• Title/Summary/Keyword: Learning environment design

Search Result 858, Processing Time 0.028 seconds

A Design and Implementation of Real Time Network Monitoring System(NetCop) (실시간 네트웍 감시시스템(NetCop)의 설계 및 구현)

  • Yoon, Chi-Young;Jung, Chun-Bok;Hwang, Sun-Myung
    • Journal of The Korean Association of Information Education
    • /
    • v.5 no.3
    • /
    • pp.374-379
    • /
    • 2001
  • Recently, R & D about Network Monitoring System is needed to be effective network management and to improve computer education. In this work, we propose a real time network monitoring system named NetCop to improve network management and effective use. This system is designed to show any screen to one or more students in interactive learning environment. The system also provides useful functions such as monitoring students' PCs and chat. In additions, our NetCop can provide more effective learning process to students. Finally, we expect that our system can achieve high network performance and provide high educational quality to managers.

  • PDF

A Course Scheduling Multi-module System based on Web using Algorithm for Analysis of Weakness (취약성 분석 알고리즘을 이용한 웹기반 코스 스케줄링 멀티 모듈 시스템)

  • 이문호;김태석;김봉기
    • Journal of Korea Multimedia Society
    • /
    • v.5 no.3
    • /
    • pp.290-297
    • /
    • 2002
  • The appearance of web technology has accelerated the role of the application of multimedia technology, computer communication technology and multimedia application contents. Recently WBI model which is based on web has been proposed in the part of the new activity model of teaching-teaming. How to learn and evaluate is required to consider individual learner's learning level. And it is recognized that the needs of the efficient and automated education agents in the web-based instruction is increased But many education systems that had been studied recently did not service fluently the courses which learners had been wanting and could not provide the way for the learners to study the learning weakness which is observed in the continuous feedback of the course. In this paper we propose design of multi-module system for course scheduling of learner-oriented using weakness analysis algorithm. First proposed system monitors learner's behaviors constantly, evaluates them, and calculates his accomplishment and weakness. From this weakness the multi-agent prepares the learner a suitable course environment to strengthen his weakness. Then the learner achieves an active and complete teaming from the repeated and suitable course.

  • PDF

Kaizen within Kaizen Teams: Continuous and Process Improvements in a Spanish municipality

  • Suarez-Barraza, Manuel F.;Lingham, Tony
    • International Journal of Quality Innovation
    • /
    • v.9 no.1
    • /
    • pp.1-21
    • /
    • 2008
  • A Purpose. As organizations become more team oriented, research on teams continues to increase especially involving how teams contribute to organizational performance and effectiveness. Although there has been existing research on Kaizen teams in the private sector, very little research has included Kaizen teams in the public sector. In this paper, we present a method to study Kaizen teams in a local Spanish government that have been using Kaizen teams for more than ten years. Design/methodology/approach. Quantitative research was adopted for this study. Twenty teams participated in the study by filling out the Team Learning and Development Inventory (TLI) proposed by Lingham (2004). In addition, we interviewed members of the teams in order to clarify and assure our quantitative results. Findings Based on the findings, we propose that Kaizen teams should practice both Continuous (CI) and Process Improvements (PI) in their projects. We also propose that Kaizen teams should not be teams skilled only at developing better improvement processes (both CI and PI) for the organization but that such teams should also be skilled at engaging in team development using both CI and PI processes internally-a Kaizen within Kaizen teams approach. Research limitations. Its based in one case study. However, it is working paper and the research project still is developing. Practical Implications (if possible). Serve as a guide to practitioners (Public managers) who desire to understand how their Kaizen teams involves both internal (conversational spaces) and external (methodology) perspectives that would contribute to both team and organizational effectiveness. In this paper, we focus on the Internal Processes (both CI and PI) using the TLI as an effective method for Kaizen teams to engage in the Kaizen process. Originality/value. This study is one of the first to look at team's performance using Team Learning and Development Inventory in Spain's public sector. It is also the first to mention about the relationship of the team's performance and the implementation of process improvement methodologies in Spain local government environment.

XML-based Retrieval System for SCORM-based Virtual Learning Contents (SCORM 기반의 XML 학습 컨텐츠 검색 시스템)

  • Choi, Byung-Uk;Song, Mi-Sook;Cho, Jung-Won
    • The Journal of Korean Association of Computer Education
    • /
    • v.6 no.1
    • /
    • pp.9-17
    • /
    • 2003
  • XML(eXtensible Markup Language), next generation internet standard language has the advantage of easy re-use and re-structure in other computing environment because it has the separate data, presentation and structure. In this paper, we implement the efficient retrieval system for the general user by limiting the XML documents on the multimedia learning contents for the virtual education system. The system design is based on SCO Metadata unit defined in SCORM as the proposed virtual education standard. Each XML documents has three indexes - keyword, element and attribute. Also, it makes possible to retrieve data without previous knowledge of the DTD by making the element retrieval screen structure for the user interface. And it gives the user various result screen formats such as XML and HTML by restructuring the retrieval result through XML-QL and XSL, respectively.

  • PDF

Development and Evaluation of a Game-Based Lesson Plan Applied to the 'Food Culture' Unit of the High School Home Economics Class (고등학교 가정과 식생활 문화 단원에 적용한 게임 기반의 교수·학습 과정안 개발 및 평가)

  • Choi, Seong-Youn;Chae, Jung-Hyun
    • Human Ecology Research
    • /
    • v.54 no.3
    • /
    • pp.333-349
    • /
    • 2016
  • This study develops and evaluates a game-based lesson plan applied to the 'Food Culture' unit of a high school Home Economics class. We developed, implemented, and evaluated lesson plans for seven periods that contained 'the Korean food table setting card,' 'the world's food culture card,' and the procedure for cards games according to the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. 'The Korean food table setting card' consisted of 'the Korean food table setting order card' to easily understand 10 types of Korean traditional daily meals based on pictures and 'the Korean food table setting food card' to easily understand Korean traditional food based on 104 kinds of food picture and quick response (QR) code. 'The world's food culture card' consisted of 'the world's food culture quiz card' to help learners easily understand influential food culture formation factors, features of food culture, typical foods from 16 countries, and 'the world's traditional food card' to help learners easily understand typical foods from 16 countries through 63 kinds of pictures. Respective 'game guides' were also developed. High school students who studied the game-based Home Economics classes and who participated in the 'Food Culture' unit, could easily and enjoyably learn the food culture of Korea (and other countries), actively participate in learning activities, and understood the content of food culture. In addition, they evaluated that the game-based instruction was easy to remember with minimal memorizing.

Particulate Matter Prediction using Multi-Layer Perceptron Network (다층 퍼셉트론 신경망을 이용한 미세먼지 예측)

  • Cho, Kyoung-woo;Jung, Yong-jin;Kang, Chul-gyu;Oh, Chang-heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.620-622
    • /
    • 2018
  • The need for particulate matter prediction algorithms has increased as social interest in the effects of human on particulate matter increased. Many studies have proposed statistical modelling and machine learning techniques based prediction models using weather data, but it is difficult to accurately set the environment and detailed conditions of the models. In addition, there is a need to design a new prediction model for missing data in domestic weather monitoring station. In this paper, fine dust prediction is performed using multi-layer perceptron network as a previous study for particulate matter prediction. For this purpose, a prediction model is designed based on weather data of three monitoring station and the suitability of the algorithm for particulate matter prediction is evaluated through comparison with actual data.

  • PDF

Design of Anomaly Detection System Based on Big Data in Internet of Things (빅데이터 기반의 IoT 이상 장애 탐지 시스템 설계)

  • Na, Sung Il;Kim, Hyoung Joong
    • Journal of Digital Contents Society
    • /
    • v.19 no.2
    • /
    • pp.377-383
    • /
    • 2018
  • Internet of Things (IoT) is producing various data as the smart environment comes. The IoT data collection is used as important data to judge systems's status. Therefore, it is important to monitor the anomaly state of the sensor in real-time and to detect anomaly data. However, it is necessary to convert the IoT data into a normalized data structure for anomaly detection because of the variety of data structures and protocols. Thus, we can expect a good quality effect such as accurate analysis data quality and service quality. In this paper, we propose an anomaly detection system based on big data from collected sensor data. The proposed system is applied to ensure anomaly detection and keep data quality. In addition, we applied the machine learning model of support vector machine using anomaly detection based on time-series data. As a result, machine learning using preprocessed data was able to accurately detect and predict anomaly.

Design and implementation of a web-based learner-oriented project system (웹 기반 학습자 중심의 프로젝트 시스템의 설계 및 구현)

  • Jung, Yong-Ki;Choi, Eun-Man
    • The KIPS Transactions:PartA
    • /
    • v.9A no.4
    • /
    • pp.621-630
    • /
    • 2002
  • Web based lecture & learning system has changed the conventional learner-oriented educational environment by adding mutual interactions. From the learner competency-based education. the necessity of the learner-oriented education and the mutual cooperation among the learners has been increased. A project-based education system will achieve a progressive development in understanding and the competency for the job to be performed by the mutual interactions between the learners and between the learners and the lecturer. This paper presents the project-based learning system in order to facilitate and achieve the goals of the industrial business processing system implementations in the ongoing popular Internet environments. In the proposed project-based system, the lecturer presents a problem to be solved and leads the education as a supervisor The learner can maximize the efficiency for study by taking advantage of the learner-oriented comparison study and the patterning.

A Study on the Design and Development of Robot Game-based Project for Teaching Children to Program Computers (프로그램교육 목적의 로봇게임 프로젝트 학습 구안에 관한 연구)

  • Shin, Seung-Young;You, Sang-Mi;Kim, Mi-Ryang
    • Journal of Internet Computing and Services
    • /
    • v.10 no.6
    • /
    • pp.159-171
    • /
    • 2009
  • The objective of this research is to explore a method to utilize a programmable robot, as a potential learning tool in the elementary school's curricula. Due to their programmability and operational ease of use, programmable robots are among digital toys that today offer specially instructive features. In this research, we developed the robot game-based project contents as a tool for teaching the elementary school children to learn the algorithm, the essential part of computer programming. The LEGO material, selected as the construction kit for robot, consists of a mechanical assembly system, a set of sensors and actuators, a central control unit, a programming environment. The project requires the children to complete 3 separate tasks, each of which is developed based on the principles of algorithm. The classroom feedback supports that the robotic experiences provided the children with fun and absorption. It is likely that implementing learning with robot in regular classroom in elementary school can bring new possibilities to the educational system, provided that a thorough preparation backs up the plan.

  • PDF

128duino : An Extension of the Arduino Platform for ATmega128 (128duino : ATmega128을 위한 아두이노 플랫폼의 확장)

  • Choi, Hun;Heo, Gyeongyong
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.10
    • /
    • pp.1369-1375
    • /
    • 2020
  • Arduino is a microcontroller platform for non-IT major students, and is widely used as a learning tool. Several AVR series microcontrollers are used in Arduino boards, but ATmega128 is not used. ATmega128 is widely used because of its high expandability and competitive price compared to ATmega328 and ATmega2560 used in Arduino boards. Therefore, by allowing ATmega128 to be used in an Arduino environment, the usability of existing hardware and the Arduino platform can be improved. In this paper, proposed are an Arduino-compatible board design based on ATmega128 and ways to use the ATmega128-based board. As the strengthes of the Arduino platform can be used while utilizing existing hardware in the proposed extension, it is expected that the proposed one can be used in various microcontroller-related education and enhance the learning efficiency.