• Title/Summary/Keyword: science learning environment

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The 2D Drawing-Based Authoring Tool for Scientific Inquiry Learning Virtual Environments (과학적 탐구학습 가상환경을 위한 2차원 Drawing 기반 저작도구)

  • Im, Jae-Won;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1303-1311
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    • 2009
  • This paper describes a new visual VR authoring tool called DEVISE (Drawing Environment for VR-based Inquiry-learning Science Education) which is designed to support scientific inquiry learning. DEVISE allows users with no programming expertise to easily build the science inquiry learning VR contents by using 2D drawing interface to place 3D objects and specify properties of the virtual worlds or objects. This paper first describes the related works of VR authoring tools and inquiry learning virtual environments. It also explains SASILE, an integrated virtual environment system for supporting science inquiry learning, and its problems. Then, it describes DEVISE system components and its workflow, and it discusses the observation results of user evaluations of developing science inquiry-learning VR contents.

Development of the Psychological Learning Environment Instrument Generated by Science Teachers in the Science Instruction (과학수업에서 교사에 의해 조성되는 심리적 학습환경측정 도구개발)

  • Lee, Jae-Chon;Kim, Beom-Ki
    • Journal of The Korean Association For Science Education
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    • v.18 no.3
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    • pp.313-325
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    • 1998
  • The purpose of this study was to develop for PLEIS(Psychological Learning Environment Instrument generated by science teachers). The procedure of validations' PLEIS is also examined. Samples of 1.274 for this study were selected from the secondary school students. It was conducted as a procedure development of the instrument with teachers' perception survey, students' perception response survey. second pilot for the measurement instrument. Findings indicate as the follows. (1) PLEIS was formed 3rd construct dimension, 9th subcategory. (2) the instrument consisting of 45-items' scale were used for psychological learning environment. (3) all item-type were applied 5-Likert Scale. (4) internal consistency of Cronbach ${\alpha}$ was 0.93.

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A Cause Analysis of Learning Environment Variables of Change in Science Attitudes on Elementary and Secondary School Students (초.중.고 학생들의 과학 태도 변화에 대한 학습환경의 원인 분석)

  • Kwon, Chi-Soon;Hur, Myung;Yang, Il-Ho;Kim, Young-Shin
    • Journal of The Korean Association For Science Education
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    • v.24 no.6
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    • pp.1256-1271
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    • 2004
  • The importance of science attitudes is more increasing in science education. Science attitudes may influence students' attainment, consistency and quality of classwork as well as their later views of science education and scientific occupations. According to the international comparative researches and longitudinal studies on Korean students' science attitudes, it has shown that the more grade, the less science attitude. This research was survey the science attitudes and learning environment variables, and then make a inquiry that causes of decline of science attitudes. To study this purpose, the participating students in this study will be selected from 3th to 11th grade. 6,925 participants were administered 3 times in questionnaires of science attitudes and learning environment variables during a year. The result of this study showed that science attitude got low after June. Science attitude was changed from 4th grade to 8th grade students. Science attitude much more decrease second semester than first semester, high school students' science attitude fell much. It was experience about science that cause the biggest effect in science attitude and other learning environment variables influence in science attitude change. Learning environment variables made different influence from students of increased and declined science attitude. As category that influence in science attitude, in elementary school were gender, area and grade, in middle school were grade and area, and in high school was area.

e-Learning Education System on Web

  • Choi, Sung;Han, Jung-Lan;Chung, Ji-Moon
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.283-294
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    • 2004
  • Within the rapidly changing environment of global economics, the environment of higher education in the universities & companies, also, has been, encountering various changes. Popularization on higher education related to lifetime education system, putting emphasis on the productivity of education services and the acquisition of competitiveness through the market of open education, the breakdown of the ivory tower and the Multiversitization of universities & companies, importance of obtaining information in the universities & companies, and cooperation between domestic and oversea universities, industry and educational system must be acquired. Therefore, in order to adequately cope with these kinds of rapid changes in the education environment, operating E-Learning Education & company by utilizing various information technologies and its fixations such as Internet, E-mail. CD-ROMs. Interactive Video Networks (Video Conferencing, Video on Demand), CableTV etc., which has no time or location limitation, is needed.

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Dynamic Positioning of Robot Soccer Simulation Game Agents using Reinforcement learning

  • Kwon, Ki-Duk;Cho, Soo-Sin;Kim, In-Cheol
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.59-64
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to chose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless it can learn the optimal policy if the agent can visit every state- action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem. we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL)as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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Effective E-Learning Practices by Machine Learning and Artificial Intelligence

  • Arshi Naim;Sahar Mohammed Alshawaf
    • International Journal of Computer Science & Network Security
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    • v.24 no.1
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    • pp.209-214
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    • 2024
  • This is an extended research paper focusing on the applications of Machine Learing and Artificial Intelligence in virtual learning environment. The world is moving at a fast pace having the application of Machine Learning (ML) and Artificial Intelligence (AI) in all the major disciplines and the educational sector is also not untouched by its impact especially in an online learning environment. This paper attempts to elaborate on the benefits of ML and AI in E-Learning (EL) in general and explain how King Khalid University (KKU) EL Deanship is making the best of ML and AI in its practices. Also, researchers have focused on the future of ML and AI in any academic program. This research is descriptive in nature; results are based on qualitative analysis done through tools and techniques of EL applied in KKU as an example but the same modus operandi can be implemented by any institution in its EL platform. KKU is using Learning Management Services (LMS) for providing online learning practices and Blackboard (BB) for sharing online learning resources, therefore these tools are considered by the researchers for explaining the results of ML and AI.

The Effects of Grouping by Middle School Students' Collectivism in Science Cooperative Learning and Their Perceptions (과학 협동학습에서 중학생들의 집단주의 성향에 따른 집단구성의 효과 및 학생들의 인식)

  • Joo, Young;Kim, Kyungsun;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.32 no.10
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    • pp.1551-1566
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    • 2012
  • In this study, the effects of grouping by students' collectivism in cooperative learning strategy applied to middle school science classes on their academic achievement, science learning motivation, and perceptions of science learning environment were investigated. Students' perceptions of cooperative learning were also studied through survey and interview. The students were assigned to the control, heterogeneous, and homogeneous groups, and taught for 12 class hours. The analyses of results revealed that interactive effects between the instruction and the level of collectivism were found in the test scores of achievement, science learning motivation, and relevance, and that there were main effects in the test scores of confidence, perceptions of science learning environment, affiliation, and rule clarity. The achievement test scores of the students with low collectivism in the homogeneous group were significantly higher than those in the heterogeneous group. The test scores on science learning motivation and relevance of the students with high collectivism in the homogeneous and heterogeneous groups were significantly higher than those in the control group. In addition, the test scores of confidence and affiliation in the treatment groups were significantly higher than those in the control group. The test scores on perceptions of science learning environment and rule clarity in the homogeneous groups were significantly higher than those in the control group. There were also differences in the perceptions of science cooperative learning by students' collectivism.

A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology (메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구)

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
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    • v.26 no.6
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

The Relationships among High School Students' Epistemological Views on Theory and Data, Science Process Skills, Perceptions of Preferred Laboratory Learning Environment and Attitudes toward Laboratory Work (고등학생들의 이론과 자료에 대한 인식론적 관점과 과학 과정 기술, 선호하는 실험 학습 환경에 대한 인식, 실험 수업에 대한 태도 사이의 관계)

  • Han, Su-Jin;Lee, In-Hye;Noh, Tae-Hee
    • Journal of the Korean Chemical Society
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    • v.54 no.5
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    • pp.643-649
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    • 2010
  • In this study, the relationships among high school students' epistemological views on theory and data, science process skills, the perceptions of the preferred laboratory learning environment and attitudes toward laboratory work were investigated. The results indicated that science process skills, all subcategories of the perceptions of the preferred laboratory learning environment (student cohesiveness, open-endedness, integration, rule clarity, and material environment) and attitudes toward laboratory work were significantly correlated with epistemological views on theory and data. The results of multiple regression analysis revealed that science process skills, open-endedness and material environment and attitudes toward laboratory work significantly predicted epistemological views on theory and data.

The Effect of Early Childhood Education and Care Institution's Professional Learning Environment on Teachers' Intention to Accept AI Technology: Focusing on the Mediating Effect of Science Teaching Attitude Modified by Experience of Using Smart·Digital Device (유아보육·교육기관의 교사 전문성 지원 환경이 유아교사의 인공지능 기술수용의도에 미치는 영향: 스마트·디지털 기기 활용 경험에 의해 조절된 과학교수태도의 매개효과를 중심으로)

  • Hye-Ryung An;Boram Lee;Woomi Cho
    • Korean Journal of Childcare and Education
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    • v.19 no.2
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    • pp.61-85
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    • 2023
  • Objective: This study aims to investigate whether science teaching attitude of early childhood teachers mediates the relationship between the professional learning environment of institutions and their intention to accept artificial intelligence (AI) technology, and whether the experience of using smart and digital devices moderates the effect of science teaching attitude. Methods: An online survey was conducted targeting 118 teachers with more than 1 year of experience in kindergarten and day care center settings. Descriptive statistical analysis, correlation analysis, and The Process macro model 4, 14 were performed using SPSS 27.0 and The Process macro 3.5. Results: First, the science teaching attitude of early childhood teachers served as a mediator between the professional learning environment of institutions and teachers' intention to accept AI technology. Second, the experience of using smart and digital devices was found to moderate the effect of teachers' science teaching attitude on their intention to accept AI technology. Conclusion/Implications: This results showed that an institutional environment that supports teachers' professionalism development and provides rich experience is crucial for promoting teachers' active acceptance of AI technology. The findings highlight the importance of creating a supportive institutional envionment for teacher's professional growth, enhancing science teaching attitudes, and facilitating the use of various devices.