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

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Collaborative Learning Supporting Agent for Facilitating Peer Interaction (상호작용 촉진을 위한 협력학습지원 에이전트)

  • Suh Hee-Jeon;Moon Kyung-Ae
    • The KIPS Transactions:PartA
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    • v.12A no.6 s.96
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    • pp.547-556
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    • 2005
  • Online collaborative teaming, which has emerged as a new type of education in knowledge-based society, is being discussed actively in the areas of action learning at companies and project-based learning and inquiry-based learning at schools. It regards as an effective method for improving learners practical and highly advanced problem solving abilities, and for stimulating their absorption into learning through pursuing common goals of learning together. Different from individual learning, however, collaborative learning involves complicated processes such as organizing teams, setting common goals, performing tasks and evaluating the outcome of team activities .Thus, it is difficult for a teacher to promote and evaluate the whole process of collaborative learning, and it is necessary to develop systems to support collaborative learning. Therefore, in order to monitor and promote interaction among learners in the process of collaborative learning, the present study developed an extensible collaborative teaming supporting agent (ECOLA) in online learning environments.

An Implementation and Analysis on the Effectiveness of SNS based Blended Learning System for Internet Ethics Education (인터넷 윤리교육을 위한 SNS 기반의 블렌디드 러닝 시스템 구현과 효과 분석)

  • Lee, Jun-Hee
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.61-76
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    • 2011
  • The purpose of this paper was to design and implement effective learning model for internet ethics education, following the learning principle and procedure of PBL(Problem-Based Learning) which is one of the constructivism teaching-learning theories(, and to apply it). In this learning model, online learning and face-to-face classes were systematically combined for achieving the teaching-learning goals and the main module for online learning run on Moodle, an open source LMS(Learning Management System). It is possible for learner to participate actively in creation of micro-contents and reorganize contents using various SNS(Social Network Service). The learner can achieve the learner-oriented learning and select micro-contents in order to reorganize the personalized learning contents to take advantage of SNS among learners. To examine educational effectiveness of the proposed learning model, an experimental study was conducted through the education content and method to the subjects of two classes in the second-grade of university located in OO city. 60 students(treatment group=30, control group=30) participated in the experiment. The result statistically verified that the proposed learning method is more effective in cultivating consciousness of internet ethics than the face-to-face PBL learning method. The results of this paper also showed that a lecture using blended learning is efficient in achieving learning performance and that learners responded positively(, which are indicating that the higher effectiveness of learning would be expected) by forming connectedness among learners using SNS. The results of this paper showed that a lecture using blended learning is effectiveness in achieving learning performance and that learners responded positively, which are indicating that the higher effectiveness of learning would be expected by forming connectedness among learners using SNS.

A Study on Evaluation Development of PBL in a Mongolian University (몽골 대학에서의 PBL 수업 평가 개발 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.322-328
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    • 2018
  • The purpose of this study is to examine the performance of Problem-Based Learning (PBL) based on Google Classroom(GC). GC is an easy and free online learning that plays an important role in education and training recently. Students become increasingly independent in self-directed learning while sharing ideas and resources, transferring knowledge actively across domains and researching for solutions to the given problem in PBL. Students can check the submission date on the task page and start the task with a single click, and teachers can quickly check if the task is complete, and score it directly from GC. Designed The Evaluation of Problem -Based Learning based on GC in this study. The students read the given materials and identify the purpose of the subjects and selected the learning issues, investigated them. After then they discuss the subjects and make the reports. The students work to study them with research papers, books and internet materials. The research findings showed that PBL based on GC was effective in learning together. Students had positive attitude in their PBL learning environment. This study suggests it is possible that the development of PBL Evaluation on the GC.

Development of Practical Problem-Based Home Economics Teaching.Learning Process Plans by Blended Learning Strategy - Focusing on a Unit 'the Youth and Consumer Life' - (Blended Learning(BL) 전략을 활용한 실천적 문제 중심 가정과 교수 학습 과정안 개발 - '청소년과 소비생활' 단원을 중심으로 -)

  • Lee, Jin-Hee;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.19-42
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    • 2008
  • The purpose of this study was to develop practical problem-based home economics teaching.learning process plans about a unit 'the youth and consumer life' of middle school eighth-grade Technology and Home Economics by applying blended learning(BL) strategy. According to ADDIE instructional design model, this study was conducted in the following procedure: analysis, design/development, implementation, and evaluation. In the stage of design and development, the selected unit was converted into a practical problem-based unit, and practical problem-based teaching. learning process plans were designed in detail by using BL strategy. An online study room for practical problem-based home economics instruction grounded in BL strategy was prepared by using Edunet(http://community.edunet4u.net/${\sim}$consumer2). Eight-session lesson plans were mapped out, and study aids for students and materials for teachers were prepared. In the implementation stage, the first-session teaching plans that dealt with a minor question 'what preparations should be made to become a wise consumer' were utilized when instruction was provided to 115 eighth graders who were in three different province, and the other one was in a middle school in the city of Daejeon. The experimental teaching was implemented for two weeks in the following procedure: preliminary program, pre-online learning, main instruction and post- online learning. The preliminary program was carried out in a session in the classroom, and pre-online learning was provided before the main instruction was given in a session in the classroom. After the main instruction was completed, post-online learning was offered. In the evaluation stage, a survey was conducted on all the learners and teachers to find out their opinions and suggestions.

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A Study on the Application of Google Classroom for Problem-Based Learning (문제중심학습을 위한 구글크레스룸 활용 방안 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.81-87
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    • 2018
  • Problem-based learning (PBL) appears to be a superior and effective strategy to train competent and skilled practitioners and to promote long-term retention of knowledge and skills acquired during the learning experience. This study concerns the implementation of PBL in the online environment and face-to-face PBL. An online environment allows participants to communicate with one another, view presentations or videos, interact with other participants, and engage with resources in work groups. Nowadays, education is accessible everywhere with the use of digital devices. Educational institutions subscribe to GSuite for Education, and Google introduced its Google Classroom as an e-learning platform. This study aims to analyze Google Classroom and to design PBL for Mongolian students taking Korean courses. The main objective of this paper is to identify the usability and evaluation of Google Classroom. The result of this study will be a proposed e-learning platform for Dornod University, Mongolia, which is initially needed in the Natural Science and Business Department.

Implementation of Smart E-learning based on Blended Learning (혼합형 학습 기반 스마트 이러닝 구현)

  • Hong, YouSik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.171-178
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    • 2020
  • Many countries are establishing and operating blended learning that combines the advantages of online and offline education. However, online education lecture-based Mooc courses have a very low level, with a graduation rate of less than 5-10%. Therefore, in order to increase the graduation rate of students taking online Mooc distance education lectures that anyone can easily take lectures anytime, anywhere on the web-based basis, it is necessary to introduce automatic analysis of students' understanding level of lectures and an automatic academic warning system. Moreover, in order to enter an advanced education country, it is necessary to develop an automatic judgment SW for wrong answer rate, automatic summary SW for lectures, and automatic analysis SW education for lecture-based weak subjects based on mixed learning levels. In order to improve this problem, in this paper, we proposed and simulated an automatic summarization system for lecture contents, an automatic warning system for incorrect answers, and an automatic judgment algorithm for weak subjects.

The Design and development of online learning modules for the broadcasting content-based e-PBL (방송콘텐츠 기반 e-PBL을 위한 온라인 학습모듈 설계 및 개발)

  • Jung, Joon-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.1
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    • pp.105-115
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    • 2012
  • This study paid attention to the possibility of broadcasting contents as a learning resource, which promoted the knowledge composition and the process of creation from the software having enriched contents not a delivering tool for the information in one direction. and tried to implement it thru e-PBL, which is one of teaching-learning models in e-learning. In order to implement the possibility of broadcasting contents in the e-PBL enviroment as a learning resource, the study focused on the design and development of e-PBL based on the broadcasting contents and found out the educational possibility for the broadcasting contents as the learning resource in e-PBL enviroment. This study focused on the design of learning module and development process which integrated strategic plans to maximize the utilization of broadcasting contents including development of online learning community. Also, This is verified by applying the learning module was to prove a differentiation.

Development of an Online Support System for Cooperative and Creative Problem Solving (협동·창의척 문재해결을 위한 온라인 지원시스템 개발)

  • Lee, Yuna;Lee, Sang Soo
    • The Journal of Korean Association of Computer Education
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    • v.11 no.5
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    • pp.19-32
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    • 2008
  • It is necessary to study creative problem solving(CPS) in cooperative level because numerous studies have reported that group approaches to CPS are more effective than individual approaches. There are also lots of researches that an online environment is effective to promote cooperative interactions among group members. Therefore, the purpose of this study is to develop an online support system for cooperative and creative problem solving. First, in this paper we created an integrated CPS model from existing CPS models. Second, we designed principles of an online cooperative CPS(CCPS) based on the integrated CPS model. Third, we developed an online support system for the cooperative CPS. Lastly, we conducted formative evaluations of the developed system and suggested ideas for improvement of the system. The developed system provides an effective and efficient online learning environment for CCPS. CCPS means the cooperative thinking processes to solve certain problems through identifying problems, stating problems, reviewing the data related withe the problems, producing creative ideas and making group decisions related with the solutions.

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Development of Autonomous Algorithm Using an Online Feedback-Error Learning Based Neural Network for Nonholonomic Mobile Robots (온라인 피드백 에러 학습을 이용한 이동 로봇의 자율주행 알고리즘 개발)

  • Lee, Hyun-Dong;Myung, Byung-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.5
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    • pp.602-608
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    • 2011
  • In this study, a method of designing a neurointerface using neural network (NN) is proposed for controlling nonholonomic mobile robots. According to the concept of virtual master-slave robots, in particular, a partially stable inverse dynamic model of the master robot is acquired online through the NN by applying a feedback-error learning method, in which the feedback controller is assumed to be based on a PD compensator for such a nonholonomic robot. The NN for the online feedback-error learning can composed that the input layer consists of six units for the inputs $x_i$, i=1~6, the hidden layer consists of two hidden units for hidden outputs $o_j$, j=1~2, and the output layer consists of two units for the outputs ${\tau}_k$, k=1~2. A tracking control problem is demonstrated by some simulations for a nonholonomic mobile robot with two-independent driving wheels. The initial q value was set to [0, 5, ${\pi}$].

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.