• 제목/요약/키워드: learner data

검색결과 477건 처리시간 0.029초

Design and Implementation of ELAS in AI education (Experiential K-12 AI education Learning Assessment System)

  • Moon, Seok-Jae;Lee, Kibbm
    • International Journal of Advanced Culture Technology
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    • 제10권2호
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    • pp.62-68
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    • 2022
  • Evaluation as learning is important for the learner competency test, and the applicable method is studied. Assessment is the role of diagnosing the current learner's status and facilitating learning through appropriate feedback. The system is insufficient to enable process-oriented evaluation in small educational institute. Focusing on becoming familiar with the AI through experience can end up simply learning how to use the tools or just playing with them rather than achieving ultimate goals of AI education. In a previous study, the experience way of AI education with PLAY model was proposed, but the assessment stage is insufficient. In this paper, we propose ELAS (Experiential K-12 AI education Learning Assessment System) for small educational institute. In order to apply the Assessment factor in in this system, the AI-factor is selected by researching the goals of the current SW education and AI education. The proposed system consists of 4 modules as Assessment-factor agent, Self-assessment agent, Question-bank agent and Assessment -analysis agent. Self-assessment learning is a powerful mechanism for improving learning for students. ELAS is extended with the experiential way of AI education model of previous study, and the teacher designs the assessment through the ELAS system. ELAS enables teachers of small institutes to automate analysis and manage data accumulation following their learning purpose. With this, it is possible to adjust the learning difficulty in curriculum design to make better for your purpose.

온라인 비교과 프로그램 참여자의 학습전략, 학습태도, 성취동기가 만족도에 미치는 영향 (The Effect of Learning Strategy, Learning Attitude, Achievement Motivation on Satisfaction of Online Extracurricular Participants)

  • 박혜진;권영애
    • 디지털산업정보학회논문지
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    • 제19권1호
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    • pp.13-21
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    • 2023
  • This study was conducted with students who participated in an online extracurricular after COVID-19 in order to analyze the effects of college students' learning strategy, learning attitude, and achievement motivation on satisfaction. After participating in the online extracurricular, an online survey was conducted, and responses from 163 students were collected. Based on the collected data, the study results were analyzed. The results of the study are as follows. First, learning strategy was found to have a positive effect on satisfaction. These results can be inferred that positive recognition worked in the process of actually applying the learning strategies acquired through the extracurricular to their own learning. Second, learning attitude had a positive effect on satisfaction. The learner's learning attitude to develop necessary skills through experience and the sense of achievement experienced in the process of participating in the online extracurricular had a positive effect on satisfaction. Third, achievement motivation was found to have a positive effect on satisfaction. It can be inferred that the learner's active behavior by participating in the program acts as a motivation for achievement and affects satisfaction. Finally, through this study, a plan for effectively operating extracurricular in an online environment was presented.

Study on the ensemble methods with kernel ridge regression

  • Kim, Sun-Hwa;Cho, Dae-Hyeon;Seok, Kyung-Ha
    • Journal of the Korean Data and Information Science Society
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    • 제23권2호
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    • pp.375-383
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    • 2012
  • The purpose of the ensemble methods is to increase the accuracy of prediction through combining many classifiers. According to recent studies, it is proved that random forests and forward stagewise regression have good accuracies in classification problems. However they have great prediction error in separation boundary points because they used decision tree as a base learner. In this study, we use the kernel ridge regression instead of the decision trees in random forests and boosting. The usefulness of our proposed ensemble methods was shown by the simulation results of the prostate cancer and the Boston housing data.

전자교육공동체에서 지각된 유용성과 지각된 사용용이성이 학습자의 몰입에 미치는 영향 (The Effect of Perceived Usefulness and Perceived Ease of Use on Learner Flow in e-Learning Community)

  • 김성완
    • 한국컴퓨터정보학회논문지
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    • 제11권6호
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    • pp.87-97
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    • 2006
  • 이 연구는 전자교육공동체(e-learning community)에서 지각된 유용성과 지각된 사용용이성이 학습자의 태도적 몰입과 행동적 몰입에 어떤 영향을 미치는 지를 살피는데 목적이 있다. 이를 위해 관련 선행연구 특히, 기술수용모형(Technology Acceptance Model)을 토대로 연구모형과 다섯 개의 연구 가설들을 세웠다. 잠정적인 모형에서 제시된 가설들을 검증하기 위해 측정도구를 개발했다($Cronbach\;{\alpha}=.88$). 가설검증을 위한 자료 수집은 예비교사를 위한 전자교육공동체의 회원 62명을 대상으로 설문을 실시하였다. 이 연구결과는 다음과 같았다. 지각된 유용성이 태도적 몰입에 영향을 미친다(가설 II), 지각된 사용용이성이 태도적 몰입에 영향을 미친다(가설 III), 그리고 태도적 몰입은 행동적 몰입에 영향을 미친다(가설 IV) 등 세가지 가설은 채택되었으며, 지각된 사용용이성이 지각된 유용성에 영향을 미친다(가설 I), 지각된 유용성이 행동적 몰입에 영향을 미친다(가설 V)는 가설들은 기각되었다. 이 경로분석 결과를 토대로 수정한 모형은 타당한 것으로 나타났다. 즉, $X^2$ 값은 4.29, 유의확률.23으로 유의수준.05에서 모형과 자료가 일치한다는 영가설이 채택되었다. 표본크기에 영향을 받지 않는 적합도 지수인 RMSEA, NNFI, CFI 값은 각각.08,.94,.97로 비교적 높은 적합도 수준을 보였다. 이 연구는 전자교육공동체에서의 학습자 몰입을 촉진하기 위해 설계 시 고려해야 할 중요한 시사점들을 제공해 준다는데 의의가 있다.

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Improving Bagging Predictors

  • Kim, Hyun-Joong;Chung, Dong-Jun
    • 한국통계학회:학술대회논문집
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    • 한국통계학회 2005년도 추계 학술발표회 논문집
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    • pp.141-146
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    • 2005
  • Ensemble method has been known as one of the most powerful classification tools that can improve prediction accuracy. Ensemble method also has been understood as ‘perturb and combine’ strategy. Many studies have tried to develop ensemble methods by improving perturbation. In this paper, we propose two new ensemble methods that improve combining, based on the idea of pattern matching. In the experiment with simulation data and with real dataset, the proposed ensemble methods peformed better than bagging. The proposed ensemble methods give the most accurate prediction when the pruned tree was used as the base learner.

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사이버교육활성화를 위한 CRM방법의 적용에 관한 연구 (A Study on the CRM Application for Activation of Cyber Education)

  • 김한신;이공섭;이창호
    • 대한안전경영과학회지
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    • 제4권2호
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    • pp.103-111
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    • 2002
  • Nowdays cyber education based on the internet is actively developed. But the management of the customers in the cyber education field is not enough. Then, in this paper, we provide the learner with the proposals of lectures to be extremely matched by analyzing the learning capacity and the greatest concern of him(her) using the methods of data mining, such as RFM, prediction, slickness, association rule, classification, and so on.

A Practical Study on Data Analysis Framework for Teaching 3D Printing in Elementary School

  • Kim, Woo Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • 제8권1호
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    • pp.73-82
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    • 2016
  • The computational thinking refers to the ability to solve the complex and a variety of problems by utilizing a computer in core of the software education. It create a model through data collection and analysis and realize that the computer can understand to solve problems. Recently, the educational application of 3D printer appears in importance, which is one method to improve the computing thinking. In this paper, we propose the data analysis framework to stretch the computing thinking of learner that can incorporate 3D printing technology to the current elementary school curriculum and apply in a case study.

Collaboration in a Web-Based Learning Environment: Opportunities and Challenges

  • HAN, Seungyeon
    • Educational Technology International
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    • 제9권2호
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    • pp.123-142
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    • 2008
  • The purpose of this study was to examine how computer conferencing might facilitate collaborative learning for students to engage in meaningful discussion. The participants in this study consisted of the instructor and the students in a graduate level course. Different sources of evidence were used to triangulate the data: in-depth interviews, content analysis of transcripts of discussion, and other archival data including course syllabus, presentation materials, and lecture notes. Participants perceived web-based learning as collaborative process, providing opportunities to share the idea, respect and evaluate different perspectives, and co-construct new insights. Analysis of the data revealed several challenges related collaboration in a web-based learning environment: absence of a sense of community, technical problems, adaptability to different types of learner, and managing the discussion. The data also indicated that a variety of strategies were used to facilitate learning: building a sense of community, technical support, developing instructional methodologies, class size, and design of the content.

학습분석 기법을 적용한 소프트웨어교육 지원 시스템 개발 (Development of Software Education Support System using Learning Analysis Technique)

  • 전인성;송기상
    • 정보교육학회논문지
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    • 제24권2호
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    • pp.157-165
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    • 2020
  • 소프트웨어교육에 대한 관심이 높아지면서 소프트웨어교육의 교수·학습 방법 및 평가에 대한 논의도 같이 활발해지고 있다. 현재 이루어지고 있는 소프트웨어교육 수업 방법의 문제는 교수자가 학습자의 컴퓨터에서 진행되고 있는 코딩의 내용을 실시간으로 파악할 수 없다는 것이다. 이에 따라 교수자는 적시에 학습자에게 피드백을 주는데 한계가 있다. 이 문제를 극복하기 위하여 본 연구에서는 학습분석 기법을 적용하여 엔트리 기반의 실시간 학습자 코딩 상황을 파악하고 교수자에게 전달하는 소프트웨어교육 지원 시스템을 개발하고, 학습중에 수집되는 데이터를 Hadoop 시스템을 통하여 시각화는 체제를 구현하였다. 소프트웨어교육 지원 시스템은 교사와 학습자가 접속하는 표현 계층과 코드를 분석하고 구조화하여 평가하는 비즈니스 계층, 그리고 학급정보, 계정 정보, 학습정보 등을 저장하는 DB 계층을 포함하고 있다. 교수자는 미리 학습할 내용을 소프트웨어교육 지원 시스템에 설정하는 것이 가능하고, 저장된 코드와 학생들의 코드를 비교한 데이터를 기반으로 하여 컴퓨팅 사고력 요소 루브릭을 통해 학습자의 성취율을 비교·분석할 수 있다.

자동 스크롤 가능을 이용한 주의력 집중을 위한 웹기반 전자교과서 텍스트 화면 설계전략 (Strategies on Text Screen Design Of The Electronic Textbook For Focused Attention Using Automatic Text Scroll)

  • 권형규
    • 컴퓨터교육학회논문지
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    • 제5권4호
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    • pp.134-145
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    • 2002
  • 본 연구는 학습자가 전자교과서에서 문자별로 초점이 다른 텍스트요인을 학습시 내용흐름에 따라 편하게 읽을 수 있게 하기 위한 기능 및 기술적 방안을 제시한다. 본 연구에서 제시한 전자교과서의 텍스트 화면은 학습자가 전자교과서의 텍스트를 접할 때 설정된 값 이상의 데이터가 디스플레이 되면 마우스나 키보드의 작동 없이 학습자별로 원하는 형태로 자동으로 스크롤되어 쉽게 읽을 수 있게 된다. 또한 학습내용이나 개인차에 따라 제시방법이나 속도를 수시로 제어할 수 있다. 자동 텍스트 스크롤은 텍스트 내용구조(특정 및 영역 분류 등), 제시형태(밀도, 사이즈, 폰트 등), 제시방법(스크롤방법, 속도 등), 프로그램 통제유형(램 상주 등)과 화면디자인 적용(가독성 등)등에 따른 데이터 및 화면의 자동 스크롤 방법으로 텍스트 학습에 대한 개인의 능력 및 성향을 반영할 수 있다. 이를 위한 기술적 해결책을 환경설정단계, 스크롤지정단계, 복사단계, 데이터분석단계, 스크롤코딩단계, 중앙포커스코딩단계, 좌우포커스코딩단계, 실행단계로 나누어 제시하였다.

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