• Title/Summary/Keyword: Learning-by-making

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Perception about Problem-based Learning in Reflective Journals among Undergraduate Nursing Students (성찰일지에 기초한 간호학생의 문제중심학습 경험)

  • Hwang, Seon-Young;Jang, Keum-Seong
    • Journal of Korean Academy of Nursing
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    • v.35 no.1
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    • pp.65-76
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    • 2005
  • Objective: The aim of this study is to explore the variation in perceptions about problem-based learning(PBL) according to the level of academic achievement and learning attitude in the nursing students of a junior college (3-year program). Method: Students (n=39) learned the respiratory and cardiac system with seven PBL packages and group-based learning for a semester in 2002. Students were asked to write reflective journals that focused on their learning perception after an experience with each learning package. A total of 208 journals were used for analysis. Result: Students positively perceived that PBL making them increase their sense of responsibility for learning and felt satisfaction with the learning process, and had a confidence in the use of clinical nursing interventions. On the other hand, they negatively perceived that PBL was a burden because it took more time than traditional learning tasks, and they experienced an anxiety about regular tests and felt conflicts and diffidences in the learning process. The negative perceptions were expressed more often from students with a low academic achievement and low learning attitude compared to others. Conclusion: Students perceived the PBL as effective in understanding the learning concepts in the clinical practice environment. PBL need to be supplemented by feedback-based lecture and facilitative strategies for academically low-achieved students.Objective: The aim of this study is to explore the variation in perceptions about problem-based learning(PBL) according to the level of academic achievement and learning attitude in the nursing students of a junior college (3-year program). Method: Students (n=39) learned the respiratory and cardiac system with seven PBL packages and group-based learning for a semester in 2002. Students were asked to write reflective journals that focused on their learning perception after an experience with each learning package. A total of 208 journals were used for analysis. Result: Students positively perceived that PBL making them increase their sense of responsibility for learning and felt satisfaction with the learning process, and had a confidence in the use of clinical nursing interventions. On the other hand, they negatively perceived that PBL was a burden because it took more time than traditional learning tasks, and they experienced an anxiety about regular tests and felt conflicts and diffidences in the learning process. The negative perceptions were expressed more often from students with a low academic achievement and low learning attitude compared to others. Conclusion: Students perceived the PBL as effective in understanding the learning concepts in the clinical practice environment. PBL need to be supplemented by feedback-based lecture and facilitative strategies for academically low-achieved students.

Design and Implementation of an Individualized Self-Regulated Learning System (개인화된 자기조절 학습 시스템 설계 및 구현)

  • Hwang Hyon-A;Lim Han-Kyu
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.19-28
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    • 2005
  • A web-based instructor-learner system has changed the form into a learner-centered environment. Especially a self-regulated learning which is a self-leading and a positive learning, is an ideal learning, and the interest on it is more increasing. In this research, learners can organize the individualized course based on the learner's demand and learning level after making a contract process with the system, The self-regulated learning system which can recognize a learning status and result by analyzed data, and which can lead to a learning goal effectively by establishing a learning strategy, is designed and implemented. The proposed system provides the learner-centered learning environment which can process the differentiated and flexible individualized-teaming service considering an individual characteristic.

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Generating Cooperative Behavior by Multi-Agent Profit Sharing on the Soccer Game

  • Miyazaki, Kazuteru;Terada, Takashi;Kobayashi, Hiroaki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.166-169
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    • 2003
  • Reinforcement learning if a kind of machine learning. It aims to adapt an agent to a given environment with a clue to a reward and a penalty. Q-learning [8] that is a representative reinforcement learning system treats a reward and a penalty at the same time. There is a problem how to decide an appropriate reward and penalty values. We know the Penalty Avoiding Rational Policy Making algorithm (PARP) [4] and the Penalty Avoiding Profit Sharing (PAPS) [2] as reinforcement learning systems to treat a reward and a penalty independently. though PAPS is a descendant algorithm of PARP, both PARP and PAPS tend to learn a local optimal policy. To overcome it, ion this paper, we propose the Multi Best method (MB) that is PAPS with the multi-start method[5]. MB selects the best policy in several policies that are learned by PAPS agents. By applying PS, PAPS and MB to a soccer game environment based on the SoccerBots[9], we show that MB is the best solution for the soccer game environment.

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A Study on Learners' Perceptions and Learning styles of Task Research (R&E) conducted by Science High School Students

  • Dong-Seon Shin;Jong Keun Park
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.286-294
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    • 2023
  • We studied learners' perceptions and learning styles of project research activities in the chemical field conducted by 54 science high school students. In a survey of students' perceptions of task research, positive responses were found in "internal motivation," "cooperation," "task solving," and "tenacity and immersion," and statistically significant differences were found in "self-directedness," "cooperation," and "tenacity and immersion" by year. The 'lower' group responded most positively in the 'cooperation' category, and the 'higher' group responded most positively in the 'task solving' category. As a result of investigating the learning styles of the students who conducted the task research, it was found in the order of assimilator, converger, accommodator, and diverger. The assimilators showed the characteristic of systematically and scientifically approaching the problem. Convergers were found to have excellent problem-solving and decision-making ability, are practical, and have experimental-based thinking characteristics. In this study, the characteristics of science high school students showed well in the results of the learning style performed.

Learning and Classification in the Extensional Object Model (확장개체모델에서의 학습과 계층파악)

  • Kim, Yong-Jae;An, Joon-M.;Lee, Seok-Jun
    • Asia pacific journal of information systems
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    • v.17 no.1
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    • pp.33-58
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    • 2007
  • Quiet often, an organization tries to grapple with inconsistent and partial information to generate relevant information to support decision making and action. As such, an organization scans the environment interprets scanned data, executes actions, and learns from feedback of actions, which boils down to computational interpretations and learning in terms of machine learning, statistics, and database. The ExOM proposed in this paper is geared to facilitate such knowledge discovery found in large databases in a most flexible manner. It supports a broad range of learning and classification styles and integrates them with traditional database functions. The learning and classification components of the ExOM are tightly integrated so that learning and classification of objects is less burdensome to ordinary users. A brief sketch of a strategy as to the expressiveness of terminological language is followed by a description of prototype implementation of the learning and classification components of the ExOM.

Online Reinforcement Learning to Search the Shortest Path in Maze Environments (미로 환경에서 최단 경로 탐색을 위한 실시간 강화 학습)

  • Kim, Byeong-Cheon;Kim, Sam-Geun;Yun, Byeong-Ju
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.155-162
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    • 2002
  • Reinforcement learning is a learning method that uses trial-and-error to perform Learning by interacting with dynamic environments. It is classified into online reinforcement learning and delayed reinforcement learning. In this paper, we propose an online reinforcement learning system (ONRELS : Outline REinforcement Learning System). ONRELS updates the estimate-value about all the selectable (state, action) pairs before making state-transition at the current state. The ONRELS learns by interacting with the compressed environments through trial-and-error after it compresses the state space of the mage environments. Through experiments, we can see that ONRELS can search the shortest path faster than Q-learning using TD-ewor and $Q(\lambda{)}$-learning using $TD(\lambda{)}$ in the maze environments.

Real-Time Path Planning for Mobile Robots Using Q-Learning (Q-learning을 이용한 이동 로봇의 실시간 경로 계획)

  • Kim, Ho-Won;Lee, Won-Chang
    • Journal of IKEEE
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    • v.24 no.4
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    • pp.991-997
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    • 2020
  • Reinforcement learning has been applied mainly in sequential decision-making problems. Especially in recent years, reinforcement learning combined with neural networks has brought successful results in previously unsolved fields. However, reinforcement learning using deep neural networks has the disadvantage that it is too complex for immediate use in the field. In this paper, we implemented path planning algorithm for mobile robots using Q-learning, one of the easy-to-learn reinforcement learning algorithms. We used real-time Q-learning to update the Q-table in real-time since the Q-learning method of generating Q-tables in advance has obvious limitations. By adjusting the exploration strategy, we were able to obtain the learning speed required for real-time Q-learning. Finally, we compared the performance of real-time Q-learning and DQN.

The Development and Effects of a Music Making Program Using Picture Books on Music Aptitude and Music Creativity for a Class of Five-year-old Children (만 5세 반 유아의 그림책을 활용한 음악 만들기프로그램이 음악 적성과 음악 창의성에 미치는 영향)

  • An, Myeong Ock;Kim, Jinwook
    • Korean Journal of Childcare and Education
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    • v.16 no.5
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    • pp.27-45
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    • 2020
  • Objective: The purpose of this study is to develop a music making program that utilizes the characteristics of the picture books medium through the ADDIE model so that teachers can easily apply it to children, and to determine whether it affects children's musical aptitude and music creativity. Methods: The Participants of the study were 42 five-year-old children attending a daycare in Seoul, of which 20 were in the experimental group and 22 in the comparative group. The experimental group participated in a music production program using picture books, and during the same period, the comparison group participated in music activities suggested by the Nuri Course. Using the SPSS 22.0 program, average, standard deviation, independent sampling t-test, and ANCOVA(Analysis of Covariance) were calculated. Results: The music making program using picture books improved children's rhythm and tone which are the sub-items of music aptitude. The music making program enhanced children's music flexibility, music creativity, music logic which are the sub-items of music creativity. Conclusion/Implications: The music making program presented systemic teaching-learning method with which teachers explained the modeling and practiced from simple activities to various activities repeatedly in order to make teachers approach music making more easily. It is recommendable to make the music making program by using I-pad and computers.

Analysis of e-Learning Server Workload (e-Learning 서버 작업부하 분석)

  • Son, Sei-Il;Kim, Heung-Jun;Ahn, Hyo-Beom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.1
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    • pp.65-72
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    • 2007
  • This paper aims to provide information to generate a statistical load model of an educational server by analyzing workload of an e-Learning sewer at Dankook University. The result of the analysis shows file size distribution, access frequency and transmission volume for each file type, access interval, changes in preference and clients access rate by networks. In particular, it had different results from previous studies about video file's size distribution and file distribution based on access frequency. This is because the characteristics of e-learning are influenced by using authoring tools for making into video file and by freeing the number of students who register for a course. The result in this paper can be used as a basic data for studies designed to improve e-learning system architecture and server performance.

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A Case Study on Design Classes using Blended Learning -Focused on Team Project and Smart Device App-based Learning- (혼합학습(Blended Learning)을 적용한 디자인 수업 실증사례 연구 -팀 프로젝트와 스마트디바이스 앱 기반 학습을 중심으로-)

  • Kim, Jin Hee;Kim, Hye Kyun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.2
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    • pp.271-284
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    • 2021
  • This study presents the educational utility of blended learning by analyzing the effectiveness of learning after class by blending team project learning and smart device app-based learning methods. Qualitative analysis and survey analysis were conducted and the results were as follows. First, team project activities based on task resolution were conducted freely through detailed activities such as sharing roles, planning meetings, and coordinating opinions. Team activities were carried out with respect and consideration, team member bonding, and a sense of responsibility. Second, the smart device app is recognized as a medium for work and communication, and fast feedback has been made, making it highly impactful on classroom activities. Third, in terms of learning satisfaction, most learners showed an interest in the course and were satisfied with the project results. The smart device app was used as a learning and communication medium for personal and team activities and was analyzed as a blended method applicable to classes that conduct practical activities as an efficient tool to further activate project activities.