• 제목/요약/키워드: Learning method

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협동학습이 가정과목의 학습성취도와 학습태도에 미치는 영향 (The Effect of Cooperative Learning Method on Learning Accomplishment and Attitude of Home Economics)

  • 김금옥;김명자
    • 한국가정과교육학회지
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    • 제12권3호
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    • pp.171-181
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    • 2000
  • The purpose of this study is to compare and analyze on the result of learning accomplishment and attitude between two groups to certify the application possibility of the cooperative learning method in home economics education. This inquiry was investigated by two classes 95 students. of the first glade in high school a commercial girl’s high school located in Anyang city of Kyonggi province, and then classified in a cooperative learning group and a traditional learning group respectively, then the 6th lessons progressed, and the difference of results of the learning accomplishment and the learning attitude according to each group was analysed with the post tests of the learning accomplishment and the learning attitude of two groups. The results of this study are summarized as follows. (1) Three subordinate positions, which are knowledge, understanding and application field of learning accomplishment between the cooperative learning group and the traditional learning group. it highly and the traditional learning group it highly showed in comparison with the traditional learning group. (2) There are not any statistically significant difference in the attention- concentration field of learning attitude between the cooperative learning and the traditional learning groups, but the cooperative learning group in the learning method and the self learning field highly showed.

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Support set의 중앙값 prototype을 활용한 few-shot 학습 (Few-shot learning using the median prototype of the support set)

  • 백으뜸
    • 스마트미디어저널
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    • 제12권1호
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    • pp.24-31
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    • 2023
  • 메타 학습(meta learning)이란 즉각적으로 아는 것과 모르는 것을 구별하는 메타 인지로 적은 양의 데이터로 스스로 학습하고, 학습한 정보와 알고리즘으로 새로운 문제에 적응하며 해결하는 학습 방식이다. 그 중, few-shot 학습 방법은 메타 학습 방법의 한 종류로 매우 적은 학습 데이터 (support set)으로도 질의 데이터(query set)를 올바르게 예측하도록 하는 학습 방법이다. 본 연구에서는 각 클래스의 mean-point vector로 생성한 프로토타입의 한계점인 높은 밀도값을 낮추면서 이상치(outlier)값을 극복하는 방법을 제안한다. 제안한 방법은 기존의 방법을 해결하기 위해, 딥러닝 모델에서 feature를 추출하고, 획득한 feature사이의 요소별로 중앙값 계산하여 프로토타입을 생성하는 방법을 사용한다. 그 후, 앞서 생성한 중앙값 프로토타입을 기반으로 few-shot 학습 방법에 사용한다. 제안한 방법의 정량적인 평가를 위해 필체 인식 데이터셋을 사용하여 기존의 방법과 비교하였다. 실험 결과를 통해 기존의 방법보다 향상된 성능을 내는 것을 확인할 수 있었다.

방산원가 노무비 산정시 생산중단에 의한 학습손실 적용방안 연구 (A Study on Application of Learning Loss at Labor Cost Calculation in Case of Production Break Occurrence)

  • 문경민;이용복;강성진
    • 한국국방경영분석학회지
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    • 제36권2호
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    • pp.1-10
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    • 2010
  • Learning rate is generally applied to estimate an appropriate production labor cost. Learning effect is obtained from repetitive work during the production period under 3 assumptions ; homogeneous production, same producer, quantity measure in continuous unit. However, production breaks occur frequently in Korean defense industry environment because of budget constraint and annual requirements. In this case previous learning effect can not be applied due to learning loss. This paper proposed the application of learning rate when a production break occurs in Korea defense industry. To obtain a learning loss, we surveyed various learning loss factors for different production breaks(6, 12, 18 months) from 4 defense industry companies. Then, we estimate the first unit labor hours in re-production phase after production break using Anderlohr method and Retrograde method with the result of the survey. This work is the first attempt to show a method which defines and evaluates the learning loss factors in Korean defense industry environment.

플립드러닝(Flipped Learning) 학습법이 치위생 실습수업 만족도에 미치는 영향 (The Effects of Flipped Learning(FL) Methods of Dental Hygiene Practice Satisfaction)

  • 김진경
    • 한국임상보건과학회지
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    • 제8권1호
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    • pp.1355-1361
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    • 2020
  • Purpose: This study was conducted to investigate the effect of flipped-learning method on dental hygiene practice satisfaction. Methods: The study was a patient-group crossover design involving 53 third-year students at D's Department of Dental Hygiene. The study tools used self-questionnair and the analysis program used SPSS Ver 25.0. Results: Class satisfaction increased to 3.85 in the first semester and 4.23 in the second semester (p <0.05). Satisfaction with the flip learning method was 4.26, and most answered yes. In addition, it showed a positive effect on class satisfaction (p <0.01). As a result, it can be seen that the flip-learning learning method has a positive effect on the learners' learning motivation, academic achievement, and class satisfaction. Conclusions: it is considered that the flip learning method for hands-on classes should be expanded for the purpose of fostering job competency and high quality clinical practice experts.

Controller Learning Method of Self-driving Bicycle Using State-of-the-art Deep Reinforcement Learning Algorithms

  • Choi, Seung-Yoon;Le, Tuyen Pham;Chung, Tae-Choong
    • 한국컴퓨터정보학회논문지
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    • 제23권10호
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    • pp.23-31
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    • 2018
  • Recently, there have been many studies on machine learning. Among them, studies on reinforcement learning are actively worked. In this study, we propose a controller to control bicycle using DDPG (Deep Deterministic Policy Gradient) algorithm which is the latest deep reinforcement learning method. In this paper, we redefine the compensation function of bicycle dynamics and neural network to learn agents. When using the proposed method for data learning and control, it is possible to perform the function of not allowing the bicycle to fall over and reach the further given destination unlike the existing method. For the performance evaluation, we have experimented that the proposed algorithm works in various environments such as fixed speed, random, target point, and not determined. Finally, as a result, it is confirmed that the proposed algorithm shows better performance than the conventional neural network algorithms NAF and PPO.

효과적인 의학교육을 위한 교수방법 고찰: 플립러닝(Flipped Learning)을 중심으로 (Review of effective instructional methods for medical education: focusing on flipped learning)

  • 홍현미;정영은
    • Journal of Medicine and Life Science
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    • 제17권1호
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    • pp.1-6
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    • 2020
  • Recently, an advanced form of blended learning, which incorporates a teaching method that focuses on flipped learning is actively used in colleges. Flipped learning is for learners to pre-learn content through videos uploaded by instructors before class, and then participate in learner-centered learning activities such as discussions and team activities in the classroom. The purpose of this paper is to review where flipped learning is being used in medical schools, and to draw implications for effective and efficient use in medical schools. For this, the definition of flipped learning, how it evolved, educational usefulness of this method of learning, and application cases in medical schools were reviewed. Through the reviews of cases of flipped learning and its positive effects, it is suggested that medical schools consider more use of flipped learning in the classroom instructions, with sensitivity to the individual medical departments' needs, environment and professors' preferences.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • 제22권9호
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

일부 지역 중학생의 흡연경험에 따른 자기효능감과 학습태도의 관련성 (Relationship between self-efficacy and learning attitude according to smoking experience in the middle school students)

  • 손은주;장경애
    • 한국치위생학회지
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    • 제15권5호
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    • pp.805-811
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    • 2015
  • Objectives: The purpose of the study is to investigate the relationship between self-efficacy and learning attitude according to smoking experience in the middle school students. Methods: A self-reported questionnaire was completed by 608 middle school students in Gyeongnam from July 1 to 23, 2013. The questionnaire consisted of general characteristics of the subjects, smoking behavior, self-efficacy, and learning attitude. The questionnaire was adapted and modified from Kang, Park, and Koh. The self-efficacy was divided into general efficacy and social efficacy. The learning attitude was divided into attention concentration, learning method, and self learning. Data were analyzed using SPSS Win 21.0 program. Results: The nonsmoking students tended to have higher general efficacy and social efficacy than the smokers (p<0.01). The nonsmokers had more attention concentration in learning attitude than the smokers (p<0.001). The learning method (p<0.001) and self learning (p<0.001) showed the same results between the two groups. The smoking experience had the negative correlation with general efficacy (r=-0.164) and social efficacy(r=-0.154). The general efficacy is positively related to social efficacy (r=0.568). The smoking experience had the negative correlation to attention concentration (r=-0.235), learning method (r=-0.211) and self learning (r=-0.148). The attention concentration was positive relation with learning method (r=0.690) and self learning(r=0.662. The learning method had positive relation to self learning (r=0.764). Conclusions: The smoking students tended to have lower self-efficacy and learning attitude, so it is necessary to implement the smoking prevention program in the middle school students.

Markov Chain을 응용한 학습 성과 예측 방법 개선 (Improving learning outcome prediction method by applying Markov Chain)

  • 황철현
    • 문화기술의 융합
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    • 제10권4호
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    • pp.595-600
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    • 2024
  • 학습 성과를 예측하거나 학습 경로를 최적화하는 연구 분야에서 기계학습과 같은 인공지능 기술의 사용이 점차 증가하면서 교육 분야의 인공지능 활용은 점차 많은 진전을 보이고 있다. 이러한 연구는 점차 심층학습과 강화학습과 같은 좀 더 고도화된 인공지능 방법으로 진화하고 있다. 본 연구는 학습자의 과거 학습 성과-이력 데이터를 기반으로 미래의 학습 성과를 예측하는 방법을 개선하는 것이다. 따라서 예측 성능을 높이기 위해 Markov Chain 방법을 응용한 조건부 확률을 제안한다. 이 방법은 기계학습에 의한 분류 예측에 추가하여 학습자가 학습 이력 데이터를 분류 예측에 추가함으로써 분류기의 예측 성능을 향상 시키기 위해 사용된다. 제안 방법의 효과를 확인하기 위해서 실증 데이터인 '교구 기반의 유아 교육 학습 성과 데이터'를 활용하여 기존의 분류 알고리즘과 제안 방법에 의한 분류 성능 지표를 비교하는 실험을 수행하였다. 실험 결과, 분류 알고리즘만 단독 사용한 사례보다 제안 방법에 의한 사례에서 더 높은 성능 지표를 산출한다는 것을 확인할 수 있었다.

기본간호 실습교육에 있어서 비디오녹화학습의 효과 -배변술을 중심으로- (Effectiveness of Video-Record Method on Fundamental Nursing Skill Education - Focused on Enama -)

  • 강규숙
    • 기본간호학회지
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    • 제3권2호
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    • pp.273-283
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    • 1996
  • Effectiveness of the video-record learning method in teaching bowel elimination nursing skill was investigated using an experimental research methodology. Data was collected from 63 female students attending Fundamental Nursing class from a nursing college in Seoul. The subjects were randomly assigned to two groups, one is the experimental group of 29 and the other the control group of 34. The independent variable was video-record learning method and the dependent variable were the degree of knowledge achivement, nursing skill achivement, competence on practicing elimination skill, and satisfaction about the learning method. The hypotheses of the study were as following. 1) There will be significant difference between the experimental group and the control group in dependent variables. 2) There will be significant positive correlations between nursing skill achievement and other three dependent variables-interest in nursing, adaptation in nursing, and preference of nursing job. Data was analyzed using descriptive statistics, chi-square test, t-test, and Pearson's correlation coefficient with SPSS $PC^+$ program. Findings of the study are : 1) There was no significant difference between the experimental group and the control group in knowledge achievement using P<.05. 2) There was significant difference between the experimental group and the control group in nursing skill achievement using P<.05. 3) There was no significant difference between the experimental group and the control group in competence on practicing elimination skill using P<.05. 4) There was no significant difference between the experimental group and the control group in satisfaction about learning method using P<.05. 5) There was positive correlation between nursing skill achievement and the other variables but no significant difference was shown. 6) This study suggests that video-record learning method is an effective learning method for achiving basic nursing skills but is not effective in other areas such as knowledge achivement, competence in performing nursing practice, and satis-faction about the learning method. Further study with more developed research design and statistical analysis should be done to investigate the effectivenes of video-record learning method in learning basic nursing skill more accurately.

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