• Title/Summary/Keyword: On-line Learning

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Exploiting Directions in On-line Non-face-to-face English Class Using Zoom (줌(Zoom)을 활용한 온라인 비대면 영어 수업의 방향 탐색)

  • Kim, Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.284-290
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    • 2021
  • This study aimed to identify the efficiency of online non-face-to-face English classes to propose possibilities for expanding these types of classes in a sustainable way even in the post-COVID era. Moreover, the study suggests pedagogical implications for the directions that should be further explored for online non-face-to-face English classes. To this end, the study employed an online non-face-to-face English reading class using Zoom and investigated the effects of online teaching on college students' reading comprehension via two achievement tests. The study also analyzed learners' satisfaction or dissatisfaction with this online non-face-to-face English reading class (and their reasons) through a questionnaire. Ultimately, the study found that online non-face-to-face English reading classes have a positive effect on learners' reading comprehension learning. In addition, the reasons for learners' satisfaction with online non-face-to-face classes include systematic class progress, class quality, and efficiency of learning. Instructors must be aware of the need to expand online non-face-to-face classes, for which they will have to be thoroughly prepared in advance. Instructors will also need to implement efficient online class activities, organize classes systematically with detailed explanations, and provide quick and useful feedback.

Analysis of activities task using multiple intelligence in middle school 「Technology·Home Economics」 textbooks - Focusing on the 'Dietary Life' unit according to the curriculum of the 2015 revised Practical Arts(Technology·Home Economics) curriculum - (중학교 기술·가정 교과서 다중지능 활용 활동과제 분석 - 2015 개정 실과(기술·가정) 교육과정에 따른 '식생활' 단원을 중심으로 -)

  • Choi, Seong-Youn;Lee, Young-Sun;Choi, Ye-Ji;Joo, Hyun-Jung;Kim, Seung-Hee;Park, Mi-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.30 no.3
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    • pp.19-42
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    • 2018
  • The purpose of this study is to analyze the tasks of 'dietary life' in the textbook developed according to the 2015 revised middle school 「Technology·Home economics」 education curriculum based on the multiple intelligence teaching and learning methods. To accomplish this purpose, 12 textbooks of middle school 「Technology·Home economics」 textbooks were titled "Nutrition and Dietary Behavior of Adolescents", "Planning and Choosing Meals", "Choosing Foods and Safe Cooking" except the questions, the tasks that the students can perform are analyzed based on the teaching and learning methods using multiple intelligences. Analysis methods were analyzed by using contents analysis method, focusing on learning activities, and sub-questions of activities were all included in each activity, and the process of preparing activities on a continuous line was grouped into one. Three people analyzed the activities and proceeded to revise and supplement the analysis standard through consultation. The other three researchers confirmed it. As a result of analyzing 12 kinds of textbooks, the number of activity tasks was 25~74 for each kind of textbooks, and the total number of activities was 527. According to the ratio of multiple intelligences, 35% of the tasks were using logical-mathematical intelligence, and 26.8% of linguistic intelligence, 23% of intrapersonal intelligence, 7.2% of interpersonal intelligence, 3.8% of spatial intelligence, bodily-kinesthetic(2.7%) and musical intelligence(1.5%). On the other hand, it was analyzed that there is no activity task using naturalist intelligence. Except to the naturalist intelligence, general intelligence was utilized. This indicates that the home economics curriculum is a convergence of the home economics curriculum in that it is a reorganization by extracting the contents and methods of other curriculum related to dietary life, is interpreted. This study is expected to provide a framework for various teaching and learning methods to activate students' participation classes and to provide an alternative to realize convergence education in home economics curriculum.

Development of Meta Problem Types to Improve Problem-solving Power (문제 해결력 신장을 위한 베타 문제 유형 개발)

  • 현종익
    • Education of Primary School Mathematics
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    • v.2 no.1
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    • pp.3-13
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    • 1998
  • In mathematics education we have focused on how to improve the problem-solving ability, which makes its way to the new direction with the introduction of meta-cognition. As meta-cognition is based on cognitive activity of learners and concerned about internal properties, we may find a more effective way to generate learners problem-solving power. Its means that learners can regulate cognitive process according to their gorls of learning by themselves. Moreover, they are expected to make active participation through this process. If specific meta problems designed to develop meta-cognition are offered, learners are able to work alone by means of their own cognition and regulation while solving problems. They can transfer meta-cognition to the other subjects as well as mathematics. The studies on meta-cognition conducted so far may be divided into these three types. First in Flavell([3]) meta-cognition is defined as the matter of being conscious of one's own cognition, that is, recognizing cognition. He conducted an experiment with presschoolers and children who just entered primary school and concluded that their cognition may be described as general stage that can not link to specific situation in line with Piaget. Second, Brown([1], [2]) and others argued that meta-cognition means control and regulation of one's own cognition and tried to apply such concept to classrooms. He tried to fined out the strategies used by intelligent students and teach such types of activity to other students. Third, Merleary-Ponty (1962) claimed that meta-cognition is children's way of understanding phenomena or objects. They worked on what would come out in children's cognition responding to their surrounding world. In this paper following the model of meta-cognition produced by Lester ([7]) based on such ideas, we develop types of meta-cognition. In the process of meta-cognition, the meta-cognition working for it is to be intentionally developed and to help unskilled students conduct meta-cognition. When meta-cognition is disciplined through meta problems, their problem-solving power will provide more refined methods for the given problems through autonomous meta-cognitive activity without any further meta problems.

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Analysis and Reference Significance of Mo Youzhi's Letter (모유지의 예서 해석 및 참고 의의)

  • Zhang, Guoxin
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.67-71
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    • 2024
  • Mo Youzhi (1811-1871) was a famous scholar, poet and calligrapher in the late Qing Dynasty. Mo Youzhi's life was rich in experience and broad vision, especially during his ten years in the Shogunate of the Tsengoku Domain, and he made friends with many political and cultural elites. Mo Youzhi is talented and diligent, and has a good relationship with celebrities from all walks of life at that time, so that his talents have been fully demonstrated. In the Qing Dynasty, the study of calligraphy became the absolute dominant force in the world of calligraphy, and the first great prosperity occurred after the Qin and Han dynasties. In accordance with the times, Mo Youzhi devotes himself to learning, takes into account the calligraphy, and goes out on his own path. Moe's work seal, li, kai, line, especially fine seal. Based on its Lishu, this paper expounds its typical style and atypical style respectively, and also discusses the relationship between its Lishu and other fonts. Finally, the author briefly summarizes the significance of Li Shu for the creation of contemporary Li Shu.In the course of discussion, always based on calligraphy ink, consult the relevant literature, combined with Mo Youzhi's life experience, try to be objective and fair, the listed points of view can be based on.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

Analysis of Cause on Difference of ICT Literacy Level according to Gender in Middle School (중학생의 성별에 따른 ICT 리터러시 수준 차이 원인 분석)

  • Ahn, Seonghun
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.1-11
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    • 2017
  • In this paper, I analyzed the cause that girl' ICT literacy score was hiegher than boy's score in middle school after 2010. KERIS had sampled 1% of whole middle school students and measured their ICT level. Therefore, I analyzed the correlation by gender between ICT literacy score and the using habit of ICT based on that result. As a result, the girl's score was higher than the boy's score in field of creating or editing documents, searching information for homework and study, accessing to on-line dictionary for study and enjoying SNS. Also, that difference between girl and boy had little correlation with ICT literacy score. Therefore, I proposed educational method for ICT literacy learning based on the difference of habit to use ICT between boys and girls.

A textbook analysis of irrational numbers unit: focus on the view of process and object (무리수 단원에 대한 교과서 분석 연구: 과정과 대상의 관점으로)

  • Oh, Kukhwan;Park, Jung Sook;Kwo, Oh Nam
    • The Mathematical Education
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    • v.56 no.2
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    • pp.131-145
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    • 2017
  • The representation of irrational numbers has a key role in the learning of irrational numbers. However, transparent and finite representation of irrational numbers does not exist in school mathematics context. Therefore, many students have difficulties in understanding irrational numbers as an 'Object'. For this reason, this research explored how mathematics textbooks affected to students' understanding of irrational numbers in the view of process and object. Specifically we analyzed eight textbooks based on current curriculum and used framework based on previous research. In order to supplement the result derived from textbook analysis, we conducted questionnaires on 42 middle school students. The questions in the questionnaires were related to the representation and calculation of irrational numbers. As a result of this study, we found that mathematics textbooks develop contents in order of process-object, and using 'non repeating decimal', 'numbers cannot be represented as a quotient', 'numbers with the radical sign', 'number line' representation for irrational numbers. Students usually used a representation of non-repeating decimal, although, they used a representation of numbers with the radical sign when they operate irrational numbers. Consequently, we found that mathematics textbooks affect students to understand irrational numbers as a non-repeating irrational numbers, but mathematics textbooks have a limitation to conduce understanding of irrational numbers as an object.

A Study on Facial Wrinkle Detection using Active Appearance Models (AAM을 이용한 얼굴 주름 검출에 관한 연구)

  • Lee, Sang-Bum;Kim, Tae-Mook
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.239-245
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    • 2014
  • In this paper, a weighted value wrinkle detection method is suggested based on the analysis on the entire facial features such as face contour, face size, eyes and ears. Firstly, the main facial elements are detected with AAM method entirely from the input screen images. Such elements are mainly composed of shape-based and appearance methods. These are used for learning the facial model and for matching the face from new screen images based on the learned models. Secondly, the face and background are separated in the screen image. Four points with the biggest possibilities for wrinkling are selected from the face and high wrinkle weighted values are assigned to them. Finally, the wrinkles are detected by applying Canny edge algorithm for the interested points of weighted value. The suggested algorithm adopts various screen images for experiment. The experiments display the excellent results of face and wrinkle detection in the most of the screen images.

Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

Geo-tourism : A Practical Application to Mt. Apsan in Daegu (지오 투어리즘(Geo-tourism)을 위한 대구 앞산 활용방안)

  • Jeon, Young-Gweon
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.517-529
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    • 2005
  • Mt. Apsan is well known to be one of the most popular tourist sites around Daegu. Annually, more than 16 million persons visit Mt. Apsan. Although, in the mountain there are varieties of geomorphic and geological resources, there has been less concern to utilize the resources for geo-tourism. For example, there are about 10 valleys within Mt. Apsan and various landforms are scattered around the valleys. In this context, this study, based on field surveys centering around Gosangol valley, Anjiranggol valley and Dalbigol valley, focuses on exploring ways towards developing Mt. Apsan as an example geo-tourist site. The main findings are as follows: 1) The main landforms of Mt. Apsan include river cliff, cavern, free face, mud crack, ripple mark, fold, sheeting joint, talus, alluvial fan, pot hole, fault line, gnamma, columnar joint and metamorphic rock. 2) The guide notes on the landforms are developed. 3) In order to raise a learning effect of visitors on geomorphic resources, 9 nature trails are designed according to valleys and the length of visitor's stay.

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