• Title/Summary/Keyword: Situation Learning

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A Quest of Design Principles of Cognitive Artifacts through Case Analysis in e-Learning: A Learner-Centered Perspective

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.10 no.1
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    • pp.1-23
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    • 2009
  • Learners are often posited in a paradoxical situation where they are not fully involved in decision making processes on how to learn, in designing their tools. Cognitive artifacts in e-learning are supposed to effectively support learner-centered e-learning. The purpose of the study is to analyze cases of cognitive artifacts and to inquire those design principles for facilitating the learner-centered e-learning. Four research questions are suggested: First, it will be analyzed the characteristics of learners with respect to design of cognitive artifacts for supporting the learner-centered e-learning. Second, characteristics of four cases to design cognitive artifacts in learner-centered e-learning environment are analyzed. Third, it will be suggested the appropriate design principles of cognitive artifacts to facilitating learner-centered learning in e-learning environment. Four cases of cognitive artifacts design in learner-centered e-learning was identified as follows: Wiki software as cognitive artifacts in computer-supported collaborative learning; 'Play Around Network (PAN)' as cognitive artifact to monitor learning activities in knowledge community; Knowledge Forum System (KFS) as a cognitive artifact in knowledge building; cognitive artifacts in Courses-as-seeds applied meta-design. Five design principles are concluded as follows: Promoting externalization of cognitive artifacts to private media; Helping learners to initiate their learning processes; Encouraging learners to make connections with other learners' knowledge building and their cognitive artifacts; Promoting monitoring of participants' contributions in collaborative knowledge building; Supporting learners to design their cognitive artifacts.

Deep Learning Description Language for Referring to Analysis Model Based on Trusted Deep Learning (신뢰성있는 딥러닝 기반 분석 모델을 참조하기 위한 딥러닝 기술 언어)

  • Mun, Jong Hyeok;Kim, Do Hyung;Choi, Jong Sun;Choi, Jae Young
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.4
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    • pp.133-142
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    • 2021
  • With the recent advancements of deep learning, companies such as smart home, healthcare, and intelligent transportation systems are utilizing its functionality to provide high-quality services for vehicle detection, emergency situation detection, and controlling energy consumption. To provide reliable services in such sensitive systems, deep learning models are required to have high accuracy. In order to develop a deep learning model for analyzing previously mentioned services, developers should utilize the state of the art deep learning models that have already been verified for higher accuracy. The developers can verify the accuracy of the referenced model by validating the model on the dataset. For this validation, the developer needs structural information to document and apply deep learning models, including metadata such as learning dataset, network architecture, and development environments. In this paper, we propose a description language that represents the network architecture of the deep learning model along with its metadata that are necessary to develop a deep learning model. Through the proposed description language, developers can easily verify the accuracy of the referenced deep learning model. Our experiments demonstrate the application scenario of a deep learning description document that focuses on the license plate recognition for the detection of illegally parked vehicles.

Development and Application of the STEAM Teaching-Learning Program in 'Earth & Moon' Unit for Science Gifted Elementary School Students (초등과학영재를 위한 '지구와 달' 단원의 STEAM 교수·학습 프로그램 개발 및 적용)

  • Jeong, Sang Yun;Sohn, Jungjoo
    • Journal of Science Education
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    • v.37 no.2
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    • pp.359-373
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    • 2013
  • This study is aimed to find out the effect after the development and application of the STEAM teaching-learning program for science gifted elementary school students. The validity of the developed program was verified by three experts. The program consists of a total of eight classes and eight days were carried out. Recorded lessons, class observation journal, and recorded interview transcription data were measured and then analyzed the effect. 'Present situation' is a very important step was confirmed. The degree of understanding of a given situation affected to task commitment, the formation of scientific concepts, creative design and deliverable.

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Mobile-based Educational PLC Environment Construction Model

  • Park, Seong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.61-67
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    • 2022
  • In this paper, we propose a model that can convert some of the simulation program resources to a mobile environment. Recently, smart factories that use PLCs as controllers in the manufacturing industry are rapidly becoming widespread. However, in the situation where it is difficult to operate due to the shortage of PLC operation personnel, the actual situation is that a platform for PLC operation education is necessary. Currently most PLC-related educational platforms are based on 2D, which makes accurate learning difficult and difficult. When a simulation program is applied to distance learning in a general PC environment, many elements are displayed on the monitor, which makes screen switching inconvenient. Experiments with the proposed model confirmed that there was no frame deterioration under general circumstances. The average response time by the request frame was 102 ms, and it was judged that the learner was not at the level of experiencing the system delay.

Integration of Manufacture and Commerce for a Product Learning System in the Service Industry

  • Liao, Shih-Chung;Pan, Ying-Ju Angela
    • The Journal of Industrial Distribution & Business
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    • v.5 no.2
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    • pp.5-12
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    • 2014
  • Purpose - The purpose of this thesis is to assess the product design digital learning status of universities that are currently involved in learning environment projects in manufacture and commerce integration (MCI). Thus, enterprises must keep learning and creating new inventions with revolutionary progress. Research design, data, and methodology - This study not only emphasizes the analysis of technical ability, course concepts, conducting models, and learning environments of every aspect, but also systematically probes the planning of learning, system framework, web learning, environmental activities, data statistics, and digitalized learning, among other aspects. Results - The results of this study help in finally understanding each school's manufacture and commerce integration situation, in order to evaluate product design learning. Consequently, it is essential to evaluate computer learning at schools, thereby affecting communication and the requirements of business education training. Conclusions - It is essential to focus on MCI to promote web teaching to preserve and enhance knowledge disseminating technologies, and immediately share knowledge with learners, while improving work efficiency and cultivating the talent needed by industry.

Decision Making and Learning in Complex Organization : Learning Approach of Garbage Can Model (복잡한 조직에서의 의사결정과 학습 -쓰레기통 모형(Garbage Can Model)의 학습 적용-)

  • Oh, Young-Min;Jung, Kyoung-Ho
    • Korean System Dynamics Review
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    • v.9 no.1
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    • pp.57-71
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    • 2008
  • This research paper describes a complex and vague settings in which organization makes a decision and explains a role of decision maker's learning process. The original paper, written by Cohen, March, Olsen in 1972, said that all members of organization depended on the technology taken through trials and errors, which is the 'learning' process literally. But they intended to exclude the learning process in their simulation model because their PORTRAN model couldn't replicate the learning concept. As a result, they couldn't explain how all agents of garbage can simulation model resolve the problem dynamically. To overcome this original paper's limitations, we try to rebuild a learning process simulation model using by system dynamics approach that can capture the linkage between organization leanings and agents-based decision-makings. Our learning simulation results reveal two points. First, decision maker's leanings process improves the efficiency of decision making in complex situation. Second, group learning shows a superior efficiency to an individual learning because group members share organizational memory and energy.

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A Study on the Operation of Education Using Library Using Flip Learning Techniques: Focusing on ubiquitous E-learning that reflects gaming elements

  • KIM, KiTae;WOO, HoSung
    • Fourth Industrial Review
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    • v.2 no.2
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    • pp.1-9
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    • 2022
  • Purpose - The purpose is to present an efficient library-use education model in the form of flip learning, reflecting traditional teaching methods and gamification elements even in such non-face-to-face and face-to-face situations after COVID-19. Research design, data, and methodology - Research on library use education, research on ubiquitous environment and gamification instructional design, flip the learning, and gamification elements are classified, compared, and analyzed to present educational models for library education, COVID-19 Pandemic situation, and subsequent library use education. Result - We propose an e-learning content development strategy for flipped learning-based library education. First, benchmark and use the existing educational contents. Second, a user-friendly interface is configured so that learners can flexibly organize their learning contents. Third, it allows learners to experience it directly or indirectly in a virtual space. Conclusion - If the e-learning environment can be standardized to the level of schools or educational institutions, a good educational model that can be used not only in library user education but also in other fields will be possible.

신경회로망에 의한 로보트의 역 기구학 구현

  • 이경식;남광희
    • 제어로봇시스템학회:학술대회논문집
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    • 1989.10a
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    • pp.144-148
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    • 1989
  • We solve the inverse kinematics problems in robotics by employing a neural network. In the practical situation. it is not easy to obtain the exact inverse kinematics solution, since there are many unforeseen errors such as the shift of a robot base the link's bending, et c. Hence difficulties follow in the trajectory planning. With the neural network, it is possible to train the robot motion so that the robot follows the desired trajectory without errors even under the situation where the unexpected errors are involved. In this work, Back-Propagation rule is used as a learning method.

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ICT Utilized Learning in Korean Primary and Secondary Schools (힌국 초.중등학교 정보통신기술활용 교육 현황)

  • Nam, Sang-Zo;Lee, Nam-Suk;Cho, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.220-230
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    • 2007
  • Recently, u-learning passing over ICT learning and e-learning becomes influential in Korean primary and secondary schools. U-learning is to be proliferated in accordance with the development of ubiquitous environment. In this paper, we introduced the situation and implications of the model cases of ICT learning, e-learning and u-learning designated by the Korean Ministry of Education and Human Resources Development.

Ubiquitous Learning Support System using the Embedded System (임베디드 시스템을 이용한 유비쿼터스 학습지원시스템)

  • Yeo, Hee-Bo;Choi, Shin-Hyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3417-3421
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    • 2010
  • USN, all things are given to the computing and networking capabilities and by enabling the best service through awareness of environment and situation is a technology to improve the convenience and safety of human life. In this paper, we develop learning support system based on embedded system using USN technology which collect learner's learning environment based on real time and makes the best learning environment. In addition, simulations of these systems to improve the learners' learning efficiency was identified.