• Title/Summary/Keyword: Mobile-learning

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Region-based Q- learning For Autonomous Mobile Robot Navigation (자율 이동 로봇의 주행을 위한 영역 기반 Q-learning)

  • 차종환;공성학;서일홍
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.174-174
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    • 2000
  • Q-learning, based on discrete state and action space, is a most widely used reinforcement Learning. However, this requires a lot of memory and much time for learning all actions of each state when it is applied to a real mobile robot navigation using continuous state and action space Region-based Q-learning is a reinforcement learning method that estimates action values of real state by using triangular-type action distribution model and relationship with its neighboring state which was defined and learned before. This paper proposes a new Region-based Q-learning which uses a reward assigned only when the agent reached the target, and get out of the Local optimal path with adjustment of random action rate. If this is applied to mobile robot navigation, less memory can be used and robot can move smoothly, and optimal solution can be learned fast. To show the validity of our method, computer simulations are illusrated.

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A reinforcement learning-based method for the cooperative control of mobile robots (강화 학습에 의한 소형 자율 이동 로봇의 협동 알고리즘 구현)

  • 김재희;조재승;권인소
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.648-651
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    • 1997
  • This paper proposes methods for the cooperative control of multiple mobile robots and constructs a robotic soccer system in which the cooperation will be implemented as a pass play of two robots. To play a soccer game, elementary actions such as shooting and moving have been designed, and Q-learning, which is one of the popular methods for reinforcement learning, is used to determine what actions to take. Through simulation, learning is successful in case of deliberate initial arrangements of ball and robots, thereby cooperative work can be accomplished.

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Development of Quality Assurance Criteria for Mobile Device Based e-learning Contents (모바일 기기 기반의 이러닝 콘텐츠 품질관리 평가 기준 개발)

  • Kim, JaMee;Kim, Yong;Kim, Seongjin
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.475-482
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    • 2014
  • A wide variety of contents are now provided along with the development of information appliances. The purpose of this study was to examine what should be considered to boost the quality of mobile device based e-learning contents. For this study, 12 evaluation domains and 26 evaluation items were selected using the Delphi method. The factors to be considered for mobile device based e-learning contents quality are summarized 4 factor. In other words, for the purpose of managing the quality of mobile device based e-learning contents, there exist four areas to be considered, 'foundation', 'contents', 'teaching design' and 'technology.' The findings of this study are expected to contribute to the improvement of the quality of the educational contents.

Field-Learning Support System Using Web and Mobile (웹과 모바일을 연동한 현장체험학습 지원시스템)

  • Min, Yoon-Kyung;Choi, Byoung-Ju
    • The Journal of Korean Association of Computer Education
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    • v.9 no.5
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    • pp.53-64
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    • 2006
  • This paper proposes show how to support the field-learning by using web and mobile system. This Web Mobile system is to help the users plan, carry out and evaluate a field learning. Usually the field-learning is going through three steps: preparation, actual field activity and post-evaluation activity. The proposing Web-Mobile system supports an integrated methodology to more effectively help, lead and manage this three step field-learning, This effective approach will help the learners develop their creativity, self-control and partnership to each other.

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Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.41-51
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    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

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Validating a Structural Model of Using Mobile Technology for Learning among High School Students

  • YUN, Heoncheol;PARK, Sanghoon
    • Educational Technology International
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    • v.21 no.1
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    • pp.1-29
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    • 2020
  • Despite the existing body of literature focusing on the effects of one-to-one mobile technology integration in teaching and learning, research discussed that the determinants of mobile technology acceptance and use in secondary school settings are still unclear. Hence, this study examined the extent to which determinants influence high school students' behavioral intention to use one-to-one mobile technology for learning. The newly proposed model incorporated three additional constructs beyond those in the unified theory of acceptance and use of technology (UTAUT) model, including computer self-efficacy, attitude toward using technology and computer anxiety, as suggested by recent literature. Data were collected from 247 U.S. Midwestern high school students who participated in an online survey. Using a structural equation modeling approach, this study established construct validity for the nine-construct extended UTAUT model to assess high school students' intention to use mobile technology. The results of structural relations in the proposed model showed that their behavioral intention to use mobile technology was significantly predicted by social influence and attitude toward using technology. Also, their strong behavioral intention and facilitating conditions were associated with frequent use of mobile technology in learning. Discussion, implications, and conclusion were addressed in this study.

Technical and Infrastructural Aspects of Mobile Learning Adoption in Iran Higher Education

  • Masrom, Maslin;Hakemi, Aida
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.1-7
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    • 2019
  • Nowadays learning has developed to a new way of anywhere and anytime by using mobile devices called m-learning which can provide flexibility, independency and creativity in academic environment. Most studies about m-learning are for higher education and the most users of m-learning are higher education students. Although developed countries are using m-learning in educational sectors, most of the Middle East countries are far from m-learning, and facing number of challenges. In Iran m-learning is still in early stage of implementation in higher education and in terms of technical and infrastructural aspects there is a vast gap in compare with developed countries. Although technical and infrastructural difficulties are one of the significant aspects in implementation and integration of m-learning technologies in education, the technology will not be successful if could not adopt with users. Due to the importance of user adoption with m-learning, there are limited studies about m-learning adoption in higher education of Iran. This paper attempts to review on technical and infrastructural aspects that facilitate m-learning which have effect on adoption of Iran higher education system. The review of the trend in the literature provides a reference for higher education institutes for decision making in developing m-learning for their students.

Analysis of usability factors for Educational Mobile application (모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로)

  • Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.453-478
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    • 2018
  • Mobile learning, which provides educational services with a mobile platform, has been greatly expanding with the increasing spread of digital devices. The transition from PC-based online education to mobile-based education enables users to access online education anytime and anywhere. Despite this expansion of mobile learning, there is a lack of user-oriented content design. Therefore, this study intends to derive a measure to evaluate usefulness of the content design. We conducted a literature survey to reflect characteristics of existing measures, which evaluate usefulness and content of mobile learning. As educational mobile applications have both educational service and mobile device features, they can be representative of pedagogical usability criterion and can be divided into system and content areas to further develop effectiveness of learning. We conducted questionnaires on the use of these applications on 15 experts using the del phi technique. The analysis suggests the ease of use, learning efficiency, aesthetics, and ease of learning to be criteria of pedagogical usability. This study expects to serve as a basis to improve the usability of mobile learning users.

Design of Learning Contents Focus on Game to Support the Mobile Learning (모바일 학습을 위한 게임형 콘텐츠 설계 방향)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.167-176
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    • 2007
  • The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. In this situation, mobile learning based on the mobile devices (PDAs, Cellular phone, Tablet PC, etc) offers the opportunity to assist each individual and group to learn anytime, anywhere. The purpose of this study is to discuss development direction of game styled contents for mobile learning. we introduce the development direction and prototypes of mobile learning contents focused on game-styled activities as the alternative to make up for the weak points of the mobile devices.

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An Evaluative Analysis of 'U-KNOU Campus' System and its Mobile Platform

  • Seol, Jinah
    • Journal of Internet Computing and Services
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    • v.20 no.5
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    • pp.79-86
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    • 2019
  • This paper is an overview of key elements of Korea National Open University's smart mobile learning system, and an attempt to evaluate its main services relative to the FRAME model and the Mobile Learning Development Model for distance learning in higher education. KNOU improved its system architecture to one based on xMOOC e-learning content delivery while also upgrading its PC-based online/mobile learning services to facilitate an easier and more convenient access to lectures and for better interactivity. From the users' viewpoint, the upgraded 'U-KNOU Campus' allows for a more integrated search capability coupled with better course recommendations and a customized notification service. Using the new system, the students can access not only the school- and peer-issued messages via online bulletin boards but also share information and pose questions to others including to the school faculty/officials and system administrators. Additionally, a new mobile payment method has been incorporated into the system so that the students can select and pay for additional courses from anywhere. In spite of these advances, the issue of device usability and content development remain; specifically U-KNOU Campus needs to improve its instructor-learner and learner-to-learner interactivity and mobile evaluation interface.