• 제목/요약/키워드: Role Learning

검색결과 2,005건 처리시간 0.03초

Engineering Mathematics Teaching Strategy Based on Cooperative Learning

  • Zhu, Wanzhen
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제14권1호
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    • pp.11-18
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    • 2010
  • The basic idea of cooperative learning focuses on team reward, equal opportunities for success, cooperation within team and competition among teams, and emphasizes share of sense of achievement through joint efforts so as to realize specific learning objectives. The main strategies of engineering mathematics teaching based on cooperative learning are to establish favorable team and design reasonable team activity plan. During the period of team establishment, attention shall be given to team structure including such elements as team status, role, norm and authority. Team activity plan includes team activity series and team activity task. Team activity task shall be designed to be a chain of questions following a certain principle.

지속가능발전 이해 교육 프로그램 개발 연구 (A Study on the Development of Education for Sustainable Development of Understanding Programme)

  • 지승현;남영숙
    • 한국환경교육학회지:환경교육
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    • 제20권3호
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    • pp.76-88
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    • 2007
  • The purpose of this study is to develope education for sustainable development of understanding programme. The results of this study are as follows. Firstly, this programme is intended to enhance an university student's basic understanding, core skills and viewpoint of sustainable development. Secondly, the programme contains 10 modules, organised in four thematic sections. Each module is made up of two or three activities that are supposed to encourage adult learners in their mature understanding of sustainable development. Thirdly, there are three key teaching-learning strategies such as a case study, story telling and project study. These teaching-learning methods play a key role in the learning process. In conclusion, it is expected to indicate the goal and the value of the sustainable development clearly, and to provide the related information and knowledge constantly and systematically in the learning for sustainable development. Thus, it would be possible to enhance learner's awareness and attitudes towards sustainable development.

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간호학생의 문제중심학습에 관한 인식유형 : Q-방법론 적용 (The Perception of Student Nurse For Problem Based Learning)

  • 조계화
    • 한국간호교육학회지
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    • 제6권2호
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    • pp.359-375
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    • 2000
  • PBL can be defined as an active, self-directed and student-centered learning, and an opposite way of classroom teacher-centered learning which has been traditional role learning. PBL enables students think more efficiently and effectively when puzzling through the patient problems. The purpose of this study is to find out the perception of student nurse about PBL, the characteristics and the structure of the type for PBL. The research process is as follow : First, the researcher selected 35 statements for PBL with the content analysis of in depth interview and the literature review. Second, the researcher asks 38 student nurse to classify the statement cards. The result of the research is that the type of student nurse's PBL perception is divided into 4 types(Affirmative type, Negative type, Suspicious type, and Preferable type), and the explanative total variance is 44 percent. In relation to this, if PBL well combined and adapted in our traditional curriculum will change our nursing education in better direction.

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Deep learning for stage prediction in neuroblastoma using gene expression data

  • Park, Aron;Nam, Seungyoon
    • Genomics & Informatics
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    • 제17권3호
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    • pp.30.1-30.4
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    • 2019
  • Neuroblastoma is a major cause of cancer death in early childhood, and its timely and correct diagnosis is critical. Gene expression datasets have recently been considered as a powerful tool for cancer diagnosis and subtype classification. However, no attempts have yet been made to apply deep learning using gene expression to neuroblastoma classification, although deep learning has been applied to cancer diagnosis using image data. Taking the International Neuroblastoma Staging System stages as multiple classes, we designed a deep neural network using the gene expression patterns and stages of neuroblastoma patients. Despite a small patient population (n = 280), stage 1 and 4 patients were well distinguished. If it is possible to replicate this approach in a larger population, deep learning could play an important role in neuroblastoma staging.

효과적인 조리실습을 위한 학습모델에 관한 연구 - 조리 관련대학 중심으로- (A Study on the Learning Model for Efficient Culinary Practice)

  • 김태형;김원모
    • 한국조리학회지
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    • 제11권1호
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    • pp.1-17
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    • 2005
  • This study aims to develop the learning model for efficient culinary practice. Today, the environment of culinary education haw an oversupply of cooks who graduated from a lot of culinary schools. From now on , we should consider the quality than the quantity of culinary education. For improving the quality of culinary education, we have to study the learning model for efficient culinary practice. The learning model for culinary practice is based on the educational psychology and the study theories. For achieving the goal of this research, the educational psychology and learning theories need to be adopted to the teaching skill of culinary practice. It should play a very important role in improving the quality of culinary teaching skill in school. But this study has some limitations in this respect, because of being lack of professional studies and data for the educational psychology and leaning theories in the culinary practice part. The next study is needed the significantly adapting result of educational theories in culinary school.

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Voice Recognition Softwares: Their implications to second language teaching, learning, and research

  • Park, Chong-won
    • 음성과학
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    • 제7권3호
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    • pp.69-85
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    • 2000
  • Recently, Computer Assisted Language Learning (CALL) received widely held attention from diverse audiences. However, to the author's knowledge, relatively little attention was paid to the educational implications of voice recognition (VR) softwares in language teaching in general, and teaching and learning pronunciation in particular. This study explores, and extends the applicability of VR softwares toward second language research areas addressing how VR softwares might facilitate interview data entering processes. To aid the readers' understanding in this field, the background of classroom interaction research, and the rationale of why interview data, therefore the role of VR softwares, becomes critical in this realm of inquiry will be discussed. VR softwares' development and a brief report on the features of up-to-date VR softwares will be sketched. Finally, suggestions for future studies investigating the impact of VR softwares on second language learning, teaching, and research will be offered.

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XNA기반 게임 개발 환경에서 역공학 방법을 이용한 객체지향 개념 학습 (Object-oriented Concept Learning using Reverse-engineering Method Based on XNA Game Development Environment)

  • 최영미;주문원;윤태복
    • 디지털콘텐츠학회 논문지
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    • 제10권1호
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    • pp.45-54
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    • 2009
  • 본 논문은 게임 개발 환경에서 역공학을 이용한 객체지향개념 학습 방법을 제안한다. 흥미와 재미요소를 가지는 게임의 장점과 완성된 게임을 역으로 분석해 가며 사용된 기술을 학습자 스스로 도출해 낸다. 이 과정에서 게임에 사용된 객체지향 개념을 능동적으로 이해할 수 있는 학습 방법을 소개한다. 제안하는 방법은 XNA 게임 개발 환경에서 학습 사례를 소개하고 교수/학습자 역할에 따른 시나리오를 제시한다.

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CMC in English Language Learning: Gains and Losses

  • Huh, Keun
    • 영어어문교육
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    • 제18권3호
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    • pp.93-120
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    • 2012
  • This paper aims to address the gains and losses of the CMC environment in Language learning. Data were attained from twelve middle school ESL students who took English as a second language class and twelve pre-service teachers taking ESL foundation course. This exploration describes the role of CMC focusing on its' advantages and disadvantages which language teachers need to consider. The findings revealed that the teachers, tasks, and other elements involved in the CMC environment provided several gains and losses for many areas of learning. This implies that CMC alone does not provide an optimal learning environment, but rather it is used as an essential tool in providing opportunities to enhance language learning. Several suggestions are made for teachers and pre-service teacher education how CMC instruction might be better designed. The paper concludes with some practical considerations for future research in the area of CMC.

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Unity ML-Agents Toolkit을 활용한 대상 객체 추적 머신러닝 구현 (Implementation of Target Object Tracking Method using Unity ML-Agent Toolkit)

  • 한석호;이용환
    • 반도체디스플레이기술학회지
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    • 제21권3호
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    • pp.110-113
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    • 2022
  • Non-playable game character plays an important role in improving the concentration of the game and the interest of the user, and recently implementation of NPC with reinforcement learning has been in the spotlight. In this paper, we estimate an AI target tracking method via reinforcement learning, and implement an AI-based tracking agency of specific target object with avoiding traps through Unity ML-Agents Toolkit. The implementation is built in Unity game engine, and simulations are conducted through a number of experiments. The experimental results show that outstanding performance of the tracking target with avoiding traps is shown with good enough results.

문제중심학습을 경험한 학생들이 인식하는 효과적인 튜터의 역할-Focus group을 중심으로 (The Role of Effective Tutors Recognized by Students who have Experienced Problem-Based Learning-Focused on Focus Group Interview)

  • 최은영
    • 문화기술의 융합
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    • 제6권4호
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    • pp.469-476
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    • 2020
  • 본 연구는 포커스 그룹 인터뷰를 통해 문제중심학습을 경험하고 있는 대학생들의 효과적인 튜터의 역할에 대한 의미를 파악하기 위한 질적 연구이다. 연구대상자는 PBL을 경험한 적이 있는 간호학과 4학년 학생이며, 총 21명을 3개의 그룹으로 나누어 인터뷰를 진행하였다. 자료는 의미 있는 주제를 찾기 위해 내용분석을 실시하였다. 본 연구결과 2개의 주제(동기적 측면과 지식적 측면)와 허용적 분위기 형성, 상호작용촉진을 위한 격려, 학생들의 고른 참여 유도, 동료 참여자, 학습속도 조절, 학습목표에 부합하는 시나리오 및 문제 개발, 학습과정의 진행에 대한 길잡이, 피드백을 통한 지식확장 등의 8개 범주로 분석되었다. 연구결과를 토대로 문제중심학습에서 학생들이 인식하는 효과적인 튜터의 역할을 정리하면, 첫째는 학생들이 생각을 자유롭게 펼치고, 상호작용을 할 수 있도록, 허용적인 분위기를 조성한다. 둘째는 칭찬과 격려를 아끼지 않는다. 셋째는 모든 학습자가 참여하도록 한다. 특히 참여가 저조한 학습자에게는 질문을 하여 적극적인 토의를 촉진시켜야 한다. 넷째는 불필요한 개입은 피하며 토론에 함께 참여한다. 다섯째는 학습속도를 조절하며, 시간을 잘 관리하여야 한다. 여섯째는 목표에 부합하는 시나리오를 개발하며, 일곱째는 학습자의 사고를 촉진할 수 있는 질문을 중심으로 수업을 운영하고, 여덟째는 학습자의 응답에 긍정적인 피드백을 제공하여 지식을 형성할 수 있도록 도와주는 역할을 수행하게 된다.