• 제목/요약/키워드: learning process

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Design and Implementation of Web-Based Cooperative Learning System Co-Net

  • WANG, Kyungsu
    • Educational Technology International
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    • 제6권1호
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    • pp.103-119
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    • 2005
  • This study investigated to designand implement web-based collaborative learning system Co-Net and map out students' learning procedure using the system, based upon Student Team Achievement Division (STAD Slavin, 1990, 1996). There are technical process and instructional considerations to be made during the design process. The former are those that concern equipment requirements and specifications and include Ease of Use, Speed of Access, and Flexibility. On the other hand, instructional considerationsare concerned with the delivery and access of instructional materials and their outcomes on learners. They are cooperative interactions within groups and group heterogeneity, learner control, group incentives, individual accountability, equal opportunity for earning high scores and contributing to group effort, task specialization, and competition among groups. A web site for a virtual learning environment designed and built by the authors and known as Co-Net is then explained along with the whole process learners inside the environment. The main page of Co-Net consists of 15 menus to implement cooperative learning process. The cooperative learning activities using 15 menus are composed of six phases (1) preparation of the new knowledge (2) presentation of the new knowledge (3) knowledge assimilation and application (4) team and individual evaluation (5) team and individual recognition Throughout the five phases, the appropriate use of cooperative learning techniques has been shown to have both academic and social benefits to learners.

임무수행을 위한 개선된 강화학습 방법 (An Improved Reinforcement Learning Technique for Mission Completion)

  • 권우영;이상훈;서일홍
    • 대한전기학회논문지:시스템및제어부문D
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    • 제52권9호
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    • pp.533-539
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    • 2003
  • Reinforcement learning (RL) has been widely used as a learning mechanism of an artificial life system. However, RL usually suffers from slow convergence to the optimum state-action sequence or a sequence of stimulus-response (SR) behaviors, and may not correctly work in non-Markov processes. In this paper, first, to cope with slow-convergence problem, if some state-action pairs are considered as disturbance for optimum sequence, then they no to be eliminated in long-term memory (LTM), where such disturbances are found by a shortest path-finding algorithm. This process is shown to let the system get an enhanced learning speed. Second, to partly solve a non-Markov problem, if a stimulus is frequently met in a searching-process, then the stimulus will be classified as a sequential percept for a non-Markov hidden state. And thus, a correct behavior for a non-Markov hidden state can be learned as in a Markov environment. To show the validity of our proposed learning technologies, several simulation result j will be illustrated.

공교육 딜레마 해결을 위한 신교수법 설계 : 패러독스 경영 프로세스를 통한 분석 (A Design of a New Learning Method to Solve the Public Education's Dilemma : through Paradox Management Process)

  • 송창용
    • 산업경영시스템학회지
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    • 제37권4호
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    • pp.162-167
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    • 2014
  • This study is to solve the public education's dilemma between the standardized education to maximize learning efficiency and the personalized education to maximize learning effectiveness, using the paradox management process. The process is based on combining the TOC (Theory Of Constraints) and TRIZ (Russian Theory of Inventive Problem Solving), which is a creative way of thinking to draw the synergic effect by pursuing simultaneously the conflicting elements. Through this research, a new concept of learning method can be suggested on a public course. Further research should be performed to develop a learning guideline based on the students' empirical study results.

Character Recognition Algorithm using Accumulation Mask

  • Yoo, Suk Won
    • International Journal of Advanced Culture Technology
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    • 제6권2호
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    • pp.123-128
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    • 2018
  • Learning data is composed of 100 characters with 10 different fonts, and test data is composed of 10 characters with a new font that is not used for the learning data. In order to consider the variety of learning data with several different fonts, 10 learning masks are constructed by accumulating pixel values of same characters with 10 different fonts. This process eliminates minute difference of characters with different fonts. After finding maximum values of learning masks, test data is expanded by multiplying these maximum values to the test data. The algorithm calculates sum of differences of two corresponding pixel values of the expanded test data and the learning masks. The learning mask with the smallest value among these 10 calculated sums is selected as the result of the recognition process for the test data. The proposed algorithm can recognize various types of fonts, and the learning data can be modified easily by adding a new font. Also, the recognition process is easy to understand, and the algorithm makes satisfactory results for character recognition.

Design Learning Environment based on Affordance Concept for Convergent Design Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.199-206
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    • 2020
  • I suggested the design learning environment based on affordance concept approach for supporting and improving learners' behavior and outcome for convergent design education in this study. The design learning space should be applied teaching and learning activity, especially learners' behavior, physical space condition to support the design thinking process. The design learning space needs openness, individuality and connectivity to support the learners' behavioral to immerse, participate, cooperate, understand, think and fulfill the design thinking process. The composition principles of the learning environment for convergent design education supports communication and collaboration among members for independence and interaction. The spaces for design research and teaching needs high privacy while facilitating visual communications through special materials and wall structure design. Also, for connectivity to improve the learners' physical and visual contact, the environment of the classrooms requires flexibility and mobility by providing an open space integrating unit cells for realizing learning purpose. These are provided by formed of an open structure for inducing visual communication and physical contact to involve the design activities and the mutual interchange.

Prezi를 활용한 프로젝트 수업이 초등과학영재반 학생들의 창의성, 과학탐구능력 및 과학에 대한 태도에 미치는 영향 (The Effect of Project Learning Utilizing Prezi on Creativity, Science Process Skills and Attitudes Toward Science of Scientific Gifted Children in Elementary School)

  • 조혜진;이형철
    • 대한지구과학교육학회지
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    • 제6권1호
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    • pp.50-59
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    • 2013
  • Prezi, which is an implemented software in the form of flash-based online presentation, is considered to be a new appropriate smart-learning tool. This study aimed to investigate an impact of project learning utilizing Prezi on the creativity, attitudes toward science and science process skills of scientific gifted children in elementary school. The results of this study were as follows; First, after project learning utilizing Prezi, their creativity was raised meaningfully, especially in sub-elements of patience, adaptability and variety of interestings. Second, project learning utilizing Prezi showed meaningful effect on their improvement of science process skill, especially in integrated science process skills. Third, project learning utilizing Prezi improved their attitudes toward science meaningfully. In almost sub-elements, except the element of ordinariness of scientist, positive meaningful improvements were showed.

망 분리를 이용한 딥러닝 학습시간 단축에 대한 연구 (A Study on Reducing Learning Time of Deep-Learning using Network Separation)

  • 이희열;이승호
    • 전기전자학회논문지
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    • 제25권2호
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    • pp.273-279
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    • 2021
  • 본 논문에서는 딥러닝 구조를 분할을 이용한 개별 학습을 수행하여 학습시간을 단축하는 알고리즘을 제안한다. 제안하는 알고리즘은 망 분류 기점 설정 과정, 특징 벡터 추출 과정, 특징 노이즈 제거 과정, 클래스 분류 과정 등의 4가지 과정으로 구성된다. 첫 번째로 망 분류 기점 설정 과정에서는 효과적인 특징 벡터 추출을 위한 망 구조의 분할 기점을 설정한다. 두 번째로 특징 벡터 추출 과정에서는 기존에 학습한 가중치를 사용하여 추가 학습 없이 특징 벡터를 추출한다. 세 번째로 특징 노이즈 제거 과정에서는 추출된 특징 벡터를 입력받아 각 클래스의 출력값을 학습하여 데이터의 노이즈를 제거한다. 네 번째로 클래스 분류 과정에서는 노이즈가 제거된 특징 벡터를 입력받아 다층 퍼셉트론 구조에 입력하고 이를 출력하고 학습한다. 제안된 알고리즘의 성능을 평가하기 위하여 Extended Yale B 얼굴 데이터베이스를 사용하여 실험 하였다. 실험 결과, 1회 학습에 소요되는 시간의 경우 제안하는 알고리즘이 기존 알고리즘 기준 40.7% 단축하였다. 또한 목표 인식률까지 학습 횟수가 기존 알고리즘과 비교하여 단축하였다. 실험결과를 통해 1회 학습시간과 전체 학습시간을 감소시켜 기존의 알고리즘보다 향상됨을 확인하였다.

Framework of micro level e-Learning quality dimensions

  • Cho, Eun-Soon
    • International Journal of Contents
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    • 제5권2호
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    • pp.1-5
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    • 2009
  • This study was to analyze important dimensions and its factors of micro level of e-learning determining the quality of e-learning. E-learning dimensions and their factors were identified and developed from the analytical review of related researches. From literature review and survey as well as expert interview, six categories of e-learning identified from this study were: 1) curriculum content, 2) usability, 3) instructional design, 4) evaluation -both process and results, 5) management, and 6) refinement and improvement. A total of thirty-seven factors determining the quality of the e-learning six categories were identified. The rank order and contribution rates for each categories and factors were calculated to explain how importantly they contribute to the quality of e-learning. Also three dimensions such as controlling the e-learning quality, e-learning fundamental dimension e-learning process dimension, and e-learning product dimension, were explained. This study suggests a useful guidance for e-learning quality and evaluation framework for better results.

역할극 활용 기본간호학 실습 교육평가방법에 대한 간호학생의 학습동기, 자기주도적 학습능력 및 문제해결과정과의 관계 (Relationship of Learning Motivation, Self-Directed Learning Ability and Problem Solving Process of Nursing Students after Practice Evaluation of Fundamentals of Nursing Course using Role Play)

  • 김영희;이영미
    • 한국산학기술학회논문지
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    • 제13권1호
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    • pp.147-155
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    • 2012
  • 본 연구는 역할극을 활용해서 간호학생의 기본간호학 술기능력을 평가하였으며, 이러한 실습교육평가방법을 통한 간호학생의 학습동기, 자기주도적 학습능력과 문제 해결과정을 파악하고자 하는 서술적 조사연구였다. 연구대상자는 기본간호학 실습 교과목 수강생 289명이었다. 결론적으로, 학습동기 및 자기주도적 학습능력은 간호과 지원이 적성에 맞고 졸업 후 진학을 하고자 하는 학생, 역할극을 활용한 평가가 적절하다고 생각하는 학생에서, 문제해결과정은 남학생이고, 역할극을 활용한 평가가 적절하다고 생각하는 학생에서 유의한 차이가 있었다. 또한 간호학생의 학습동기, 자기주도적 학습능력과 문제해결과정은 서로 상관관계가 있는 것으로 나타났다.

과정 중심 평가가 반영된 백워드 설계가 초등학생의 과학 학업성취도와 과학학습 동기에 미치는 효과 (The Effect of Backward Design Reflecting Process-Focused Assessment on Science Learning Achievement and Science Learning Motivation of Elementary School Students)

  • 손준호
    • 대한지구과학교육학회지
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    • 제11권2호
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    • pp.90-106
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    • 2018
  • 이 연구에서는 초등 과학과 수업에서 과정 중심 평가가 반영된 백워드 설계가 과학 학업성취도 및 과학 학습 동기에 미치는 효과를 확인하고자 하였다. 학습자의 성장과 발달을 지원하는 과정 중심 평가와 학습자의 온전한 이해를 추구하는 백워드 설계는 과학 학습에 큰 도움을 줄 수 있다. 연구 결과는 다음과 같다. 첫째, '지구와 달의 운동' 단원을 중심으로 과정 중심평가가 반영된 백워드 설계를 실시하였고, 성취기준도달에 도움이 되는 다양한 과정 중심 평가를 반영하였다. 둘째, 실험집단 학생들은 과학학업 성취도 검사와 과학학습 동기 검사에서 통계적으로 유의미한 차이를 나타냈다. 과학 교과의 특성을 반영한 과정 중심 평가가 백워드 설계와 연계되어 학교 현장에서 의미 있게 활용되길 기대한다.