• Title/Summary/Keyword: computer learning experiences

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A Curriculum for Mobile Programming Education that Includes A Project Completion and It's Implementation Results

  • Ha, Seok-Wun;Huh, Kwang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.139-147
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    • 2016
  • In recent, android application developments have been done widely that intensify smart phone utilization. In this paper, we propose a curriculum that undergraduate students can improve their mobile programming abilities as well as integrate experiences of application development based on android. And also a series of practices to advance their sense of accomplishment are added by offering an opportunity to carry out a real project to use a variety of sensors embedded in smart phone during the course of study. The project is composed of a series of modules for implementing a trekking App that helpful to people who enjoy spending time in outdoors through their favorite activities such as trekking, cycling, and climbing with their own smart phones. Through practical curriculum operation and project implementation, we show that the proposed curriculum is appropriate to a mobile programming education that combine learning and practice.

Cooperative Multi-agent Reinforcement Learning on Sparse Reward Battlefield Environment using QMIX and RND in Ray RLlib

  • Minkyoung Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.11-19
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    • 2024
  • Multi-agent systems can be utilized in various real-world cooperative environments such as battlefield engagements and unmanned transport vehicles. In the context of battlefield engagements, where dense reward design faces challenges due to limited domain knowledge, it is crucial to consider situations that are learned through explicit sparse rewards. This paper explores the collaborative potential among allied agents in a battlefield scenario. Utilizing the Multi-Robot Warehouse Environment(RWARE) as a sparse reward environment, we define analogous problems and establish evaluation criteria. Constructing a learning environment with the QMIX algorithm from the reinforcement learning library Ray RLlib, we enhance the Agent Network of QMIX and integrate Random Network Distillation(RND). This enables the extraction of patterns and temporal features from partial observations of agents, confirming the potential for improving the acquisition of sparse reward experiences through intrinsic rewards.

The Effects of Chemistry Class Using Computer-Based Science Inquiry Program on Positive Experiences about Science, Science Core Competency, and Academic Achievement (컴퓨터 기반 과학 탐구 프로그램을 활용한 화학 수업이 과학 긍정경험, 과학과 핵심역량 및 학업성취도에 미치는 영향)

  • Kim, Sungki;Kim, Hyunjung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.107-123
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    • 2022
  • The purpose of this study is to investigate the effects of learning using computer-based science inquiry program. To this end, the three lessons computer-based science inquiry were developed in domain of material's properties. The developed program was put into K middle school located in Seoul and the effects were verified. For the experimental group, the three lessons computer-based science inquiry related to the separation of mixture were introduced, and for the comparison group, the contents presented in the textbook were introduced as a teacher-centered teaching method. To verify the effects of the program, 2-way ANCOVA was performed on positive experiences about science and science core competency, and 2-way ANOVA was performed on academic achievement. As a result of the study, there were significant differences between the two groups in positive experiernces about science and scientific core competencies and academic achievement (p<.05), and group*gender interaction effect was only significant in academic achievement (p<.05). From the results of this study, we could see the possibility of using a computer-based science inquiry program as a chemistry teaching method that enables sustainable scientific inquiry.

Application of Art Therapy with Usage of Distance Education in the Process of Specialists Professional Training

  • Klepar, Maria;Khomyak, Hryhoriy;Kurkina, Snizhana;Ishchenko, Liudmyla;Bai, Ihor;Lashkul, Valerii;Bida, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.251-257
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    • 2022
  • Nowadays, the issues of comprehensive formation of a person capable of self-education, self-development and creative self-realization in the conditions of distance education are relevant. There is a need to solve this problem, which is due to social, cultural, and pedagogical factors. This makes it necessary to find effective means of personality formation. In this matter, great importance is attached to the modern method of forming a creative personality - art therapy. Various approaches to the definition of art therapy have been clarified. They consider various forms of art therapy when working with children, adolescents and adults in the context of distance education. The most relevant are the two main forms of work - individual and group art therapy. Art therapy develops the individual's creativity. Therefore, during art therapy, attention is focused on the inner world, experiences, and feelings. Therefore, we believe that in the context of distance education, art therapy has everything for the powerful potential of personality formation. Scientists consider this therapy as therapy by means of art, which is based on experiences, conflicts that can be expressed in the visual arts and music. Art therapy helps to get rid of conflicts and experiences. This happens in the context of distance education through the development of attention to feelings, strengthening one's own personal value and increasing artistic competence. The article describes the signs that characterize art therapy. Art-therapeutic technologies in the context of distance education, which are now actively used by psychologists, teachers and art therapists themselves, are highlighted. The advantages of distance learning are considered. The characteristic features of distance learning and features of the use of art therapy by means of distance education in the process of professional training of specialists are determined.

A Programming Language Learning Model Using Educational Robot (교육용로봇을 이용한 프로그래밍 학습 모형 - 재량활동 및 특기적성 시간에 레고 마인드스톰의 Labview 언어 중심으로 -)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
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    • v.11 no.2
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    • pp.231-241
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    • 2007
  • With a focus on LabView language to program Lego Mindstoms Robot in afterschool class to help children develop their special ability and aptitude. The purpose of this research was to make proposal for programming learning method using a robot as an algorithm learning tool to improve creative problem solving ability. To do this, robot programming training program in the amount of 30th period and teaching aids thereof were developed, and 6th grade primary school children were taught up to 30th period, then after, they were evaluated accordingly. Results from analysis of evaluation of achievement level with a focus on outcomes according to each period revealed that learners understood most of contents of curriculum. In view of such results from evaluation, it is judged that the curriculum as well as teaching aids that devised and created have been constituted in order that school children will be able to have developed a shared understanding of their learning sufficiently, and to put it into practice easily. Through these hands-on experiences in the course of researches, researcher could have confirmed the possibility of success for robot-programming training class as new creative algorithm learning tool in the primary school curriculum.

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The World as Seen from Venice (1205-1533) as a Case Study of Scalable Web-Based Automatic Narratives for Interactive Global Histories

  • NANETTI, Andrea;CHEONG, Siew Ann
    • Asian review of World Histories
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    • v.4 no.1
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    • pp.3-34
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    • 2016
  • This introduction is both a statement of a research problem and an account of the first research results for its solution. As more historical databases come online and overlap in coverage, we need to discuss the two main issues that prevent 'big' results from emerging so far. Firstly, historical data are seen by computer science people as unstructured, that is, historical records cannot be easily decomposed into unambiguous fields, like in population (birth and death records) and taxation data. Secondly, machine-learning tools developed for structured data cannot be applied as they are for historical research. We propose a complex network, narrative-driven approach to mining historical databases. In such a time-integrated network obtained by overlaying records from historical databases, the nodes are actors, while thelinks are actions. In the case study that we present (the world as seen from Venice, 1205-1533), the actors are governments, while the actions are limited to war, trade, and treaty to keep the case study tractable. We then identify key periods, key events, and hence key actors, key locations through a time-resolved examination of the actions. This tool allows historians to deal with historical data issues (e.g., source provenance identification, event validation, trade-conflict-diplomacy relationships, etc.). On a higher level, this automatic extraction of key narratives from a historical database allows historians to formulate hypotheses on the courses of history, and also allow them to test these hypotheses in other actions or in additional data sets. Our vision is that this narrative-driven analysis of historical data can lead to the development of multiple scale agent-based models, which can be simulated on a computer to generate ensembles of counterfactual histories that would deepen our understanding of how our actual history developed the way it did. The generation of such narratives, automatically and in a scalable way, will revolutionize the practice of history as a discipline, because historical knowledge, that is the treasure of human experiences (i.e. the heritage of the world), will become what might be inherited by machine learning algorithms and used in smart cities to highlight and explain present ties and illustrate potential future scenarios and visionarios.

Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.373-382
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    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

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Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Predicting Mental Health Risk based on Adolescent Health Behavior: Application of a Hybrid Machine Learning Method (청소년 건강행태에 따른 정신건강 위험 예측: 하이브리드 머신러닝 방법의 적용)

  • Eun-Kyoung Goh;Hyo-Jeong Jeon;Hyuntae Park;Sooyol Ok
    • Journal of the Korean Society of School Health
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    • v.36 no.3
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    • pp.113-125
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    • 2023
  • Purpose: The purpose of this study is to develop a model for predicting mental health risk among adolescents based on health behavior information by employing a hybrid machine learning method. Methods: The study analyzed data of 51,850 domestic middle and high school students from 2022 Youth Health Behavior Survey conducted by the Korea Disease Control and Prevention Agency. Firstly, mental health risk levels (stress perception, suicidal thoughts, suicide attempts, suicide plans, experiences of sadness and despair, loneliness, and generalized anxiety disorder) were classified using the k-mean unsupervised learning technique. Secondly, demographic factors (family economic status, gender, age), academic performance, physical health (body mass index, moderate-intensity exercise, subjective health perception, oral health perception), daily life habits (sleep time, wake-up time, smartphone use time, difficulty recovering from fatigue), eating habits (consumption of high-caffeine drinks, sweet drinks, late-night snacks), violence victimization, and deviance (drinking, smoking experience) data were input to develop a random forest model predicting mental health risk, using logistic and XGBoosting. The model and its prediction performance were compared. Results: First, the subjects were classified into two mental health groups using k-mean unsupervised learning, with the high mental health risk group constituting 26.45% of the total sample (13,712 adolescents). This mental health risk group included most of the adolescents who had made suicide plans (95.1%) or attempted suicide (96.7%). Second, the predictive performance of the random forest model for classifying mental health risk groups significantly outperformed that of the reference model (AUC=.94). Predictors of high importance were 'difficulty recovering from daytime fatigue' and 'subjective health perception'. Conclusion: Based on an understanding of adolescent health behavior information, it is possible to predict the mental health risk levels of adolescents and make interventions in advance.

Utilization Plan of SNS for Computer Utilization Ability Improvement of University Students (대학생들의 컴퓨터 활용능력 향상을 위한 SNS 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.587-595
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    • 2014
  • As the number of users of SNS (Social Network Service) and smart devices increases sharply nowadays, many studies on various teaching models and methodologies have been made in order to utilize SNS in education. However, there are not so sufficient studies that explore social media as a learning environment and analyze empirically its relation with the academic achievement. Since various kinds of learning experiences are required in order to foster creative talents, it is necessary to have information sharing, debate and information exchange utilizing SNS. If utilizing SNS for general computer education in a university, it will be possible to collect learners' various thoughts and opinions more effectively. Because real-time feedback can be possible in each individual space through SNS by sharing the information related to the interactions between learner and teacher or between leaner and learner and exchanging opinions each other, the learner's ability to utilize a computer can be improved. Especially SNS can provide a real-time help to solve problems for underachieved students and provide an opportunity to improve the academic achievement.