• Title/Summary/Keyword: online problem-based learning

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Effects of Scaffolding on Writing Apprehension and Media Literacy in Engineering Freshmen's Synchronous Online Writing Course (공과대학 신입생의 동시적 온라인 글쓰기 수업에서 스캐폴딩이 쓰기 불안과 미디어 리터러시에 미치는 영향)

  • Hwang, Soonhee
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.33-45
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    • 2022
  • This study aims to investigate effects of scaffolding on writing apprehension and media literacy in engineering freshmen's synchronous online writing course, and the relationships between the two variables. 'Scaffolding' is in-time support provided by a teacher/tutor or competent peer that enables students to meaningfully gain skills at problem solving process. Also, it is one of the most frequently mentioned concepts in education as well as one of the more necessary teaching strategies in an online writing course. In this study, provided treatments for the experiment were supportive scaffolding for domain-specific knowledge and reflective scaffolding for meta-cognitive knowledge. Participants were 102 engineering undergraduate students, who were assigned to two experimental groups by scaffolding types. A process-based writing course in online learning environment was conducted for 8 weeks. The writing tasks were given according to writing process. The findings were that, firstly, there were statistically significant writing apprehension's reduction and self-expression's improvement through the scaffolding provided in writing class. Secondly, writing apprehension's reduction and self-expression's improvement were significant in supportive scaffolding group. Thirdly, media literacy predicted writing apprehension. The practical implications of these findings are discussed herein, with particular attention on ways for writing apprehension's reduction as well as media literacy's enhancement.

A Study on the Intelligent Online Judging System Using User-Based Collaborative Filtering

  • Hyun Woo Kim;Hye Jin Yun;Kwihoon Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.1
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    • pp.273-285
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    • 2024
  • With the active utilization of Online Judge (OJ) systems in the field of education, various studies utilizing learner data have emerged. This research proposes a problem recommendation based on a user-based collaborative filtering approach with learner data to support learners in their problem selection. Assistance in learners' problem selection within the OJ system is crucial for enhancing the effectiveness of education as it impacts the learning path. To achieve this, this system identifies learners with similar problem-solving tendencies and utilizes their problem-solving history. The proposed technique has been implemented on an OJ site in the fields of algorithms and programming, operated by the Chungbuk Education Research and Information Institute. The technique's service utility and usability were assessed through expert reviews using the Delphi technique. Additionally, it was piloted with site users, and an analysis of the ratio of correctness revealed approximately a 16% higher submission rate for recommended problems compared to the overall submissions. A survey targeting users who used the recommended problems yielded a 78% response rate, with the majority indicating that the feature was helpful. However, low selection rates of recommended problems and low response rates within the subset of users who used recommended problems highlight the need for future research focusing on improving accessibility, enhancing user feedback collection, and diversifying learner data analysis.

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.

Relationship among necessity, importance of creative teaching methods, and strengthening core competencies

  • Choi, Hye-Jung;Park, Jung-Hyun;Kim, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.169-176
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    • 2022
  • This study was conducted to find out the relationship between the perception of the necessity and importance of creative teaching methods and core competencies in universities. A total of 142 people who voluntarily agreed to participate in the study were selected and surveyed using the Naver online questionnaire. It was found that the necessity and importance of creative teaching methods was related to the sub-factors of core competencies such as practical field competency, problem-solving competency, convergence competency, communication competency, job ethics, community consciousness. University education should actively introduce and apply creative teaching methods such as action learning and PBL, focusing on improving core competencies, which are actual abilities to be performed in the field.

Development and application of algorithm judging system : analysis of effects on programming learning (알고리즘 자동평가 시스템의 개발 및 적용 : 프로그래밍 학습 효과 분석)

  • Chang, Won-Young;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.45-57
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    • 2014
  • Many studies on algorithm judging system which verifies the correctness and the time efficiency of your program have been underway recently, most of which are on an online judging system focused on programming contests. However this study is mainly about development and application of the judging system based on client-server. Especially, we designed to promote metacognition and motivation which are emphasized in CRESST model, and implemented the total system that consists of the problem, data set, validation program, and user service environments. We applied our system to elementary, middle, and high school students, and We noticed a significant difference of average score between the experimental and control group in posttest and concluded that the teaching method using our system gave the bigger positive effects on programming learning.

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A Survey on Recent Advances in Multi-Agent Reinforcement Learning (멀티 에이전트 강화학습 기술 동향)

  • Yoo, B.H.;Ningombam, D.D.;Kim, H.W.;Song, H.J.;Park, G.M.;Yi, S.
    • Electronics and Telecommunications Trends
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    • v.35 no.6
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    • pp.137-149
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    • 2020
  • Several multi-agent reinforcement learning (MARL) algorithms have achieved overwhelming results in recent years. They have demonstrated their potential in solving complex problems in the field of real-time strategy online games, robotics, and autonomous vehicles. However these algorithms face many challenges when dealing with massive problem spaces in sparse reward environments. Based on the centralized training and decentralized execution (CTDE) architecture, the MARL algorithms discussed in the literature aim to solve the current challenges by formulating novel concepts of inter-agent modeling, credit assignment, multiagent communication, and the exploration-exploitation dilemma. The fundamental objective of this paper is to deliver a comprehensive survey of existing MARL algorithms based on the problem statements rather than on the technologies. We also discuss several experimental frameworks to provide insight into the use of these algorithms and to motivate some promising directions for future research.

The Study of a Population and Generation Parameter's Characteristics on PID Gain Tuning with GA in Wide Solution Area (넓은 해영역에서의 GA를 이용한 PID 제어기 게인 조정에 따른 개체수와 세대수 파라미터의 특징에 관한 연구)

  • Jeong, Hwang Hun
    • Journal of Power System Engineering
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    • v.21 no.3
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    • pp.60-65
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    • 2017
  • A GA is one of the best method to find optimal value in searching area. A GA is driven by probabilistic selection that based on the survival of the fittest. So this algorithm need a huge solving time even if it can be used lots of optimizing problem such as structural design, machine learning, system's identification and so on. This GA's characteristic constrain the program to drive offline. Some studies try to use this algorithm on online or reduce the GA's running time with parallel GA or micro GA. Unfortunately these studies still didn't reduce amount of fitness solving. If the chromosome was imported to the system, it affected system's stability. And when the control system uses online GA, it also doesn't have enough learning time. In this study, try to find stability criterion to reduce the chromosome's affection and find the characteristic of the number of population and generation when GA was driven into the wide searching area.

A Study on the Design and Development of Interactive Non-Face-to-Face Real-Time Classes using EduTech : A Case Study of Christian Education Class (에듀테크를 활용한 상호작용적 비대면 실시간 수업 설계 및 개발 연구 : 기독교교육과 수업 사례를 중심으로)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.66
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    • pp.343-382
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    • 2021
  • This study is a case study in which the interactive non-face-to-face classes using Edutech were applied to the Department of Christian Education. The subjects were 20 students from the Christian education department of A University located in the metropolitan area. The course was 'Instructional Methods and Educational Technology' in the first semester of 2020. In theory, I studied non-face-to-face classes and interaction, and edutech and interaction. Afterward, it designed and developed interactive non-face-to-face classes using edutech. The interactive non-face-to-face classes using edutech were developed as a process of applying Flipped-PBL based interactive edutech. In addition, Edutech was selected for active interaction according to the Flipped-PBL process to be carried out in a non-face-to-face situation. In particular, in the process of developing the problem of PBL, it was built around the situation of the church. As a result of applying the class, first, learners showed high satisfaction and interest in the class. Second, positive transference appeared in the space of learning and the space of living. Third, interactive non-face-to-face classes using Edutech have generated active interaction. In particular, interactive edutech and learning methods have become the main factors enabling active interaction. Through this, learners have improved learning efficiency, immersion, and satisfaction. Also, as an alternative to face-to-face classes, I was able to experience online classes. In other words, the satisfaction and interest of learning, and the transference of learning space, were also possible through active interactions generated through learning methods using interactive Edutech used in class. Furthermore, disabilities in the online communication(Internet) environment and learners' unfamiliarity with the online environment have been found as factors that hinder learning satisfaction and interaction. During learning, obstacles to the online communication environment hinder the utilization of interactive Edutech, preventing active interactions from occurring. This results in diminishing satisfaction and interest in learning. Therefore, we find that designing interactive non-face-to-face classes using Edutech requires sufficient learner learning and checking of the online communication(Internet) environment in advance for Edutech and learning methods. In response, this study confirmed the possibility by applying interactive non-face-to-face classes using Edutech to Christian education classes as an alternative method of education that allows active interaction and consistent transference of learning and life. Although it is a case study with limited duration and limitations of the number of people, I would like to present the possibility as an alternative Christian education method of an era where the direction of online classes should be presented as an alternative to a face-to-face class.

Personalized Size Recommender System for Online Apparel Shopping: A Collaborative Filtering Approach

  • Dongwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.39-48
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    • 2023
  • This study was conducted to provide a solution to the problem of sizing errors occurring in online purchases due to discrepancies and non-standardization in clothing sizes. This paper discusses an implementation approach for a machine learning-based recommender system capable of providing personalized sizes to online consumers. We trained multiple validated collaborative filtering algorithms including Non-Negative Matrix Factorization (NMF), Singular Value Decomposition (SVD), k-Nearest Neighbors (KNN), and Co-Clustering using purchasing data derived from online commerce and compared their performance. As a result of the study, we were able to confirm that the NMF algorithm showed superior performance compared to other algorithms. Despite the characteristic of purchase data that includes multiple buyers using the same account, the proposed model demonstrated sufficient accuracy. The findings of this study are expected to contribute to reducing the return rate due to sizing errors and improving the customer experience on e-commerce platforms.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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