• Title/Summary/Keyword: interest in learning science

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A Study on Development of Hybrid Personalization Recommendation System Based on Learing Algorithm (학습알고리즘 기반의 하이브리드 개인화 추천시스템 개발에 관한 연구)

  • Kim Yong;Moon Sung-Been
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.75-91
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    • 2005
  • The popularization of the internet has produced an explosion in amount of the information. The importance of web personalization is being more and more increased. The personalization is realized by learning user's interest. User's interest is changing continuously and rapidly. We use user's profile to represent user's interest. User's profile is updated to reflect the change of user's interest. In this paper we present an adaptive learning algorithm that can be used to reflect user's interest that is changing with time. We propose the User's profile model. With this profile user's interest is learned based on user's feedback. This approach has applied to develop hybrid recommendation system.

A Study on the Effect of Collaborative Instruction Between a Teacher Librarian and a Korean Language Teacher on a Middle School Student's Learning Interest and Academic Achievement (사서교사와 국어교사의 협동수업이 중학생의 학습흥미와 학업성취도에 미치는 영향에 대한 연구)

  • Ki, Min-Jin;Song, Gi-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.2
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    • pp.123-142
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    • 2013
  • The aim of this study is to find out the impact of collaborative instruction between the teacher librarian and the classroom teacher on learning interest and academic achievement by running Library and Information Life, which is the textbook of information literacy for teacher librarians and the Korean language curriculum for the first grade of middle school through library-based instruction. The result of this study has a positive influence on academic achievement by facilitating learning interest on Korean language classes under coplanning, co-operating and coevaluating in the school library. Therefore, it is important to establish the institutional system for collaborative instruction in order to increase information literacy instruction in the school community. A local school should expand the physical environment and educational equipment of its school library and form a flexible schedule to have enough time for teaching information literacy skills and for using of materials.

Decoding Brain States during Auditory Perception by Supervising Unsupervised Learning

  • Porbadnigk, Anne K.;Gornitz, Nico;Kloft, Marius;Muller, Klaus-Robert
    • Journal of Computing Science and Engineering
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    • v.7 no.2
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    • pp.112-121
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    • 2013
  • The last years have seen a rise of interest in using electroencephalography-based brain computer interfacing methodology for investigating non-medical questions, beyond the purpose of communication and control. One of these novel applications is to examine how signal quality is being processed neurally, which is of particular interest for industry, besides providing neuroscientific insights. As for most behavioral experiments in the neurosciences, the assessment of a given stimulus by a subject is required. Based on an EEG study on speech quality of phonemes, we will first discuss the information contained in the neural correlate of this judgement. Typically, this is done by analyzing the data along behavioral responses/labels. However, participants in such complex experiments often guess at the threshold of perception. This leads to labels that are only partly correct, and oftentimes random, which is a problematic scenario for using supervised learning. Therefore, we propose a novel supervised-unsupervised learning scheme, which aims to differentiate true labels from random ones in a data-driven way. We show that this approach provides a more crisp view of the brain states that experimenters are looking for, besides discovering additional brain states to which the classical analysis is blind.

"Spot the differences" Game: An Interactive Method That Engage Students in Organic Chemistry Learning

  • Cha, Jeongho;Kan, Su-Yin;Chia, Poh Wai
    • Journal of the Korean Chemical Society
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    • v.62 no.2
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    • pp.159-165
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    • 2018
  • For the first time, the spot the differences (STD) game was employed in the teaching of basic organic chemistry course. Three sets of paired pictures associated with selected topics in organic chemistry were presented to the students and they were required to spot the differences between the two pictures. Based on the students' pre and post self-assessment, the STD game resulted in several positive learning outcomes as indicated in the students' reflective writing, including knowledge recall, deeper understanding of a subject, enhanced analytical skill, motivation and fun-filled learning, learning from peers and self-empowerment in learning. The STD game is a desirable teaching and learning tool, as learning in an entertaining and interactive way is highly sought after in today's classroom, especially to novice students. In the future, the STD game can be modified and implemented to cater the needs of different courses and topics.

Problems of Teaching Pupils of Non-Specialized Classes to Program and Ways to Overcome Them: Local Study

  • Rudenko, Yuliya;Drushlyak, Marina;Osmuk, Nataliia;Shvets, Olha
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.105-112
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    • 2022
  • The development and spread of IT-technologies has raised interest in teaching programming pupils. The article deals with problems related to programming and ways to overcome them. The importance of programming skills is emphasized, as this process promotes the formation of algorithmic thinking of pupils. The authors determined the level of pupils' interest to programing learning depending on the age. The analysis has showed that the natural interest of younger pupils in programming is decreasing over the years and in the most productive period of its study is minimized. It is revealed that senior school pupils are characterized by low level of interest in the study of programming; lack of motivation; the presence of psychological blocks on their own abilities in the context of programming; law level of computer science understanding. To overcome these problems, we conducted the second stage of the experiment, which was based on a change in the approach to programing learning, which involved pupils of non-specialized classes of senior school (experimental group). During the study of programming, special attention was paid to the motivational and psychological component, as well as the use of game technologies and teamwork of pupils. The results of the pedagogical experiment on studying the effectiveness of teaching programming for pupils of nonspecialized classes are presented. Improvement of the results provided the use of social and cognitive motives; application of verbal and non-verbal, external and internal means; communicative attacks; stimulation and psychological setting; game techniques, independent work and reflection, teamwork. The positive effect of the implemented methods is shown by the results verified by the methods of mathematical statistics in the experimental and control groups of pupils.

Development and Application of Play-Based Science Class Program for the Unit of 'Favorite Constellation' of 4th Grade Students (초등학교 4학년 『별자리를 찾아서』 단원 지도를 위한 놀이 과학 교실 활동 프로그램의 개발과 적용)

  • Shin, Young A;Sohn, Jungjoo;Seo, Eun-Kyoung
    • Journal of Science Education
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    • v.33 no.2
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    • pp.248-257
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    • 2009
  • The purpose of this study is to investigate the learning achievement of students who has taken the play-based and activity-oriented programs in the class. These new science class programs and instrument to measure student learning achievement were developed for the "Constellation Favorite" lesson of 4th grade students and Those are verified by science education experts, teachers in serve. The subjects of this study consist of 121 students in four classes who were selected on the basis of midterm examination result before teaching treatment. They were divided into two categories with two classes per each category, one class for experimental group and the other class for control group. The experimental groups were given five classes including five play-based class programs. The control groups were given five conventional instruction-type classes. The students were given questionnaires to test their interest ratings. The results show about 17% increase of their learning achievement with (p<0.005) by independent sample T-test method and 40% increase of interest rating in play-based class sample compared to normal class sample. In conclusion, the play-based science class program is found to enhance the students' learning achievement and to interest the students more effectively.

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The Influences of Cognitive Conflict and Situational Interest by a Discrepant Event on the Conceptual Change Process in Learning the Concept of Combustion (연소 개념 학습에서 변칙 사례에 의한 인지 갈등 및 상황 흥미가 개념 변화 과정에 미치는 영향)

  • Choi, Sook-Yeong;Kang, Suk-Jin;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.8
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    • pp.779-785
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    • 2008
  • In this study, we investigated the role of a discrepant event from both cognitive and motivational perspectives in learning the concept of combustion. A preconception test, a test of response to a discrepant event, and a situational interest questionnaire were administered to 433 eighth graders. After learning the concept of combustion, the tests of attention, effort, and conceptual understanding were administered as post-tests. The reponses of 208 students who had been found to possess the target misconception were analyzed. The percentages of rejection and exclusion responses were relatively high compared to the previous studies about density concept, whereas a proportion of belief change was low. The results of the path analysis indicated that situational interest after presenting an alternative hypothesis had a direct effect and an indirect effect via attention and effort on conceptual understanding. Situational interest induced by a discrepant event directly influenced cognitive conflict after presenting an alternative hypothesis.

The Effects of a Brain-Based Science Teaching and Learning Model on ${\ulcorner}$Intelligent Life${\lrcorner}$ Course of Elementary School (뇌 기반 과학 교수 학습 모형을 적용한 "슬기로운 생활" 수업의 효과)

  • Lim, Chae-Seong;Ha, Ji-Yeon;Kim, Jae-Young;Kim, Nam-Il
    • Journal of Korean Elementary Science Education
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    • v.27 no.1
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    • pp.60-74
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    • 2008
  • The purpose of this study was to examine the effects of a brain-based science teaching and learning model on the science related attitudes, scientific inquiry skills and science knowledge of the 2nd graders in Intelligent Life course. For this study, 117 elementary students from four classes of the 2nd grade in Seoul were selected. In the comparison group, traditional instruction was implemented and in the experimental group, instruction according to brain-based science teaching and learning model was implemented for four weeks. The results of this study were as follows : There were little differences between the comparison and experimental groups in terms of the science related attitudes except for the sub-domains of interest and curiosity. And brain-based science teaching and learning model programs improved a few scientific inquiry skills, especially observation and classification. In addition, the experimental groups showed a positive effect on science knowledge. In conclusion, brain-based science teaching and learning model programs were more effective in improvement of the science related attitudes, scientific inquiry skills and science knowledge of elementary students.

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Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

Awareness of health science students' use of virtual reality devices for learning (일부 보건계열 학생들의 VR 학습매체 활용 인식에 대한 연구)

  • Yong-Keum, Choi;Da-Young, Ryu;Hyun-Sun, Jeon
    • Journal of Korean Dental Hygiene Science
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    • v.5 no.2
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    • pp.61-72
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    • 2022
  • Background: This study was aimed at surveying the health science students' interest, demand, and awareness of virtual reality (VR) devices for learning to accumulate data necessary to develop and implement a curriculum with VR devices. Methods: We investigated the perception of health science students regarding VR device application and utilization. Statistical analyses were performed using SPSS 25.0 (IBM SPSS Statistics). Frequency and descriptive analyses were performed for the perception level of VR device use for university education. An independent twosamples t-test was performed to statistically analyze the perception level according to the VR device experience. A p-value < 0.05 was set to indicate statistical significance. Results: To the question "Do you wish to use VR devices for educational purposes?," 73% of the participants answered "yes." To the question "Do you think VR is necessary for the course curriculum?," over 65% answered "yes." Conclusion: In this study, health science students reported a great need for VR devices for education. VR-based classroom curriculum is expected to improve students' concentration, interest, and motivation.