has undergone 6 times of minor revisions. Among them, the most recently revised 2009 curriculum is to be applied for elementary school 1st and 2nd grade, middle school 1st grade, and high school 1st grade from the beginning of this year of 2011. Hereupon, the purpose of this study is to research on the revisions of the school facility and equipment standards which can support the curriculum revised in 2009 and thereafter by examining classrooms and facilities as the learning space that can respond to the changes of school functions and systems with curriculum transition, of teaching and learning systems, and of subjects.

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Constructing for Korean Traditional culture Corpus and Development of Named Entity Recognition Model using Bi-LSTM-CNN-CRFs (한국 전통문화 말뭉치구축 및 Bi-LSTM-CNN-CRF를 활용한 전통문화 개체명 인식 모델 개발)

  • Kim, GyeongMin;Kim, Kuekyeng;Jo, Jaechoon;Lim, HeuiSeok
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.47-52
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    • 2018
  • Named Entity Recognition is a system that extracts entity names such as Persons(PS), Locations(LC), and Organizations(OG) that can have a unique meaning from a document and determines the categories of extracted entity names. Recently, Bi-LSTM-CRF, which is a combination of CRF using the transition probability between output data from LSTM-based Bi-LSTM model considering forward and backward directions of input data, showed excellent performance in the study of object name recognition using deep-learning, and it has a good performance on the efficient embedding vector creation by character and word unit and the model using CNN and LSTM. In this research, we describe the Bi-LSTM-CNN-CRF model that enhances the features of the Korean named entity recognition system and propose a method for constructing the traditional culture corpus. We also present the results of learning the constructed corpus with the feature augmentation model for the recognition of Korean object names.

An Analysis of Volunteer Military System Perception Changes with Decreasing Fertility Rates using Deep Learning (딥러닝을 활용한 출산율 감소에 따른 모병제 인식 변화분석)

  • Koo, Minku;Park, Jiyong;Lee, Hyunmoo;Noh, Giseop
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.453-459
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    • 2022
  • A decrease in fertility rates causes problems such as decrease in the working-age population, and has a significant impact on national policies. Currently, the Republic of Korea has a conscription system that imposes military service on all men over the age of 18. However, the transition to the volunteer miliatry system is emerging as a social issue due to the decrease in the fertility rate. In this paper, news articles and comments searched for through the keyword ' volunteer miliatry system' were collected to analyze the social perception of the volunteer miliatry system from 2018, when the fertility rate dropped to less than 1. Some of the collected comments were labeled, and emotional levels were calculated through deep learning models. Through this study, we found that awareness of recruitment system conversion did not increase as the decrease in the fertility rate, and it was confirmed that people's interest is gradually increasing.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

Exploring the Effectiveness of GAN-based Approach and Reinforcement Learning in Character Boxing Task (캐릭터 복싱 과제에서 GAN 기반 접근법과 강화학습의 효과성 탐구)

  • Seoyoung Son;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.7-16
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    • 2023
  • For decades, creating a desired locomotive motion in a goal-oriented manner has been a challenge in character animation. Data-driven methods using generative models have demonstrated efficient ways of predicting long sequences of motions without the need for explicit conditioning. While these methods produce high-quality long-term motions, they can be limited when it comes to synthesizing motion for challenging novel scenarios, such as punching a random target. A state-of-the-art solution to overcome this limitation is by using a GAN Discriminator to imitate motion data clips and incorporating reinforcement learning to compose goal-oriented motions. In this paper, our research aims to create characters performing combat sports such as boxing, using a novel reward design in conjunction with existing GAN-based approaches. We experimentally demonstrate that both the Adversarial Motion Prior [3] and Adversarial Skill Embeddings [4] methods are capable of generating viable motions for a character punching a random target, even in the absence of mocap data that specifically captures the transition between punching and locomotion. Also, with a single learned policy, multiple task controllers can be constructed through the TimeChamber framework.

Multimedia Technologies for Teaching Musical Art under Present-day Conditions

  • Svitlana Huralna;Nataliia Demianko;Nataliia Sulaieva;Viktoriia Irkliienko;Tetiana Horokhivska
    • International Journal of Computer Science & Network Security
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    • v.24 no.5
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    • pp.165-171
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    • 2024
  • The processes of society's informatization and digitalization necessitate the widespread use of new pedagogical technologies. Through these technologies, comprehensive disclosure of didactic functions of new methods of educational activity and the realization of the potential and creative potential. The use of information and computer multimedia technologies in teaching music art is especially relevant in the intensification of the development of interactive technologies, the transition to mixed forms of learning, and a period of socio-economic and sociopolitical upheavals. The study aims to substantiate the theoretical and applied principles of the analysis of multimedia technology learning musical art in modern conditions and assess the status and trends in their use in conducting educational activities. The study uses general scientific and unique methods of economic analysis, in particular, analysis and synthesis, analogy and comparison, generalization and systematization, and graphic ways. Regarding the results of the study of multimedia technologies for teaching musical art in current conditions, it was found that they contribute to the development of the seeker's creative, creative, and cognitive activity, have a positive impact on learning material, and diversify the educational process. Multimedia technologies such as presentations, programs for watching a video, listening to audio, music and singing karaoke, electronic encyclopedias, and Internet resources are proven to be the most used in music education. They have several qualitative and quantitative advantages, manifested in the possibilities of audio-visual presentation of educational material and significantly higher information density. It is suggested to strengthen the use of such computer programs as Microsoft Word, Ahead Nero, Finale, Adobe Audition, Sound Forge, and Microsoft PowerPoint for musical art classes.

A Study of Realistic Mathematics Education - Focusing on the learning of algorithms in primary school - (현실적 수학교육에 대한 고찰 - 초등학교의 알고리듬 학습을 중심으로 -)

  • 정영옥
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.81-109
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    • 1999
  • This study aims to reflect the basic principles and teaching-teaming principles of Realistic Mathematics Education in order to suppose an way in which mathematics as an activity is carried out in primary school. The development of what is known as RME started almost thirty years ago. It is founded by Freudenthal and his colleagues at the former IOWO. Freudenthal stressed the idea of matheamatics as a human activity. According to him, the key principles of RME are as follows: guided reinvention and progressive mathematisation, level theory, and didactical phenomenology. This means that children have guided opportunities to reinvent mathematics by doing it and so the focal point should not be on mathematics as a closed system but on the process of mathematisation. There are different levels in learning process. One should let children make the transition from one level to the next level in the progress of mathematisation in realistic contexts. Here, contexts means that domain of reality, which in some particular learning process is disclosed to the learner in order to be mathematised. And the word of 'realistic' is related not just with the real world, but is related to the emphasis that RME puts on offering the students problem situations which they can imagine. Under the background of these principles, RME supposes the following five instruction principles: phenomenological exploration, bridging by vertical instruments, pupils' own constructions and productions, interactivity, and interwining of learning strands. In order to reflect how to realize these principles in practice, the teaming process of algorithms is illustrated. In this process, children follow a learning route that takes its inspiration from the history of mathematics or from their own informal knowledge and strategies. Considering long division, the first levee is associated with real-life activities such as sharing sweets among children. Here, children use their own strategies to solve context problems. The second level is entered when the same sweet problems is presented and a model of the situation is created. Then it is focused on finding shortcomings. Finally, the schema of division becomes a subject of investigation. Comparing realistic mathematics education with constructivistic mathematics education, there interaction, reflective thinking, conflict situation are many similarities but there are alsodifferences. They share the characteristics such as mathematics as a human activity, active learner, etc. But in RME, it is focused on the delicate balance between the spontaneity of children and the authority of teachers, and the development of long-term loaming process which is structured but flexible. In this respect two forms of mathematics education are different. Here, we learn how to develop mathematics curriculum that respects the theory of children on reality and at the same time the theory of mathematics experts. In order to connect the informal mathematics of children and formal mathematics, we need more teachers as researchers and more researchers as observers who try to find the mathematical informal notions of children and anticipate routes of children's learning through thought-experiment continuously.

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A Transition based Joint Model for Korean POS Tagging & Dependency Parsing using Deep Learning (딥러닝을 이용한 전이 기반 한국어 품사 태깅 & 의존 파싱 통합 모델)

  • Min, Jin-Woo;Na, Seung-Hoon;Sin, Jong-Hoon
    • Annual Conference on Human and Language Technology
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    • 2017.10a
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    • pp.97-102
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    • 2017
  • 형태소 분석과 의존 파싱은 자연어 처리 분야에서 핵심적인 역할을 수행하고 있다. 이러한 핵심적인 역할을 수행하는 형태소 분석과 의존 파싱에 대해 일괄적으로 학습하는 통합 모델에 대한 필요성이 대두 되었고 이에 대한 많은 연구들이 수행되었다. 기존의 형태소 분석 & 의존 파싱 통합 모델은 먼저 형태소 분석 및 품사 태깅에 대한 학습을 수행한 후 이어서 의존 파싱 모델을 학습하는 파이프라인 방식으로 진행되었다. 이러한 방식의 학습을 두 번 연이어 진행하기 때문에 시간이 오래 걸리고 또한 형태소 분석과 파싱이 서로 영향을 주지 못하는 단점이 존재하였다. 본 논문에서는 의존 파싱에서 형태소 분석에 대한 전이 액션을 포함하도록 전이 액션을 확장하여 한국어 형태소 분석 & 의존파싱에 대한 통합모델을 제안하였고 성능 측정 결과 세종 형태소 분석 데이터 셋에서 F1 97.63%, SPMRL '14 한국어 의존 파싱 데이터 셋에서 UAS 90.48%, LAS 88.87%의 성능을 보여주어 기존의 의존 파싱 성능을 더욱 향상시켰다.

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