• Title/Summary/Keyword: Problem-solving experiment

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Development of the Instructional Model Emphasizing Discussion and the Characteristics of Verbal Interactions during its Implementation in a Science High School (과학고 토론수업을 위한 수업모형 개발과 적용과정에서 나타난 언어적 상호작용의 특징)

  • Kim, Hyun-Kyung;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.29 no.4
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    • pp.359-372
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    • 2009
  • The purpose of this study was to develop the FPHER (problem finding, prediction & discussion, hands-on & experiment, explanation & arrangement, enrichment) instructional model emphasizing the social interactions, and as applied, characteristics of verbal interactions were examined overall and with each step. For this study, this model was applied to the students in 10th grade chemistry classes in a science high school, and their group verbal interactions were recorded and analyzed. The results of this study show that most verbal interactions were classified as on-task interactions in the FPHER instructional model, where suggestions were predominant to the acceptance of opinions. There were a few interactions in the F step, and there were many suggestions relating to the solutions and lacking in confidence in the P step. There were many suggestions relating to the process and orders in the H step. Also, there were many questions, some explanation and dissatisfaction, as well as a lack of confidence in the E step. There were many high-level interactions in the R step, and mainly interactions with worksheets showing high-level problem-solving abilities. More in-depth research is needed to develop the teaching strategies that can activate student-to-student interaction and student-teacher interaction with regard to instructions, enhancing thought as counter-argument, justification or sophistication, based on the instructional model in this study.

Reinforcement of Teamwork Ability thru Design Based Experimental Education (설계위주 실험교육에 의한 협동학습 능력 강화)

  • Yi Keon-Young;Ko Hyung-Hwa;Choi Ki-Ho;Kim Bok-Ki
    • Journal of Engineering Education Research
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    • v.7 no.4
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    • pp.32-37
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    • 2004
  • Well organized design based education is the one of the best way to develop the abilities needed for the engineer such as the recognizing and formulating a problem and then solving it creatively and systematically. In order for this, we prepared a course named 'Introduction to the Engineering Design' for the first-year students, which aims at developing creativity and ability to promote a project. Experiment-design mixed courses and theory-design mixed courses, where students have to solve various design problems, are provided for the higher grade students. In this paper, we are focused on the experiment-design mixed course for the second-year students which has been operating from two years ago. Here we show how the teamwork ability is improved. We also present how to operate the course in detail so that anyone can easily get the way to reach the outcomes needed for the engineers.

A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12A
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    • pp.1181-1187
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    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

Effects of One-to-Many Tutoring Mathematics Cooperative Learning on the Cognitive and Affective Domains of High School Students (일대다 튜토링 수학 협동학습이 고등학생의 인지적·정의적 영역에 미치는 영향)

  • Yoo, Ki Jong
    • Communications of Mathematical Education
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    • v.34 no.2
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    • pp.161-177
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    • 2020
  • This study constructed an experiment group and a comparative group, composed of high school students preparing for "Na" type math exam and provided one-to-many tutoring cooperative learning. This study tested the differences between group and between pre- and post-treatment scores by group using non-parametric statistics techniques. Moreover, this study conducted an open-type survey twice and had individual interviews to examine the affective domains of students. The difference in scores between the experimental group and the comparative group was not significant. However, the difference between pre- and post-treatment math scores was only significant in the experiment group among the three groups. Additionally, the student-teacher could reflect on him or her and improve self-efficacy while teaching other ordinary students. The ordinary students were more interested and motivated in the lessons and became more confident. In terms of mathematics competency, we could see that communication, problem-solving, reasoning, and attitude & practice were improved.

Comparison of Learning Performance by Reinforcement Learning Agent Visibility Information Difference (강화학습 에이전트 시야 정보 차이에 의한 학습 성능 비교)

  • Kim, Chan Sub;Jang, Si-Hwan;Yang, Seong-Il;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.17-28
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    • 2021
  • Reinforcement learning, in which artificial intelligence develops itself to find the best solution to problems, is a technology that is highly valuable in many fields. In particular, the game field has the advantage of providing a virtual environment for problem-solving to reinforcement learning artificial intelligence, and reinforcement learning agents solve problems about their environment by identifying information about their situation and environment using observations. In this experiment, the instant dungeon environment of the RPG game was simplified and produced and various observation variables related to the field of view were set to the agent. As a result of the experiment, it was possible to figure out how much each set variable affects the learning speed, and these results can be referred to in the study of game RPG reinforcement learning.

Identification of acrosswind load effects on tall slender structures

  • Jae-Seung Hwang;Dae-Kun Kwon;Jungtae Noh;Ahsan Kareem
    • Wind and Structures
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    • v.36 no.4
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    • pp.221-236
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    • 2023
  • The lateral component of turbulence and the vortices shed in the wake of a structure result in introducing dynamic wind load in the acrosswind direction and the resulting level of motion is typically larger than the corresponding alongwind motion for a dynamically sensitive structure. The underlying source mechanisms of the acrosswind load may be classified into motion-induced, buffeting, and Strouhal components. This study proposes a frequency domain framework to decompose the overall load into these components based on output-only measurements from wind tunnel experiments or full-scale measurements. First, the total acrosswind load is identified based on measured acceleration response by solving the inverse problem using the Kalman filter technique. The decomposition of the combined load is then performed by modeling each load component in terms of a Bayesian filtering scheme. More specifically, the decomposition and the estimation of the model parameters are accomplished using the unscented Kalman filter in the frequency domain. An aeroelastic wind tunnel experiment involving a tall circular cylinder was carried out for the validation of the proposed framework. The contribution of each load component to the acrosswind response is assessed by re-analyzing the system with the decomposed components. Through comparison of the measured and the re-analyzed response, it is demonstrated that the proposed framework effectively decomposes the total acrosswind load into components and sheds light on the overall underlying mechanism of the acrosswind load and attendant structural response. The delineation of these load components and their subsequent modeling and control may become increasingly important as tall slender buildings of the prismatic cross-section that are highly sensitive to the acrosswind load effects are increasingly being built in major metropolises.

The Effects of Research Project Program on the Science Process Skills and Science-Related Attitudes of High School Students (과제연구 프로그램이 고등학생들의 과학 탐구능력 및 과학에 관련된 태도에 미치는 영향)

  • Jung, Hae-Young;Moon, Seong-Bae
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.3
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    • pp.293-302
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    • 2014
  • The purpose of this study is to investigate the effects of research project program of science process skills and science-related attitudes for high school students. This study were accompanied by 72 junior students of G High School who were reorganized as students whose research subject was closely related to chemistry. These students went through 28 periods of 14 sessions of research project program, were tested before and after the study on their science process skills and science-related attitudes. A simple questionnaire afterwards to get their thoughts on this program, was surveyed. The results are as follows. First, the research project program was effective in the science process skills (p<0.01). There was a statistically meaningful difference in the subcategory of deduction, setting up hypotheses, finding variables, building experiments, graphing and interpreting data. Although there was an increase in the average scores of prediction, operant definition, and generalization factors, it was not statistically meaningful (p>0.05). Second, the research project program showed an increase in the post-test of the science-related attitudes but was not statistically meaningful (p>0.05). In terms of subcategoty, the social importance of science, criterion of scientists, application of scientific attitude, and enjoyment of science classes were statistically meaningful (p<0.05). Third, according to the survey of research project program, there was an increase in creating a research problem and solving it by oneself as well as in participating with other teammates to solve a problem. But the most difficult thing was when the experiment failed during the research was processing. The curiosity and interest, towards objects around all lives and science classes after the program done, were increased.

Development of Algorithm Design Worksheets using Algorithmic Thinking-based Problem Model in Programming Education for Elementary School Students (초등학생의 프로그래밍 학습을 위한 알고리즘적 사고 문제 모델 기반의 활동지 개발 및 적용)

  • Kim, Yongcheon;Choi, Jiyoung;Kwon, Daiyoung;Lee, Wongyu
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.233-242
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    • 2013
  • "Problem-solving methods and procedures" sections in the 2009 revised informatics curriculum emphasized active use of algorithmic thinking to solve problems. And it is proposed to solve the various problems of real life using programming language for the implementation of the algorithm. Recently, various Educational Programming Language has been developed for elementary programming activity and many researches showed that students' cognitive burden was reduced in learning programming language with Educational Programming Languages. However implementation of the algorithm is difficult for novice programmer. For the reason, effective way is required for elementary students to connect design of the algorithm and implementation of the algorithm. Therefore, in this study propose the algorithm design worksheets that it is possible to create an algorithm to describe the content needed to implementation in programming education. And this study proved the effect of the algorithm design learning tools through experiment.

The Analysis of 6th-Grade Elementary School Student's Proportional Reasoning Ability and Strategy According to Academic Achievement (학업성취도에 따른 초등학교 6학년 학생들의 비례 추론 능력 및 전략 분석)

  • Eom, Sun-Young;Kwean, Hyuk-Jin
    • Communications of Mathematical Education
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    • v.25 no.3
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    • pp.537-556
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    • 2011
  • This paper focuses on proportional reasoning being emphasized in today's elementary math, and analyzes the way students use their proportional reasoning abilities and strategies according to their academic achievement levels in solving proportional problems. For this purpose, various types of proportional problems were presented to 173 sixth-grade elementary school students and they were asked to use a maximum of three types of proportional reasoning strategies to solve those problems. The experiment results showed that upper-ranking students had better ability to use, express and perceive more types of proportional reasoning than their lower-ranking counterparts. In addition, the proportional reasoning strategies preferred by students were shown to be independent of academic achievement. But there was a difference in the proportional reasoning strategy according to the types of the problems and the ratio of the numbers given in the problem. As a result of this study, we emphasize that there is necessity of the suitable proportional reasoning instruction which reflected on the difference of ability according to student's academic achievement.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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