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Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.232-237
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    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

초등학교 1학년과 2학년 수학교과서가 제공하는 평면도형의 학습기회에 대한 기호학적 분석 (A Semiotic Analysis of Opportunity to Learn about Plane Figures in Grade 1 and 2 Mathematics Textbooks)

  • 조진우
    • 한국초등수학교육학회지
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    • 제24권1호
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    • pp.129-149
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    • 2020
  • 본 연구는 초등학교 1학년과 2학년 수학교과서가 제공하는 평면도형에 대한 학습기회를 기호학적 관점에서 분석한 결과를 보고한다. 2015 개정 수학과 교육과정에서 초등학교 1~2학년에 포함된 평면도형에 대한 학습은 학교에서 다루어지는 기하교육의 기초가 된다는 점에서 특히 중요하다. 수학학습은 의미의 문제와 관련되고 의미에 관한 활동은 기호 활동으로 볼 수 있다는 점에서 그리고 기호학적 분석은 의미에 대한 문제를 정교하게 기술하고 기회를 제공할 수 있다는 점에서 기호학의 관점과 도구를 채택하고, 사용한다. 교과서 활동이 요구하는 기호작용에 대한 분석을 통해 교과서 활동이 제공하는 학습기회의 의의를 드러내 기술할 수 있고, 겉으로 유사해 보이는 학습기회가 어떻게 다른지를 파악할 수 있음을 확인하였다. 분석 결과를 바탕으로, 1학년과 2학년 수학교과서에서 제공되는 학습기회 사이의 연계성에 대해서 논의하였다. 마지막으로 본 연구의 결론 및 시사점 그리고 후속연구를 제안하였다.

웹을 기반으로 인성과 창의력을 기르는 ICT 교재 개발에 관한 연구 (A Study on ICT Textbook Development Raising the Humanity and Creativeness Based on the Web)

  • 김학원;고병오
    • 정보교육학회논문지
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    • 제5권1호
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    • pp.1-13
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    • 2001
  • 초등학교 학생들에게 컴퓨터를 지도할 때 일반적으로 컴퓨터의 기능만 가르치므로 인성 교육 부재, 창의력 제한, 자기 주도적 학습 능력 부족 등 여러 가지 문제점이 발생한다. 이러한 문제점을 해결하기 위해 컴퓨터의 기능을 공부하면서 인성과 창의력을 기를 수 있고, 교육과정 내용을 익힐 수 있는 주제 통합 교재의 개발이 필요하다. 주제통합교재는 기능교육을 위해 교육과정을 접목하는 방법과 교육과정의 문제를 해결하기 위한 도구로 기능을 익히는 방법이 있다. 이에 맞추어 전자는 운영체제인 '윈도우 98'의 내용을 주제별로 나누어 각 주제에 맞는 인성 요소, 창의적인 요소, 그리고 교육과정 내용을 추출하여 구성을 하고, 후자는 '한글97'을 내용으로 교육과정에서 주제를 추출하여 '한글97'로 해결하는 과정으로 구성하였다. 또한 웹의 동적인 특징을 살려 상호작용이 가능한 주제 통합 교재를 개발함으로써 웹만이 갖고 있는 장점을 살려 학습할 수 있게 하였다.

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일 지역 남자 중학생의 인터넷 게임중독성향의 영향 요인: 학습동기, 학교적응, 자기통제력, 자아존중감을 중심으로 (The Influential Factors related to Internet Game Addiction among Male Middle School Students in Ulsan: Focusing on Learning Motivation, School Adjustment, Self-control, Self-esteem)

  • 권남숙;이지현
    • 한국학교보건학회지
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    • 제26권1호
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    • pp.13-25
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    • 2013
  • Purpose: This study is a descriptive correlation study to identify how factors such as motivation to learn, school adaptation, self-control, and self-esteem influence the degree of Internet game addiction and to provide basic data for nursing interventions for male middle school students. Methods: The subjects of this study were 418 male students in lst, 2nd and 3rd grade at three middle schools located in Ulsan. Data were collected from May 1, 2011 to May 31, 2011 and analyzed through descriptive statistical methods, such as the t-test, ANOVA, Sheffe's test, Pearson correlation coefficient and multiple regression analysis, via SPSS 18.0 program. The study's structured questionnaire was composed of 25 items of 'the Motivation to Learn Scale', 41 items of 'the School Adaptation Scale', 20 items of 'the Self-Control Scale', 10 items of 'the Self-esteem Scale', and 20 items of 'the Internet Game Addiction Scale'. Results: 163 students (39.0%) belonged to the non-addiction group while 255 students (61.0%) fell into the addiction risk group. The addiction risk group showed a higher degree of addiction than ones in the non-addiction group. The addiction risk group's average scores for motivation to learn, school adaptation, self-control, and self-esteem were lower than those of the non-addiction group. The statistically significant factors (p<.05) that increase the chance of addiction were grade, family atmosphere, self-control, trading of online game items, and the amount of time playing online games. Conclusion: On the basis of the findings of this study, it is suggested that; qualitative research on the routes of addiction be conducted to find out ways to prevent and nurse addicted students; considering the fact that the average age of Internet users is getting lower and lower, a study targeting primary school students be implemented; since the influences of the variables covered in this study turned out to be relatively low, other factors, especially environmental factors, should also be investigated.

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총체적 교수법을 이용한 유아용 한글 기능성 게임 설계 (Hangul Serious Game for Childhood using Whole Language Approach)

  • 조보로;김수균
    • 한국콘텐츠학회논문지
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    • 제16권2호
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    • pp.449-455
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    • 2016
  • 현재는 남녀노소 할 것 없이 많은 사람들이 스마트 폰을 이용하는 시대가 되었다. 특히 스마트 폰을 이용하여 교육용 애플리케이션을 제작하는 사례들이 늘어나고 있는 추세이다. 본 논문은 이러한 추세에 맞춰 어디서나 쉽게 유아들에게 한글을 접하고, 쉽고, 재미있게 배울 수 있는 한글 교육 기능성 게임을 설계하는 것을 목표로 한다. 특히 스마트 폰의 사용이 보편화되면서 유아들의 한글 습득과정이 과거와 달라지고 있다는 점은 주지의 사실이다. 보통 유아는 한글 공부를 일반적으로 종이책을 기반으로 학습한다. 그러나 현재는 스마트 폰을 활용해 시간과 장소에 구애받지 않고 한글을 익힐 수 있는 세상으로 변화되었으며, 주위에서 이런 모습을 어렵지 않게 볼 수 있게 되었다. 본 논문에서는 한글 학습을 놀이의 속성을 이용해 쉽게 익힐 수 있도록 스마트 폰에서 활용할 수 있는 애플리케이션을 설계하는 방법에 대해 설명한다.

『격치여론(格致餘論)』에 나타난 양생사상(養生思想)에 관한 연구 (A Study on Thought of Regimen specified in Gyeokchiyeoron)

  • 윤영흠;윤창열
    • 대한한의학원전학회지
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    • 제27권4호
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    • pp.153-169
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    • 2014
  • Objectives : This paper was motivated by the discovery that there is a regimen which is more realistic and can be used in practical life with deep consideration of Dangye's thought through Judangye's book Gyeokchiyeoron. Methods : First, after looking into the movement of the heart through the contents of natural science underlying Dangye's regimen thought, this paper intends to examine regimens by dividing them into a regimen of food, regimen of sexual desire, and regimen for infancy and the elderly according to age on the basis of the contents included in Gyeokchiyeoron. Results : As for food, Dangye argued that it's necessary that people should avoid overeating and savory taste and observe the proper time for eating, and as for sexual desire, Dangye argued that people should control themselves from bodily and mental aspects. In addition, this paper could learn that as for infants, what matter are eating, clothes to wear, their mother's role, and education while as for the elderly, what matter are taking good care of the spleen and stomach, and children's filial piety, and the elderly should awaken themselves to sound mentality. Conclusions : Through the research on Gyeokchiyeoron, this paper was able to learn that Dangye-argued regimen includes a regimen of food, sexual desire, and a regimen for infants and the elderly; in addition, this paper could learn that there are some parts of Dangye-argued regimen contents, which anyone can easily apply in reality.

인천시내 남녀 중학생의 가정교과에 대한 인식 및 학습효과에 대한 연구 (A Study on Middle school boys’ and girls’ Perception of the Curriculum of Home Economics and the Learning Achievement of Home Economics Education in Inchon)

  • 오현주;홍성야
    • 한국가정과교육학회지
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    • 제9권1호
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    • pp.19-37
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    • 1997
  • The aim of this study is to research and analyse how junior-high students, both male and female in Inchon area, are recognizing the contents of the curriculum in the subject of home economics and how effectively they are learning and applying it in their actual life. 772 students, both male and female, who started to learn the subject of home economics from the 7th grade as compulsory are the respondents, and the survey is done by using questionnaire. The result shows that after taking the course of home economics, both male and female students have got more positive view on the necessity of learning the subject. But still, on the whole, female students are more intersted and more active than males the subject in learning. As for food and nutrition part, large percentage of the respondents, both male and female, answer that it is very helpful. They tend to be on more balanced diet and when they purchase food or when they eat at restaurant they refer what they learn about nutrition at school more often than not. A number of the students are re-practicing cooking at home after they learn it at school. Also the fact in the survey shows that more and more mothers are getting active in asking their children to re-practice cooking. One of the difficulties for male students to take the course is stereo-typed thinking on the separate role of man and woman in the family. But many of them started cooking some food, even though it is very simple, and the survey shows that their interest in nutrition and health increased after they were initiated into this course.

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메모리 기반 추론 기법에 기반한 점진적 다분할평균 알고리즘 (An Incremental Multi Partition Averaging Algorithm Based on Memory Based Reasoning)

  • 이형일
    • 전기전자학회논문지
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    • 제12권1호
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    • pp.65-74
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    • 2008
  • 패턴 분류에 많이 사용되는 기법 중의 하나인 메모리 기반 추론 알고리즘은 단순히 메모리에 저장하고 분류 시에 저장된 패턴과 테스트 패턴간의 거리를 계산하여 가장 가까운 학습패턴의 클래스로 분류하는 기법이기 때문에 패턴의 개수가 늘어나면 메모리가 증가하고 또한 추가로 패턴이 발생할 경우 처음부터 다시 수행해야하는 문제점을 가지고 있다. 이러한 문제점을 해결하기 위하여 이미 학습한 대표패턴을 기억하고 새로 들어오는 패턴에 대해서만 학습하는 점진적 학습 방법을 제안한다. 즉 추가로 학습패턴이 발생할 경우 매번 전체 학습 패턴을 다시 학습하는 것이 아니라, 새로 추가된 데이터만을 학습하여 대표패턴을 추출하여 메모리사용을 줄이는 iMPA(incremental Multi Partition Averaging)기법을 제안하였다. 본 논문에서 제안한 기법은 대표적인 메모리기반 추론 기법인 k-NN 기법과 비교하여 현저하게 줄어든 대표패턴으로 유사한 분류 성능을 보여주며, 점진적 특성을 지닌 NGE 이론을 구현한 EACH 시스템과 점진적인 실험에서도 탁월한 분류 성능을 보여준다.

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보편 양화사 (UNIVERSAL QUANTIFIER)에 대한 아동들의 해석 양상

  • 강혜경
    • 한국언어정보학회:학술대회논문집
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    • 한국언어정보학회 2001년도 학술대회 논문집
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    • pp.237-257
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    • 2001
  • This paper investigates the idiosyncratic understanding of universal quantifiers such as every, each or all by young children at the ages of 4 to 7, and argues that the phenomenon is explicable in terms of the maturation of both the cognitive system and the linguistic system. Evidence for this dual explanation comes from the fact that the visual input, a picture, plays a key role in determining the children’s conceptual representation, suggesting the need for the central integration of visual and linguistic elements; and from the fact that a quantifier in the linguistic input has an intrinsic property, i.e. a <+focus> feature. I have tried to explain the nature of the cognitive factors in terms of the function of the central system, suggesting a modified form of Smith & Tsimpli’s (1995) version of Fodor’s (1983) modularity hypothesis. Conceptual representations of two kinds are in competition with each other and they are integrated into a neutral LOT (Language of Thought) representation at some point . In the process of this integration, the representations from the visual input predominate over those from the auditory input, though the quantize. (treated as new information provided by the latter) is salient in the final representations. When visual conceptual representations predominate over purely linguistic ones, quantifier spreading errors occur. By contrast, when the relevant grammatical knowledge has developed sufficiently to counteract the conceptual representations, this peculiar behaviour by children should disappear. It is argued that children have to learn two kinds of grammatical fact with regard to universal quantification: (i) they have to learn the status of the quantifier as a functional head of DP so that it has to be positioned inside DP; and (ii) they have to learn the Left-Branch Condition which specifies that movement of an element in the left-branch position is possible only by pied-piping the entire phrase.

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