• Title/Summary/Keyword: e-Learning patterns

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A study on the Correlation of between Online Learning Patterns and Learning Effects in the Non-face-to-face Learning Environment (비대면 강의환경에서의 온라인 학습패턴과 학습 효과의 상관관계 연구)

  • Lee, Youngseok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.557-562
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    • 2020
  • In the non-face-to-face learning environment forced into effect by the COVID-19 pandemic, online learning is being adopted as a major educational technique. Given the lack of research on how online learning patterns affect academic performance, this study focuses on the number and duration of online video learning sessions as a major factor based on midterm and final exams, and with a formative assessment for each type of learning. The correlation of the learning effects was analyzed. The analysis focused on computer programming subjects, which are among the most difficult liberal arts subjects for arts and science students at the university level. The analysis of cases of actual students showed no correlation among weekly formative assessments, the number of learning sessions, and the learning duration. On the other hand, the number of learning sessions (r=.39 p<0.05) and learning duration (r=.42 p<0.05) were correlated with the midterm and final exams. Elements, such as SMS text, bulletin board, and e-mail, were excluded from the analysis because not all students have access to them. Therefore, the results can be improved if future analysis of the students' learning patterns in a non-face-to-face lecture environment is performed considering more factors/elements and the learners' needs.

Design of E-Tongue System using Neural Network (신경회로망을 이용한 휴대용 전자 혀 시스템의 설계)

  • Jung, Young-Chang;Kim, Dong-Jin;Kim, Jeong-Do;Jung, Woo-Suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.6 no.2
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    • pp.149-158
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    • 2005
  • In this paper, we have designed and implemented a portable e-tongue (electronic tongue) system using MACS (multi array chemical sensor) and PDA. The system embedded in PDA has merits such as comfortable user interface and data transfer by internet from on-site to remote computer. MACS was made up 7 electrodes (${NH_4}^+$, $Na^+$, $Cl^-$, ${NO_3}^-$, $K^+$, $Ca^{2+}$, $Na^+$, pH) and a reference electrode. For learning the system, we adapted the Levenberg-Marquardt algorithm based on the back-propagation, which could iteratively learned the pre-determined standard patterns, in e-tongue system. Conclusionally, the relationship between the standard patterns and unknown pattern can be easily analyzed. The e-tongue was applied to whiskeys and cognac (one high level whisky, one low level whiskey, two cognac) and 2 sample whiskeys for each standard patterns and unknown patterns. The relationship between the standard patterns and unknown patterns can be easily analyzed.

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Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • v.32 no.4
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

Deep learning for stage prediction in neuroblastoma using gene expression data

  • Park, Aron;Nam, Seungyoon
    • Genomics & Informatics
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    • v.17 no.3
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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.

The Study of Stable Child English Education Content Using Augmented Reality Solving the Hide of Marker (마커의 가려짐을 해결하여 증강현실을 이용한 안정적 영어 학습 컨텐츠에 대한 연구)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.9 no.4
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    • pp.99-102
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    • 2010
  • In this study, the 3- dimensional (3-D) learning contents are suggested using 'Augmented Reality' instead of existing 2-dimensional (2-D) learning methods. At the present, there are some 2-D learning methods using texts, image, pictures, and videos called e-learning. However, these one-way 2-D methods have some disadvantages such as declining learner's immersion and concentration. Thus, the 3-D learning contents using 'Augmented Reality' are suggested to compensate the disadvantages. According to the development of information technology (IT), the augmented reality has many applications to the era of ubiquitous. However, there are some disadvantages when learners use these contents as following; non-augmenting by partially hiding from makers and declining concentration by patterns of the makers. In this study, the beneficial marker which can solve this non-augmenting phenomenon is suggested.

A study on the 6th graders' learning algebra through generalization of mathematical patterns (초등학교 6학년의 패턴의 일반화를 통한 대수 학습에 관한 연구)

  • Kim, Nam-Gyun;Lee, Eun-Suk
    • Communications of Mathematical Education
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    • v.23 no.2
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    • pp.399-428
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    • 2009
  • 2007 Renewed Korea Elementary Mathematics Curriculum introduce algebra 6th grade. According to many studies about introducing algebra, it is desirable to teach 6th graders algebra through generalization of patterns. In this study, 6th graders' understanding processes and difficulties in pattern generalization were analyzed and possiblities of introducing algebra to 6th graders through pattern generalization were examined.

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Innovation Patterns of Machine Learning and a Birth of Niche: Focusing on Startup Cases in the Republic of Korea (머신러닝 혁신 특성과 니치의 탄생: 한국 스타트업 사례를 중심으로)

  • Kang, Songhee;Jin, Sungmin;Pack, Pill Ho
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.1-20
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    • 2021
  • As the Great Reset is discussed at the World Economic Forum due to the COVID-19 pandemic, artificial intelligence, the driving force of the 4th industrial revolution, is also in the spotlight. However, corporate research in the field of artificial intelligence is still scarce. Since 2000, related research has focused on how to create value by applying artificial intelligence to existing companies, and research on how startups seize opportunities and enter among existing businesses to create new value can hardly be found. Therefore, this study analyzed the cases of startups using the comprehensive framework of the multi-level perspective with the research question of how artificial intelligence based startups, a sub-industry of software, have different innovation patterns from the existing software industry. The target firms are gazelle firms that have been certified as venture firms in South Korea, as start-ups within 7 years of age, specializing in machine learning modeling purposively sampled in the medical, finance, marketing/advertising, e-commerce, and manufacturing fields. As a result of the analysis, existing software companies have achieved process innovation from an enterprise-wide integration perspective, in contrast machine learning technology based startups identified unit processes that were difficult to automate or create value by dismantling existing processes, and automate and optimize those processes based on data. The contribution of this study is to analyse the birth of artificial intelligence-based startups and their innovation patterns while validating the framework of an integrated multi-level perspective. In addition, since innovation is driven based on data, the ability to respond to data-related regulations is emphasized even for start-ups, and the government needs to eliminate the uncertainty in related systems to create a predictable and flexible business environment.

A Study on the Efficacy of Teaching English Discourse Intonation: Blended Learning (담화속 영어 억양교육의 효율성에 대한 실험연구: 혼합교수모듈을 중심으로)

  • Kim, He-Kyung
    • Speech Sciences
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    • v.14 no.3
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    • pp.31-46
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    • 2007
  • This study attempts to investigate that the training of pitch manipulation would help Korean speakers reduce the intonation errors based on the review of many previous studies on Korean speakers' phonetic realization of intonation. The previous studies have indicated that Korean speakers have problems with pitch manipulation in their production of English word stress, sentence stress, and eventually intonation. To train Korean speakers phonetically realize English pitch patterns, a blended learning module was operated for two weeks: face-to-face instruction for six hours and e-learning instruction for three hours in total. This module was designed to help Korean speakers realize pitch as a distinctive phoneme. An acoustic assessment on five Korean female English speakers shows that the training of pitch manipulation helps Korean English speakers reduce the intonation errors indicated in the previous studies reviewed.

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Design of a machine learning based mobile application with GPS, mobile sensors, public GIS: real time prediction on personal daily routes

  • Shin, Hyunkyung
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.27-39
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    • 2018
  • Since the global positioning system (GPS) has been included in mobile devices (e.g., for car navigation, in smartphones, and in smart watches), the impact of personal GPS log data on daily life has been unprecedented. For example, such log data have been used to solve public problems, such as mass transit traffic patterns, finding optimum travelers' routes, and determining prospective business zones. However, a real-time analysis technique for GPS log data has been unattainable due to theoretical limitations. We introduced a machine learning model in order to resolve the limitation. In this paper presents a new, three-stage real-time prediction model for a person's daily route activity. In the first stage, a machine learning-based clustering algorithm is adopted for place detection. The training data set was a personal GPS tracking history. In the second stage, prediction of a new person's transient mode is studied. In the third stage, to represent the person's activity on those daily routes, inference rules are applied.

A Review of Machine Learning Algorithms for Fraud Detection in Credit Card Transaction

  • Lim, Kha Shing;Lee, Lam Hong;Sim, Yee-Wai
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.31-40
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    • 2021
  • The increasing number of credit card fraud cases has become a considerable problem since the past decades. This phenomenon is due to the expansion of new technologies, including the increased popularity and volume of online banking transactions and e-commerce. In order to address the problem of credit card fraud detection, a rule-based approach has been widely utilized to detect and guard against fraudulent activities. However, it requires huge computational power and high complexity in defining and building the rule base for pattern matching, in order to precisely identifying the fraud patterns. In addition, it does not come with intelligence and ability in predicting or analysing transaction data in looking for new fraud patterns and strategies. As such, Data Mining and Machine Learning algorithms are proposed to overcome the shortcomings in this paper. The aim of this paper is to highlight the important techniques and methodologies that are employed in fraud detection, while at the same time focusing on the existing literature. Methods such as Artificial Neural Networks (ANNs), Support Vector Machines (SVMs), naïve Bayesian, k-Nearest Neighbour (k-NN), Decision Tree and Frequent Pattern Mining algorithms are reviewed and evaluated for their performance in detecting fraudulent transaction.