• 제목/요약/키워드: Learning how to learn

검색결과 328건 처리시간 0.025초

Undergraduate courses for enhancing design ability in naval architecture

  • Lee, Kyu-Yeul;Ku, Namkug;Cha, Ju-Hwan
    • International Journal of Naval Architecture and Ocean Engineering
    • /
    • 제5권3호
    • /
    • pp.364-375
    • /
    • 2013
  • Contemporary lectures in undergraduate engineering courses typically focus on teaching major technical knowledge-based theories in a limited time. Therefore, most lectures do not allow the students to gain understanding of how the theories are applied, especially in Naval Architecture and Ocean Engineering departments. Shipyards require students to acquire practical ship design skills in undergraduate courses. To meet this requirement, two lectures are organized by the authors; namely, "Planning Procedure of Naval Architecture & Ocean Engineering" (PNAOE) and "Innovative Ship Design" (ISD). The concept of project-based and collaborative learning is applied in these two lectures. In the PNAOE lecture, sophomores receive instruction in the designing and building of model ships, and the students' work is evaluated in a model ship contest. This curriculum enables students to understand the concepts of ship design and production. In the ISD lecture, seniors learn how to develop their creative ideas about ship design and communicate with members of group. They are encouraged to cooperate with others and understand the ship design process. In the capstone design course, students receive guidance to facilitate understanding of how the knowledge from their sophomore or junior classes, such as fluid mechanics, statics, and dynamics, can be applied to practical ship design. Students are also encouraged to compete in the ship design contest organized by the Society of Naval Architects of Korea. Moreover, the effectiveness of project-based and collaborative learning for enhancing interest in the shipbuilding Industry and understanding the ship design process is demonstrated by citing the PNAOE and ISD lectures as examples.

대학생의 스마트 학습관리시스템 수용에 대한 연구 - 블랙보드 도입과 활용 - (College student adoption of smart learning management system - Implementing Blackboard learn -)

  • 이규혜;김지연;서현진
    • 복식문화연구
    • /
    • 제27권5호
    • /
    • pp.512-523
    • /
    • 2019
  • Contemporary University students are considered the Z generation who were born after 1995. They are more tech savvy than millennials. To target the generation, traditional class management platforms have evolved to smart LMS that is more customized and accessible for smart devices. Global level information search and collaboration can also be implemented using such smart LMS. However, switching from one LMS to another LMS requires great effort from teachers and support from staffs. This study measured the learners' perception of the system when they were exposed to a new smart-LMS. Blackboard Learn Ultra was used for 15 weeks and at the end of the semester, a questionnaire was administered to the students of these classes. Results indicated that experience with previous LMS discouraged students from adopting Blackboard Learn. Result of TAM modeling indicated that perceived usefulness, compared to perceived ease of use and attitude, was an effective aspect to bring positive acceptance of the system. A qualitative approach and network analysis were also conducted based on students' responses. Both positive and negative responses were detected. Inconvenience due to mechanical aspects was mentioned. Dissatisfaction compared to previous local LMS use was also mentioned. Mobile application and communication effectiveness were positive aspects. Revised course development and promoting how useful the system may help enhance the acceptance of the new system.

총체적 교수법을 이용한 유아용 한글 기능성 게임 설계 (Hangul Serious Game for Childhood using Whole Language Approach)

  • 조보로;김수균
    • 한국콘텐츠학회논문지
    • /
    • 제16권2호
    • /
    • pp.449-455
    • /
    • 2016
  • 현재는 남녀노소 할 것 없이 많은 사람들이 스마트 폰을 이용하는 시대가 되었다. 특히 스마트 폰을 이용하여 교육용 애플리케이션을 제작하는 사례들이 늘어나고 있는 추세이다. 본 논문은 이러한 추세에 맞춰 어디서나 쉽게 유아들에게 한글을 접하고, 쉽고, 재미있게 배울 수 있는 한글 교육 기능성 게임을 설계하는 것을 목표로 한다. 특히 스마트 폰의 사용이 보편화되면서 유아들의 한글 습득과정이 과거와 달라지고 있다는 점은 주지의 사실이다. 보통 유아는 한글 공부를 일반적으로 종이책을 기반으로 학습한다. 그러나 현재는 스마트 폰을 활용해 시간과 장소에 구애받지 않고 한글을 익힐 수 있는 세상으로 변화되었으며, 주위에서 이런 모습을 어렵지 않게 볼 수 있게 되었다. 본 논문에서는 한글 학습을 놀이의 속성을 이용해 쉽게 익힐 수 있도록 스마트 폰에서 활용할 수 있는 애플리케이션을 설계하는 방법에 대해 설명한다.

플립드 러닝과 마인드 원더링이 아이디어 창출에 미치는 영향: SIT와 BCC의 활용을 중심으로 (The Effects of Flipped Learning and Mind-Wandering on Idea Generation: Focusing on the use of SIT & BCC)

  • 여형석;박영택
    • 공학교육연구
    • /
    • 제20권5호
    • /
    • pp.23-33
    • /
    • 2017
  • It is examined that how flipped learning and mind-wandering affect an idea generation task. For the purpose, the participants in the idea generation task are divided into two groups to learn SIT(Systematic Inventive Thinking) and BCC(Business Creativity Codes) as idea generating tools in advance. One group learned the tools in a classroom, and the other group through an online education program. The creativity level of an idea is evaluated in the dimensions of originality, practicality, and realizability. The creativity levels of the ideas from the two groups are not statistically different in all the three creativity dimensions. To examine the effect of mind-wandering, another group generated ideas two hours a day in four days instead of eight hours in one day. The creativity levels of the ideas from the third group are higher in the dimensions of originality and practicality. This shows that the effectiveness of flipped learning is not so different from the face-to-face learning in a classroom, and mind-wandering has a positive effect in the learning.

Motivation based Behavior Sequence Learning for an Autonomous Agent in Virtual Reality

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • 한국멀티미디어학회논문지
    • /
    • 제12권12호
    • /
    • pp.1819-1826
    • /
    • 2009
  • To enhance the automatic performance of existing predicting and planning algorithms that require a predefined probability of the states' transition, this paper proposes a multiple sequence generation system. When interacting with unknown environments, a virtual agent needs to decide which action or action order can result in a good state and determine the transition probability based on the current state and the action taken. We describe a sequential behavior generation method motivated from the change in the agent's state in order to help the virtual agent learn how to adapt to unknown environments. In a sequence learning process, the sensed states are grouped by a set of proposed motivation filters in order to reduce the learning computation of the large state space. In order to accomplish a goal with a high payoff, the learning agent makes a decision based on the observation of states' transitions. The proposed multiple sequence behaviors generation system increases the complexity and heightens the automatic planning of the virtual agent for interacting with the dynamic unknown environment. This model was tested in a virtual library to elucidate the process of the system.

  • PDF

멀티미디어 교수매체수업 설계를 위한 프리웨어 활용방안 - 중국어 회화수업을 중심으로 (Study on Application of Multimedia Freeware to Instructional Design: Focused on Chinese Conversation Class)

  • 박찬욱
    • 비교문화연구
    • /
    • 제25권
    • /
    • pp.549-596
    • /
    • 2011
  • This paper aims to introduce some useful multimedia freewares, and also support Chinese instructor with discussing how to operate them for instructional design of multimedia language learning class. For this aims, this paper consists of three parts: First, instructional design. This part is focused to what kind of instructional model to be based on, for example, Dick & Carey model, ADDIE model, ASSURE model etc. This part introduces these models, and modifies ADDIE and ASSURE model to D.D.A.I.E.S and S.S.A.U.R.E.S as 'A(nalysis)' in these model may apply to the next 'D(evelopment)' on ADDIE, 'S(elect Methods, Media and Materials)' on ASSURE in the practical Chinese class. Second, Programme: What to use. This part is focused to what kind of free software we can use. In the web site online, there are huge free softwares so we usually hesitate to select and also don't know how to operate even though selected one of them. This part, accordingly, introduces ten of useful freewares and compares each other in terms of usefulness for Chinese instructors. Third, Programme: How to use. It is of no use just to know what to use but not to know how to operate, so this part describes how to use freewares like a kind of manual in detail as far as possible. In conclusion, we hope more Chinese instructors to learn and use more useful freewares for designing the better multimedia Chinese class by this paper.

Application of Matrix Thinking Method to Introduction Program in Engineering Education

  • Satoh, Yasuta;Kubota, Shusuke;Takahashi, Koji;Takahata, Yasuyuki;Kim, Yun-Hae
    • 공학교육연구
    • /
    • 제13권2호
    • /
    • pp.22-27
    • /
    • 2010
  • From a lot of survey, it is obvious that most students in universities lose their desire for learning just after entering their universities. In order to solve this problem, we developed a novel educational tool for the students, named "The thinking method based on matrix diagram". If they try hard with the help of this tool, they will be able to learn how to design and manage their splendid university lives in addition to get the basic knowledge and to improve their basic abilities. It is also found that they can earn the shared knowledge mutually after learning a common method, which supports to make them to improve their communication abilities drastically.

  • PDF

학교보건교육의 개발 전략 (The developing strategy for School Health Education)

  • 이규성
    • 보건교육건강증진학회지
    • /
    • 제7권2호
    • /
    • pp.22-31
    • /
    • 1990
  • The Purpose of this study was to define the School Health Education Concepts, to establish the learning objectives and contents for school health education, and to diagnose the phenomenal aspects related to current school health Education in Korea. The results of its diagnosis indicated that the Education Ministry had never had any open opportunities for the teachers to get health education licence, and. universities had never issued health education teacher′s licence to the perspective students in Korea. Under such condition, there was "Korean nursing teacher′s association" for school health education, which had lectures, for two to three years, in order to learn how to develop, teach and evaluate the school health program. Currently, School boards in cities recommended that all nursing teachers should teach school health education in classes for six hours in a week without any fixed health program. Also, There was only "Korean Society for Health Education" for the purpose of dealing with school health education, which had been publishing annual journal. This study demonstrated how to develop school health education curriculum, which composed of the methods for needs assessment and PRECEDE Model(Predisposing, Reinforcing, and Enabling Causes in Educational Diagnosis and Evaluation).

  • PDF

Implementation of Total Quality Management, Lessons Learned

  • Haas, Thomas J.
    • 해양환경안전학회:학술대회논문집
    • /
    • 해양환경안전학회 2000년도 International Symposium:on the Maritime Management Systems for Safer and Cleaner Seas in the New Millennium
    • /
    • pp.27-36
    • /
    • 2000
  • Managing quality is nothing new, but it increasingly become more challenging. Demands form customers, flatter organizations, measuring and assessing outcomes, stiffer competition for resources, technology, environmental concerns and others, all have created changes in the workplace for which enhanced leadership is needed. TQM, CQI, TQL, (managing quality), other acronyms can be summarized as a means of moving an organization into the new millennium with a keen focus on people, service, efficiencies, effectiveness and excellence. It is not an accident. It is the result of a clear, well-directed strategically focused thinking. Attention to quality encourages individuals and teams throughout organizations to continually learn, think and contribute ideas on how to explore processes that affect them. The organization must change into a learning organization that seeks to continually improve its processes and services. This learning attitude requires a cultural shift from autocratic to more participatory leadership. This presentation will examine the principles and lessons learned form implementation of quality initiatives from different organizations. Many of the themes shared are independent of the source and, as such, may be helpful in validating what you are doing or give you ideas on leading and implementing change within your organizations.

  • PDF

개념 설계과정의 설계정보가시화를 위한 온톨로지 개발과 환경구현 (Development of a Design Ontology and Design Process Visualization Environment for the Analysis and Leaning of Conceptual Design)

  • 김성아
    • 한국실내디자인학회논문집
    • /
    • 제16권4호
    • /
    • pp.119-126
    • /
    • 2007
  • A prototype design process visualization and guidance system, is being developed. Its purpose is to visualize the design process in more intuitive manner so that one can get an insight to the complicated aspects of the design process. By providing a tangible utility to the design process performed by the expert designers or guided by the system, novice designers will be greatly helped to learn how to approach a certain class of design. Not only as an analysis tool to represent the characteristics of the design process, the system will be useful also for learning design process. A design ontology is being developed to provide the system with a knowledge-base, representing designer's activities associated with various design information during the conceptual design process, and then to be utilized for a computer environment for design analysis and guidance. To develop the design ontology, a conceptual framework of design activity model is proposed, and then the model has been tested and elaborated through investigating the nature of the early conceptual design. A design process representation model is conceptualized based on the ontology, and reflected into the development of the system. This paper presents the development process of the visualization system, modeling of design process ontology, and how the system could be utilized for the analysis and learning of conceptual design methods using computer mediated design support environment.