• 제목/요약/키워드: Role-Playing Learning

검색결과 97건 처리시간 0.031초

The Role of Digital Technology in Climate Technology Innovation

  • KARAM JO
    • KDI Journal of Economic Policy
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    • 제45권2호
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    • pp.21-50
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    • 2023
  • In this paper, I empirically estimate the relationship between digital technology and climate technology using the United States Patent and Trademark Office's patent database. I find that innovation in digital technology increases the number of patents for climate technology by 17.3% on average, with digital data-processing technology and machine-learning-related technologies especially playing a key role in this relationship. Designing and implementing detailed policies that take into account the relationship between the two technologies will help us reduce the time required to achieve carbon neutrality and shift to the digital economy.

학습 플랫폼을 활용한 고등학생의 수학 교수·학습 사례 연구 (A Case Study of High School Student's Mathematics Teaching and Learning using a Learning Platform)

  • 정은영;김형원;고호경
    • East Asian mathematical journal
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    • 제38권4호
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    • pp.415-437
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    • 2022
  • Recently, various platforms of education technology (Edu-Tech) that use artificial intelligence have been developed in the field of mathematics education. The case study in this paper reports the learning experience of a high school student who was directed to learn mathematics through the self-directed learning process provided by a mathematics learning platform using Edu-Tech with the intervention of mentoring provided by his teacher. The study found that the mentoring intervention could make an effective contribution to student's mathematics learning by playing the role of an auxiliary tool for the self-directed learning over time. In this paper, we explain the nature of the challenges that the student encountered in the process of self-directed learning and the roles that the teacher mentoring has played in this process.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • 제6권2호
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Cluster Analysis Algorithms Based on the Gradient Descent Procedure of a Fuzzy Objective Function

  • Rhee, Hyun-Sook;Oh, Kyung-Whan
    • Journal of Electrical Engineering and information Science
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    • 제2권6호
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    • pp.191-196
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    • 1997
  • Fuzzy clustering has been playing an important role in solving many problems. Fuzzy c-Means(FCM) algorithm is most frequently used for fuzzy clustering. But some fixed point of FCM algorithm, know as Tucker's counter example, is not a reasonable solution. Moreover, FCM algorithm is impossible to perform the on-line learning since it is basically a batch learning scheme. This paper presents unsupervised learning networks as an attempt to improve shortcomings of the conventional clustering algorithm. This model integrates optimization function of FCM algorithm into unsupervised learning networks. The learning rule of the proposed scheme is a result of formal derivation based on the gradient descent procedure of a fuzzy objective function. Using the result of formal derivation, two algorithms of fuzzy cluster analysis, the batch learning version and on-line learning version, are devised. They are tested on several data sets and compared with FCM. The experimental results show that the proposed algorithms find out the reasonable solution on Tucker's counter example.

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웹기반 교육에 관한 연구 (A Study on Web-Based Education)

  • 고성규;신용철
    • 대한예방한의학회지
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    • 제11권2호
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    • pp.113-120
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    • 2007
  • The Internet is increasingly changing our lives and enables the ordinary person to have access to never-ending quantities of information and knowledge. Technology and the Internet empower individuals and facilitate a more active role in the educational process. The webcast is a media file distributed over the Internet using streaming media technology and is used extensively in the commercial sector for investor relations presentations, in e-learning, and for related communications activities. And relating to computers, technology, and news are particularly popular and many new shows are added regularly. Especially e-learning is a general term used to refer to computer-enhanced learning and has the ability to level the learning playing field. So that the e-learning experience will be second nature to the growing Internet population. And this study intends to develop web-based education.

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과학 수업에서 비유의 사용 방식이 학생들의 개념학습에 미치는 영향 (Influence of Method Using Analogy on Students' Concept Learning)

  • 양찬호;김경순;노태희
    • 한국과학교육학회지
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    • 제30권8호
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    • pp.1044-1059
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    • 2010
  • 이 연구에서는 과학 개념학습에서 비유의 사용 방식이 학생들의 비유 추론 능력에 따라 개념 이해와 대응 관계의 이해 및 파지에 미치는 영향을 조사하고, 비유 사용 방식에 따른 대응 오류의 양상을 비교하였다. 또한, 역할놀이 비유 활동에 대한 인식을 조사하였다. 중학교 1학년 152명을 두 집단에 배치하여 처치 집단에서는 '기체의 압력과 부피의 관계'에 대한 체험 중심의 역할놀이 비유 수업을, 비교 집단에서는 교사 설명 중심의 비유 수업을 진행하여 그 효과를 비교하였다. 연구 결과, 학생들의 비유 추론 능력에 관계없이 역할놀이 비유 활동을 사용한 수업이 교사 설명 중심의 비유 수업보다 학생들의 개념 이해에 효과적이었으며, 목표 개념과 비유물의 대응 관계를 오래 기억하도록 하는데 효과적인 것으로 나타났다. 또한, 비유 사용 방식에 따라 학생들이 범하는 대응 오류의 양상에는 큰 차이가 없었으나, 역할놀이 비유 수업을 받은 학생들은 대응 관계 이해도 파지 검사에서 대응 오류의 빈도가 더 낮았다. 학생들은 역할놀이 비유 활동을 수행하는데 어려움이 없었고 활동에 적극적으로 참여했다고 응답하는 경우가 많았으며, 활동에 대한 흥미도가 높았다. 이에 대한 교육학적 함의를 논의하였다.

자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템 (A Study on Game Bot Detection Using Self-Similarity in MMORPGs)

  • 이은조;조원준;김현철;엄혜민;이지나;권혁민;김휘강
    • 정보보호학회논문지
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    • 제26권1호
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    • pp.93-107
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    • 2016
  • 다중 접속 역할 게임(Massively Multi-Online Role Playing Game, MMORPG)에서 게임봇은 게임 밸런스에 악영향을 끼치고 일반 유저들에게 상대적인 박탈감을 느끼게 하여 게임 수명을 단축시키는 위험 요소이다. 따라서 그 동안 게임 봇을 탐지하기 위한 다양한 방법이 연구되었으나 특정 게임 컨텐츠의 특징에 초점을 맞춤에 따라 신규 게임이 출시될 때마다 탐지 기법 개발이 필요하거나 혹은 게임 및 봇 프로그램 업데이트에 따른 유지 보수 방안을 고려하지 않고 있다. 본 논문에서는 게임봇이 본질적으로 갖고 있는 특징인, 설정된 패턴에 따라 행동을 반복하는 자기유사성을 주요 특질로 이용한 기계 학습 기법을 제안하고 이렇게 학습한 모델을 자동으로 유지 보수하는 시스템을 제안하였다. 이렇게 제안한 방법은 엔씨소프트의 대표 MMORPG인 리니지, 아이온, 블레이드 앤 소울에 대해 성능을 테스트하였으며 시스템을 구현하여 실전에 적용하였다.

van Hiele의 단계적 교수법에 근거한 예비교사들의 수학 수업에서 탐구 활동의 활성화 방안 탐색 (Activation method of inquiry activity for students playing a leading role in teaching and learning by applying the van Hiele's learning process by stages in undergraduate pre-service teachers' mathematics class)

  • 황석윤;김익표
    • 한국학교수학회논문집
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    • 제18권1호
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    • pp.39-60
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    • 2015
  • 본 논문에서는 van Hiele의 단계적 교수법에 근거한 예비교사들의 수학 수업에서 학생들을 지식 구성의 주체로 만드는 탐구 활동의 활성화 방안을 탐색하고자 한다. 이를 위하여 예비교사들의 수업 지도안과 수업 시연에서 van Hiele의 단계적 교수법의 정보 단계와 안내된 탐구단계에서의 교수 학습 상황을 분석한다. 이와 같은 교수 학습 상황에서 탐구학습 또는 발견학습의 활성화 가능성을 탐색한다. 특히, 본 연구에서 삼각형의 외심과 내심을 두 도형의 위치관계라는 개념구조 안에서 삼각형과 원의 위치관계를 출발점으로 설정하는 방안을 제안하고 이 제안에 대한 구체적인 실행 방법으로서 "사실1: 삼각형의 외접원은 유일하게 존재한다."와 "사실2: 삼각형의 내접원은 유일하게 존재한다."는 두 가지 사실의 도입과 증명을 van Hiele의 단계적 교수법에 근거한 새로운 지도방법으로 제시하고자 한다.

농촌지역 유치원 혼합연령반의 서로 다른 위험요인을 가진 두 누나의 역할 경험 (Role Experiences of Two Elder Sisters who have Different Risk Factors from the Rural Mixed-age Preschool Class)

  • 정계숙;고은경;견주연
    • 아동학회지
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    • 제31권5호
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    • pp.79-99
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    • 2010
  • This study inquired into the life and experiences of two elder sisters who have different individual and familial risk factors and their younger brothers from the mixed-age preschool class through ethnographic research method using participant observation. The results showed that an elder sister from low-income multi-children family played her role very actively through caring for, learning and playing with younger brother during almost of the play situations. On the other hand, the other elder sister who has experience of depression, showed strong possessiveness and neglect of younger brother. As for psychological aspects of sibling relationship, the elder sisters were suffering psychological stresses resulted from excessive role expectation in family or from self-recognition on elder sister role, respectively.

플립러닝 연구 동향에 대한 키워드 네트워크 분석 연구 (A Study on the Research Trends to Flipped Learning through Keyword Network Analysis)

  • 허균
    • 수산해양교육연구
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    • 제28권3호
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    • pp.872-880
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    • 2016
  • The purpose of this study is to find the research trends relating to flipped learning through keyword network analysis. For investigating this topic, final 100 papers (removed due to overlap in all 205 papers) were selected as subjects from the result of research databases such as RISS, DBPIA, and KISS. After keyword extraction, coding, and data cleaning, we made a 2-mode network with final 202 keywords. In order to find out the research trends, frequency analysis, social network structural property analysis based on co-keyword network modeling, and social network centrality analysis were used. Followings were the results of the research: (a) Achievement, writing, blended learning, teaching and learning model, learner centered education, cooperative leaning, and learning motivation, and self-regulated learning were found to be the most common keywords except flipped learning. (b) Density was .088, and geodesic distance was 3.150 based on keyword network type 2. (c) Teaching and learning model, blended learning, and satisfaction were centrally located and closed related to other keywords. Satisfaction, teaching and learning model blended learning, motivation, writing, communication, and achievement were playing an intermediary role among other keywords.