• 제목/요약/키워드: National Learning Card

검색결과 40건 처리시간 0.021초

Name Card 기법을 적용한 초등과학 수업이 초등학생의 과학 학습 동기 및 학업성취도에 미치는 영향 (The Effect of Elementary Science Class with Name Card Method on Learning Motivation and Academic Achievement of Elementary Students)

  • 양승원;배진호;소금현
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권1호
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    • pp.129-139
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    • 2014
  • This study was conducted to examine the effect of elementary science class using name card method on scientific learning motivation and academic achievement of elementary students. Two sixth grade classes were divided into experimental group and comparison group to treat the experimental group with elementary science class using name card method. General class according to teacher manual was implemented for the comparison group. Elementary science class applying name card method was conducted for 10 sessions throughout the experimental period of 8 weeks. The results of this study were as follows. First, elementary science class with name card method was effective in improving scientific learning motivation. Second, elementary science class with name card method had significant effect on improvement of scientific learning academic achievement. The study results showed that elementary science class with name card method was effective for scientific learning motivation and academic achievement of elementary students.

Design and Development of Robot Command Card for Coding Learning

  • Han, Sun-Gwan
    • 한국컴퓨터정보학회논문지
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    • 제23권1호
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    • pp.49-55
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    • 2018
  • In this paper, we propose a design and development of instructional cards to understand the grammar of coding, solving the problems and extending the computational thinking in the robot-driven environment. First, we designed the input/output module of the robot to process the coding grammar through the function analysis of the robot. And we designed the module of command card to learn coding grammar using color sensors. We have proven the validity of the designed instruction card by examining the experts to see if it is suitable for coding grammar learning. Designed robot and command card were developed with 28 cards and sensor robot. After applying the developed robot and command card to the elementary school students, the questionnaire showed that students grow the understanding and confidence of coding. In addition, students showed an increased need for programming learning.

고등학교 가정과 식생활 문화 단원에 적용한 게임 기반의 교수·학습 과정안 개발 및 평가 (Development and Evaluation of a Game-Based Lesson Plan Applied to the 'Food Culture' Unit of the High School Home Economics Class)

  • 최성연;채정현
    • Human Ecology Research
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    • 제54권3호
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    • pp.333-349
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    • 2016
  • This study develops and evaluates a game-based lesson plan applied to the 'Food Culture' unit of a high school Home Economics class. We developed, implemented, and evaluated lesson plans for seven periods that contained 'the Korean food table setting card,' 'the world's food culture card,' and the procedure for cards games according to the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. 'The Korean food table setting card' consisted of 'the Korean food table setting order card' to easily understand 10 types of Korean traditional daily meals based on pictures and 'the Korean food table setting food card' to easily understand Korean traditional food based on 104 kinds of food picture and quick response (QR) code. 'The world's food culture card' consisted of 'the world's food culture quiz card' to help learners easily understand influential food culture formation factors, features of food culture, typical foods from 16 countries, and 'the world's traditional food card' to help learners easily understand typical foods from 16 countries through 63 kinds of pictures. Respective 'game guides' were also developed. High school students who studied the game-based Home Economics classes and who participated in the 'Food Culture' unit, could easily and enjoyably learn the food culture of Korea (and other countries), actively participate in learning activities, and understood the content of food culture. In addition, they evaluated that the game-based instruction was easy to remember with minimal memorizing.

Deep Learning-based Delinquent Taxpayer Prediction: A Scientific Administrative Approach

  • YongHyun Lee;Eunchan Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제18권1호
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    • pp.30-45
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    • 2024
  • This study introduces an effective method for predicting individual local tax delinquencies using prevalent machine learning and deep learning algorithms. The evaluation of credit risk holds great significance in the financial realm, impacting both companies and individuals. While credit risk prediction has been explored using statistical and machine learning techniques, their application to tax arrears prediction remains underexplored. We forecast individual local tax defaults in Republic of Korea using machine and deep learning algorithms, including convolutional neural networks (CNN), long short-term memory (LSTM), and sequence-to-sequence (seq2seq). Our model incorporates diverse credit and public information like loan history, delinquency records, credit card usage, and public taxation data, offering richer insights than prior studies. The results highlight the superior predictive accuracy of the CNN model. Anticipating local tax arrears more effectively could lead to efficient allocation of administrative resources. By leveraging advanced machine learning, this research offers a promising avenue for refining tax collection strategies and resource management.

스마트카드 시스템을 활용한 스마트 E-Learning 모델에 관한 연구 (A Study on the Smart E-Learning Model using Smart Card System)

  • 윤정한;박만곤
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2012년도 춘계학술발표대회논문집
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    • pp.398-401
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    • 2012
  • 본 논문에서는 유비쿼터스 기반의 스마트카드를 이용하여 다양한 사용자의 이용과 함께, 타 시스템과 연동을 통한 사용자 인증 및 교통, 유통, 학생증 기반을 제공하는 다기능 스마트 E-Learning 시스템을 구축하여, 다양한 제휴를 제공하고, 미래교육인프라를 활용함과 동시에 첨단 IT 환경인 스마트카드를 적용할 수 있는 종합적인 정보 서비스를 제공함으로써 유비쿼터스 E-Learning 문화를 체험하고, 보다 높은 수준의 교육환경을 제공하고자 한다. 또한 미래지향적 첨단 E-Learning 생활을 유도함과 동시에 각종 시설물 이용 및 다양한 생활에 이용되어 더 나은 Smart E-Learning을 제공한다. 이는 다양한 실적 및 통계자료의 활용을 통해 현황 파악의 신속성, 정확성을 기하여 21 세기 E-Leaning로서 경쟁력 강화 및 이미지 제고를 위하여, 스마트카드 시스템을 활용한 스마트 E-Learning 모델에 대하여 제시하고자 한다.

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Face Recognition using Correlation Filters and Support Vector Machine in Machine Learning Approach

  • Long, Hoang;Kwon, Oh-Heum;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • 한국멀티미디어학회논문지
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    • 제24권4호
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    • pp.528-537
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    • 2021
  • Face recognition has gained significant notice because of its application in many businesses: security, healthcare, and marketing. In this paper, we will present the recognition method using the combination of correlation filters (CF) and Support Vector Machine (SVM). Firstly, we evaluate the performance and compared four different correlation filters: minimum average correlation energy (MACE), maximum average correlation height (MACH), unconstrained minimum average correlation energy (UMACE), and optimal-tradeoff (OT). Secondly, we propose the machine learning approach by using the OT correlation filter for features extraction and SVM for classification. The numerical results on National Cheng Kung University (NCKU) and Pointing'04 face database show that the proposed method OT-SVM gets higher accuracy in face recognition compared to other machine learning methods. Our approach doesn't require graphics card to train the image. As a result, it could run well on a low hardware system like an embedded system.

초등학생 분류능력 발달의 경향성 (Tendency of Elementary School Pupils' Classification Ability Development)

  • 최현동;양일호;권치순
    • 한국초등과학교육학회지:초등과학교육
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    • 제24권3호
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    • pp.281-291
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    • 2005
  • The purpose of this study was to investigate elementary school pupil's classification ability that appears in classification activity. For this study, we developed 2 suitable tools in classification activity achievement. One is artificial stimulus card that comes into view clearly. The other is natural stimulus card that does not come into view well. The test was administrated to 376 pupils of 2, 4, and 6 grade in D elementary School in Yeongdeungpo-gu, Seoul. The result proved in this study was as following. First, elementary school pupil's classification ability showed the developmental change as the grade level rises. Second, there was no statistical difference between boys and girls. Third, there was high correlation between sort artificial category and natural category in their ability. Fourth, classification achievement rate of constant level by grade was seen regardless of the items. The findings above gives following guidance in science classification learning. First, if teacher understands the development of students' classification ability, more effective classification guidance is available. Second, to cultivate students' classification ability, we should devise and apply program depending on their classification ability by grade.

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신용카드 사기 검출을 위한 비용 기반 학습에 관한 연구 (Cost-sensitive Learning for Credit Card Fraud Detection)

  • 박래정
    • 한국지능시스템학회논문지
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    • 제15권5호
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    • pp.545-551
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    • 2005
  • 사기 검출의 주목적은 사기 거래로 인해 발생하는 손실을 최소화하는 것이다. 하지만, 사기 검출 문제의 특이한 속성, 즉 불균형하고 중첩이 심한 클래스 분포와 비균일한 오분류 비용으로 인해, 실제로 희망하는 거절율 동작 영역에서의 분류비용 측면의 최적 분류기를 생성하는 것이 용이하지 않다. 본 논문에서는, 특정 동작 영역에서의 분류기의 분류 비용을 정의하고, 진화 탐색을 이용하여 이를 직접적으로 최적화함으로써, 실제 신용카드 사기 검출에 적합한 분류기를 학습할 수 있는 비용 기반 학습 방법을 제시한다. 신용카드 거래 데이터를 사용한 실험을 통해, 제시한 방법이 타 학습 방법에 비해 비용에 민감한 분류기를 학습할 수 있는 효과적인 방법임을 보인다.

초등학생 대상 블록체인 기술의 위변조 방지 핵심원리 이해와 교육방안 설계 (Understanding and Education Measures of the Prevention of Forgery and Falsification of Blockchain for Elementary School Students)

  • 정유진;김진수;박남제
    • 정보교육학회논문지
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    • 제23권6호
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    • pp.513-520
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    • 2019
  • 일반적인 학습방법은 다수의 학습자를 대상으로 정해진 학습에 대한 내용을 전달함으로서 지식을 전달하는 것을 목적으로 하고 있다. 하지만 이와 같은 방식은 학습자의 흥미를 유발하기 어려우며, 일방적으로 전달하는 방식은 특히 학습자의 집중을 낮추어 전체적인 학업성취도를 낮출 수 있다는 단점을 가지고 있다. 이러한 문제를 보완하기 위해 학습자 스스로 학업에 대한 흥미를 유도하는 게이미피케이션 방법이 연구되고 있으며, 교육과 게임을 접목한 게이미피케이션은 학생의 흥미를 유도하여 학습에 영향을 줄 수 있다. 본 논문에서는 최근 제 4차 산업혁명에 의해 크게 화제가 되고 있는 블록체인의 위·변조 방지 원리를 카드게임으로 제작하고, 학생이 카드게임을 진행하며 기술의 원리를 이해할 수 있는 방안을 제시함으로서 정보과학 교육과정의 발전에 이바지 할 수 있는 방안을 제안한다.

Predicting the Power Output of Solar Panels based on Weather and Air Pollution Features using Machine Learning

  • Chuluunsaikhan, Tserenpurev;Nasridinov, Aziz;Choi, Woo Seok;Choi, Da Bin;Choi, Sang Hyun;Kim, Young Myoung
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.222-232
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    • 2021
  • The power output of solar panels highly depends on environmental situations like weather and air pollution. Due to bad weather or air pollution, it is difficult for solar panels to operate at their full potential. Knowing the power output of solar panels in advance helps set up the solar panels correctly and work their possible potential. This paper presents an approach to predict the power output of solar panels based on weather and air pollution features using machine learning methods. We create machine learning models with three kinds set of features, such as weather, air pollution, and weather and air pollution. Our datasets are collected from the area of Seoul, South Korea, between 2017 and 2019. The experimental results show that the weather and air pollution features can be efficient factors to predict the power output of solar panels.