• Title/Summary/Keyword: Learning of the role-play

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Design and Implementation of ELAS in AI education (Experiential K-12 AI education Learning Assessment System)

  • Moon, Seok-Jae;Lee, Kibbm
    • International Journal of Advanced Culture Technology
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    • 제10권2호
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    • pp.62-68
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    • 2022
  • Evaluation as learning is important for the learner competency test, and the applicable method is studied. Assessment is the role of diagnosing the current learner's status and facilitating learning through appropriate feedback. The system is insufficient to enable process-oriented evaluation in small educational institute. Focusing on becoming familiar with the AI through experience can end up simply learning how to use the tools or just playing with them rather than achieving ultimate goals of AI education. In a previous study, the experience way of AI education with PLAY model was proposed, but the assessment stage is insufficient. In this paper, we propose ELAS (Experiential K-12 AI education Learning Assessment System) for small educational institute. In order to apply the Assessment factor in in this system, the AI-factor is selected by researching the goals of the current SW education and AI education. The proposed system consists of 4 modules as Assessment-factor agent, Self-assessment agent, Question-bank agent and Assessment -analysis agent. Self-assessment learning is a powerful mechanism for improving learning for students. ELAS is extended with the experiential way of AI education model of previous study, and the teacher designs the assessment through the ELAS system. ELAS enables teachers of small institutes to automate analysis and manage data accumulation following their learning purpose. With this, it is possible to adjust the learning difficulty in curriculum design to make better for your purpose.

Wine Quality Prediction by Using Backward Elimination Based on XGBoosting Algorithm

  • Umer Zukaib;Mir Hassan;Tariq Khan;Shoaib Ali
    • International Journal of Computer Science & Network Security
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    • 제24권2호
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    • pp.31-42
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    • 2024
  • Different industries mostly rely on quality certification for promoting their products or brands. Although getting quality certification, specifically by human experts is a tough job to do. But the field of machine learning play a vital role in every aspect of life, if we talk about quality certification, machine learning is having a lot of applications concerning, assigning and assessing quality certifications to different products on a macro level. Like other brands, wine is also having different brands. In order to ensure the quality of wine, machine learning plays an important role. In this research, we use two datasets that are publicly available on the "UC Irvine machine learning repository", for predicting the wine quality. Datasets that we have opted for our experimental research study were comprised of white wine and red wine datasets, there are 1599 records for red wine and 4898 records for white wine datasets. The research study was twofold. First, we have used a technique called backward elimination in order to find out the dependency of the dependent variable on the independent variable and predict the dependent variable, the technique is useful for predicting which independent variable has maximum probability for improving the wine quality. Second, we used a robust machine learning algorithm known as "XGBoost" for efficient prediction of wine quality. We evaluate our model on the basis of error measures, root mean square error, mean absolute error, R2 error and mean square error. We have compared the results generated by "XGBoost" with the other state-of-the-art machine learning techniques, experimental results have showed, "XGBoost" outperform as compared to other state of the art machine learning techniques.

학령전 아동의 사회역할 개념 발달 (Social Role Development in Korean Preschool Children)

  • 우남희
    • 아동학회지
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    • 제15권1호
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    • pp.23-35
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    • 1994
  • This paper investigated children's learning process concerning age and gender, two of the most apparent social roles. The subjects of the study were 72 Korean preschool children between three to five years of age. The Study was designed to examine problems of developmental sequence and horizontal decalage in understanding of these social roles. Two five-step knowledge sequences of age growth and sex constancy were administered utilizing skill theory (Fischer, 1980). Each step in a sequence had different stories of age or sex role with increasing cognitive complexity, but the two sequences were equivalent in complexity. The children were tested under two different assessment conditions:high support condition of elicited imitation and low support condition of free play and the best story. The findings show that, the understanding of age and sex roles develops through the predicted five-step sequences. The understanding of age role seems to develop earlier than that of sex role although the developmental patterns of the two roles are similar. Variations in the children's performances under different conditions were dramatic, especially for the older children.

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자유학기제에 대한 도서관의 대응 방안 연구 (A Study on Effective Counterplan of Library to Free Learning Semester)

  • 권은경
    • 한국도서관정보학회지
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    • 제48권4호
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    • pp.49-76
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    • 2017
  • 자유학기제는 학생 참여 중심의 수업방법 개선과 진로교육 강화로 교육혁신을 추구하고 있으며, 이를 통하여 핵심역량의 함양을 목적으로 하고 있다. 변화하는 교육환경에서 학교도서관의 이용, 공공도서관의 지원 활동 현황과 개선 방안, 그리고 대학도서관과 문헌정보학과의 역할을 고찰하였다. 학교도서관은 핵심역량 함양에 효과적인 교육 인프라임에도 불구하고 활용도는 매우 낮으며, 공공도서관의 학교 지원 프로그램은 외부 특강과 탐방에 치우쳐 도서관의 자료와 서비스를 경험하는 기회를 제공하기에 미흡하다. 교육계가 공공도서관의 지원 활동에 큰 관심을 갖고 있으므로 학교도서관의 입지를 강화할 수 있는 협력 프로그램을 개발할 필요가 있다. 그리고 지역의 대학도서관과 문헌정보학과의 교수, 학생을 연계하여 직업체험, 진로교육, 그리고 역량 함양을 아우르는 입체적 교육 프로그램 개발에 공공도서관의 주도적 역할이 기대된다.

이미지와 듣기자료를 중심으로 어휘력 향상을 위한 효율적 학습 적용 방안 (Effective Method to Improve the Competence of the Vocabulary by the Image and Listening)

  • 정일영
    • 비교문화연구
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    • 제38권
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    • pp.461-500
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    • 2015
  • This study aims to investigate the effective method to improve the competence of the Vocabulary by the image and listening towards the ELF. In the first part, we observed the problems and point improvement on learning vocabulary based on learner survey. In the second part, we analyzed two remarkable studies: - consistent and adapt method, communicational context - method based on the lexical, morphological semantical, notional and thematic field Then we proposed effective methods that are applicable to the vocabulary's learning in the class : - learning vocabulary by combining the words - learning vocabulary based on the meaning field - learning vocabulary as concrete characters - learning vocabulary by the descriptive character - learning vocabulary with the type "who am I?" - learning vocabulary by listening For teachers, one of the difficulties to the conduct of vocabulary course is that learners take passive position. Specifically, it is the teachers who play an important role because it runs in the direction of the course. However, learners do not show the active attitude for vocabulary lessons despite the course to take to improve their vocabulary skills. Therefore, teachers must prepare course materials that can both improve the competence of the vocabulary of learners and cause their interest or desire on the current vocabulary. This is why teachers should exploit various materials depending on the skill level of the learner vocabulary.

로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구 (A study on Hangul serious mobile game for Infant based on R. Caillois's theory)

  • 이수연;김재웅
    • 만화애니메이션 연구
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    • 통권35호
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    • pp.291-312
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    • 2014
  • 본 연구는 놀이를 학문적인 관점으로 승화시킨 로제 카이와 (R.Caillois)의 이론을 기반으로 유아의 한글 학습의 동기부여를 위한 재미 요소를 찾아보는 것으로부터 시작한다. 놀이의 궁극적 목적에는 즐거움이 수반되어야 한다. 그리고 학습은 개인의 경험에 의한 영구적인 변화를 의미하는데, 놀이와 학습, 이 두 가지 요소는 융합을 통해 교육용 기능성 게임을 연구하는 게임 기반 학습 이론 GBL(game based learning)의 중요한 요소이다. 유아가 한글 학습을 하면서 스스로 목표를 달성하기 위해서 무엇보다 중요한 것은 재미이다. 유아는 성인에 비해 집중력이 낮기 때문에 몰입을 위해 재미를 학습과 결부시키는 것은 매우 중요하다. 따라서 본 연구는 먼저 효과적인 놀이 특성 요소가 적용된 한글 기능성 모바일 게임 사례를 분석을 통해 알아보고자 하였다. 사례의 선정 기준으로는 사용자의 선호도를 기준삼아, 2014년 4월 22일을 시점으로 구글 안드로이드 마켓의 유아용 한글 기능성 모바일 게임 영역에서 10000개 이상 다운로드 한 게임을 토대로 다운로드 횟수와 사용자의 평가 별점에 따라 20개의 한글 모바일 기능성 게임을 선정하였다. 현재 시중에 출시되어 있는 다양한 유아용 한글 학습 놀이 콘텐츠의 사례를 R.Caillois가 제안하는 놀이의 네 가지 분류와 속성의 선행연구를 통해 아곤(Agon), 미미크리(Mimicry), 일레아(Alea), 일링크스(Ilinx)로 분석하고 그 고유의 특성과 비교하였다. 그 특성 네 가지가 한글 기능성 모바일 게임 안에서 어떠한 역할을 수행하는 지 살펴 본 결과, 선정된 사례 중 게임의 규칙과 의지가 최대로 포함된 아곤(Agon)의 유형이 가장 많은 분포를 보였으며, 각각 하나의 놀이 요소가 적용된 것보다는 네가지 놀이 특성이 고루 분포된 경우에서 유희성과 함께 높은 몰입도를 경험하게 해 주었다. 본 연구 결과를 통해 유아용 한글 기능성 모바일 게임 콘텐츠가 놀이의 속성이 반영된 재미의 요소를 학습에 접목하는 기반연구가 되길 기대한다.

공조직에서의 BSC의 효과적인 운영 (An effective operation of Balanced Scorecard(BSC) in Public Organizations)

  • 김진환
    • 경영과정보연구
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    • 제27권
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    • pp.71-99
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    • 2008
  • This study investigates the relationships between three BSC communication attributes(support of organizational culture, message valid, and knowledge sharing) and organizational learning and how that translates into relationship organizational performance in public organization. In this paper, first, past studies on BSC communication and organizational learning that identify the attributes of effective communication and organizational learning in organizational performance are reviewed. Second, a research model, key variables, and three hypotheses tested by PLS(partial least squares) are presented. The data was collected from BSC champions and managers of 53 public organizations in Korea. The results indicate, first, BSC communication (except for support of organizational culture) have not significant related to organizational performance. Therefore, H1 was not supported. Second, the structural path coefficient between support of organizational culture and message valid and organizational learning are statistically significant and in the hypothesized direction. But the knowledge sharing has not significant relationship with organizational learning. Therefore, H2 was partially supported. Third, organizational learning was significantly positively related to organizational performance. H3 was supported. Finally, organizational learning play a significantly positive role in mediating the relationship between BSC communication and organizational performance. The theoretical contributions, limitations, as well as future research directions are discussed at the end of the paper.

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스마트 캠퍼스 모델에 관한 탐색적 연구 (An Exploratory Study on Smart Campus Model)

  • 노규성;주성환
    • 디지털융복합연구
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    • 제9권3호
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    • pp.181-190
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    • 2011
  • 스마트러닝(Smart Learning)이 교육계 및 산업계에 급속하게 확산되고 있다. 그 중에서도 주목해야 할 영역은 대학의 스마트러닝과 스마트캠퍼스이다. 그것은 대학이 고등교육 분야중 가장 상위의 위치를 차지하고 있고, 최근에는 평생교육을 위한 핵심 역할도 수행하고 있어 파급효과가 가장 크기 때문이다. 그러나 실질적인 교육 효과 증대로 이어지기 위한 스마트형 교육모델의 도입 및 실현은 요원하다. 이에 본 연구에서는 대한의 스마트러닝 도입을 위한 구현 요인에 대해 탐색하고, 교육 패러다임의 변화를 이끌 수 있는 스마트 캠퍼스 구현 모델을 제시하고자 한다.

에이전트 기반 시뮬레이션을 통한 디스패칭 시스템의 강화학습 모델 (A Reinforcement Learning Model for Dispatching System through Agent-based Simulation)

  • 김민정;신문수
    • 산업경영시스템학회지
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    • 제47권2호
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    • pp.116-123
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    • 2024
  • In the manufacturing industry, dispatching systems play a crucial role in enhancing production efficiency and optimizing production volume. However, in dynamic production environments, conventional static dispatching methods struggle to adapt to various environmental conditions and constraints, leading to problems such as reduced production volume, delays, and resource wastage. Therefore, there is a need for dynamic dispatching methods that can quickly adapt to changes in the environment. In this study, we aim to develop an agent-based model that considers dynamic situations through interaction between agents. Additionally, we intend to utilize the Q-learning algorithm, which possesses the characteristics of temporal difference (TD) learning, to automatically update and adapt to dynamic situations. This means that Q-learning can effectively consider dynamic environments by sensitively responding to changes in the state space and selecting optimal dispatching rules accordingly. The state space includes information such as inventory and work-in-process levels, order fulfilment status, and machine status, which are used to select the optimal dispatching rules. Furthermore, we aim to minimize total tardiness and the number of setup changes using reinforcement learning. Finally, we will develop a dynamic dispatching system using Q-learning and compare its performance with conventional static dispatching methods.

교사의 수학에 대한 신념이 수업 방법과 학생의 문제해결 수행에 미치는 영향 (The Effects of Teacher's Beliefs about Mathematics on the Method of Class and the Performance of Problem Solving)

  • 김시년
    • 한국수학교육학회지시리즈C:초등수학교육
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    • 제3권1호
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    • pp.79-88
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    • 1999
  • This paper shows how the social tradition and belief of korea on education affects teachers and students and learning. 1 Interview with teacher. During surveying this teacher's class, we knowed that the teacher have accentuated algorism loaming and preparation fur external examination in math class. Teacher's beliefs about mathematics have a strong effect on the method of class and the performance of problem solving 2. Interview with students and short test. 1) Students usually had fine ability of calculation for number. But Many pupils didn't know the meaning of the operations. 2) The most of pupils are good at routine math problem solving but when the question whose the condition don't meet was given, they experienced difficulties.3.Korean sociocultural specialty on education: The korean place high emphasis on education and think of education as the means of success. This emphasis can be traced to the Confucian view. 1) tradition on examination culture. 2) the traditional convention of the learning method. Korean sociocultural specialty on education play role of strengthen role learning and algorism class. The important things to education reformation are getting a balance between practice and understanding. we should make changes not only in national dimension but also in math class.

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