• 제목/요약/키워드: traditional learning

검색결과 1,785건 처리시간 0.025초

스마트러닝 효과성 메타분석 연구 (A Meta-Analysis on the Effectiveness of Smart-Learning)

  • 한상준;김화성;허균
    • 수산해양교육연구
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    • 제26권1호
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    • pp.148-155
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    • 2014
  • The purpose of this research was to analyze the effects of smart learning. By using meta analysis method, twenty MA and Ph.D degree papers published from 2006 to 2013 were analyzed and 104 effect sizes were calculated. Followings were the results of the research: (a) Smart learning turned out to be more statistically effective comparing to traditional education. The total mean effect size was .886 and the value of U3 was 66.53%. (b) All effect size of sub dependent variables(ie, academic achievement, learning satisfaction, learning attitude) were also effective by adapting smart learning. (c) The moderated variables likes learner characteristics, learning content, and interaction had high effect sizes. Operation system variable had a low effect size but it was not significant.

환경기초시설을 활용한 환경교육 현장체험학습 프로그램 개발 -埋立場을 中心으로- (The Development of the Field-Experience Learning Program of Environmental Education Utilizing Environmental Facilities - Focus on the sanitary landfill -)

  • 곽홍탁;이두곤
    • 한국환경교육학회지:환경교육
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    • 제13권2호
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    • pp.91-102
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    • 2000
  • National curriculum for environmental education recommends various teaching-learning methods including survey and discussion of environmental problems, investigation of case studies, experiments, role play, and field-experience learning in addition to the traditional lecture-oriented teaching methods. The field experience learning in environmental education is considered to be a good method to develop environmentally sound attitude and to cultivate environmental sensitivity, but here has been very limited research concerning models for field-experience learning. The aim of this study is to develop a model of the field-experience learning program of environmental education utilizing environmental facilities. In this study a kind of such a basic model was developed and presented. The developed basic model of the field-experience learning was applied to the case utilizing landfill facilities. A specific application of the landfill program to the Bangcheon-ri landfill, in Daegu, was also presented with related teaching materials developed in this studies. And various aspects in the program was discussed.

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확장개체모델에서의 학습과 계층파악 (Learning and Classification in the Extensional Object Model)

  • 김용재;안준모;이석준
    • Asia pacific journal of information systems
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    • 제17권1호
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    • pp.33-58
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    • 2007
  • Quiet often, an organization tries to grapple with inconsistent and partial information to generate relevant information to support decision making and action. As such, an organization scans the environment interprets scanned data, executes actions, and learns from feedback of actions, which boils down to computational interpretations and learning in terms of machine learning, statistics, and database. The ExOM proposed in this paper is geared to facilitate such knowledge discovery found in large databases in a most flexible manner. It supports a broad range of learning and classification styles and integrates them with traditional database functions. The learning and classification components of the ExOM are tightly integrated so that learning and classification of objects is less burdensome to ordinary users. A brief sketch of a strategy as to the expressiveness of terminological language is followed by a description of prototype implementation of the learning and classification components of the ExOM.

A Hybrid Learning Model to Detect Morphed Images

  • Kumari, Noble;Mohapatra, AK
    • International Journal of Computer Science & Network Security
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    • 제22권6호
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    • pp.364-373
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    • 2022
  • Image morphing methods make seamless transition changes in the image and mask the meaningful information attached to it. This can be detected by traditional machine learning algorithms and new emerging deep learning algorithms. In this research work, scope of different Hybrid learning approaches having combination of Deep learning and Machine learning are being analyzed with the public dataset CASIA V1.0, CASIA V2.0 and DVMM to find the most efficient algorithm. The simulated results with CNN (Convolution Neural Network), Hybrid approach of CNN along with SVM (Support Vector Machine) and Hybrid approach of CNN along with Random Forest algorithm produced 96.92 %, 95.98 and 99.18 % accuracy respectively with the CASIA V2.0 dataset having 9555 images. The accuracy pattern of applied algorithms changes with CASIA V1.0 data and DVMM data having 1721 and 1845 set of images presenting minimal accuracy with Hybrid approach of CNN and Random Forest algorithm. It is confirmed that the choice of best algorithm to find image forgery depends on input data type. This paper presents the combination of best suited algorithm to detect image morphing with different input datasets.

A Study on the Development of Learning Model for Improving Collaborative Creativity Based on CPS

  • PARK, Eunsook
    • Educational Technology International
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    • 제7권2호
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    • pp.23-44
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    • 2006
  • As the educational paradigm has shifted from the traditional knowledge oriented instruction learning to the knowledge product oriented instructional learning, the development of student's creativity becomes one of the most important educational goals, because the ability that can produce the knowledge creatively is required in the digital information knowledge based society. The purpose of this study is to make a basic direction and strategy for the instructional design to develop an on and off line blended instructional design which will help a learning community to be a more collaborative and creative learning community. This research has investigated the concept and the characteristics of collaborative creativity and creative problem solving as the theoretical basis of the design. After that, on the basis of the theories connected with the collaborative creativity theory, the direction and the strategies for the development of collaborative creativity was designed. The design was applied into the real learning community and finally proved the effectiveness of the learning model for the development of the collaborative creativity by the quantitative evaluation.

퇴계 이황의 도덕교육론 - 『성학십도』 체계와 내용을 중심으로 - (Toegye(退溪) Yi Hwang(李滉)'s Moral Education Theory - Focused on the system and contents of the 'Ten Diagrams of Sage Learning')

  • 지준호
    • 한국철학논집
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    • 제59호
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    • pp.287-312
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    • 2018
  • 사람과 사람 사이의 올바른 관계를 추구하는 유학은 수기(修己)와 치인(治人)이라는 논리구조를 통하여 도덕적 개인이 공동체의 발전에 기여하는 이상향을 그린다. 16세기 한국 성리학의 태두인 퇴계 이황은 자신의 교육적 의도와 관심을 반영하고 성리학의 본체와 공부의 전 과정을 그림 열 폭에 정리하여 "성학십도"를 만들었다. "성학십도"에서 표방하는 교육의 목적은 성인(聖人)이 되는데 있으며, 이는 성찰적이며 실천적인 도덕인이 되고자 하는 도덕교육의 목적과도 궁극적으로 그 궤를 같이 한다. "성학십도"의 전체 주제는 경(敬)을 기초로 인륜과 도덕의 원리를 밝혀 인간의 본성을 회복하기 위한 것과 연관된다. 경(敬)은 또한 수양의 목적이자 방법이며, 주요 내용이다. 전통 유학의 교육 방식은 교육의 목적 내용 방법 간의 유기적 통합성을 지향하고 있으며, 내용과 방법에 있어서 지(知)와 행(行)의 병진이라는 일관성을 드러내고 있다. 전통문화가 가지고 있는 보편적 가치를 탐구하고, 전통교육의 측면에서 도덕문화를 다시 일으키는 것은 현재와 미래에 유효한 것들이 과거의 전통으로부터 연원한다는 점을 논의하는 것으로서 오늘의 교육 문제를 해결하는 데 있어서 유용할 수 있다. 특히, 전통교육이 추구했던 도덕교육의 본질을 분석하여 교육의 궁극적 목적인 '자신을 실현하고' '공동체를 배려'할 수 있는 인재를 배양하기 위한 반성적 접근은 매우 의미가 있다.

퓨전요리 활동이 초등학생의 전통음식에 대한 지식, 기호도 및 인식에 미치는 영향 (Effects of Fusion-Food Cooking Activity on Elementary School Students' Knowledge, Preferences and Perceptions of Korean Traditional Foods)

  • 배정해;이경애
    • 대한지역사회영양학회지
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    • 제17권4호
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    • pp.376-389
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    • 2012
  • The purpose of this study was to develop a fusion-food cooking program and apply that to sixth grade elementary school students, and to investigate its' effects on their knowledge, preferences, and perceptions of Korean traditional foods. The program focused on ten components. Students learned the general features of Korean traditional foods and Western foods in the 1st lesson. They learnt about kinds, nutrition value, and histories of kimchi, Tteok (rice cake), and Jeon (pan fried food), and cooked two fusion-foods of kimchi, Tteok, and Jeon each. As a result of learning about those food items, the students advanced their knowledge (p < 0.001) of kimchi, Tteok, and Jeon. Their preferences for Tteok (p < 0.05) and Jeon (p < 0.01) were increased, but those for kimchi remained unchanged. The interest (p < 0.05) and preferences (p < 0.01) for the general Korean traditional foods were increased. In conclusion, our results suggested that the fusion-food cooking program had the ability to improve elementary school students' perceptions of Korean traditional foods by increasing their knowledge, preferences, and interest in them. Furthermore it was considered that the program could help students understand the value of Korean traditional foods and in turn may encourage them to consume such food items more frequently. Since the fusion-food cooking activity program can be a good learning program as shown by the results of this study, more fusion-foods cooking activity programs, which are not discussed in this study, should be evaluated and developed in the future.

대학 교양 컴퓨터 수업에서 동료교수법이 학업 성취도와 학습만족도에 미치는 효과 (The Effects of Peer Tutoring on Students' Achievement and Learning Satisfaction in Liberal Computer Class in Univ.)

  • 구정모
    • 수산해양교육연구
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    • 제25권4호
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    • pp.757-765
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    • 2013
  • The purpose of this study is to examine the effects of peer tutoring on students' achievement and learning satisfaction in a liberal computer class at university level. Traditional teaching method was applied for the control group consisting 55 students for 8 weeks. The experimental group containing 44 students was instructed using both traditional teaching method and peer tutoring. According to the results of diagnosed test, the experimental group was divided into heterogeneous ability group of 3 or 4. The tutor training was provided a week in advance of the class and the students played a role of a tutor and tutee by taking turns. The results showed no significant differences between the two groups on academic achievement; however, in terms of students' learning satisfaction, it displayed a wider range of results. The learning satisfaction data from the experimental group showed a much higher level than that of the control group. It is predicted that the amount of class hours of a week, the quality of the lecture and the application of peer tutoring affect the students' academic achievement. It is suggested that subsequent research on peer tutoring will allow for more in-depth study in this field.

내분비계 장애물질 관련 멀티미디어 프로그램 활용 수업의 효과 (Effect of Instruction using Multimedia Program Related to the Endocrine Disruptors)

  • 안현경;심규철;소금현;여성희;김정민
    • 한국환경교육학회지:환경교육
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    • 제21권1호
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    • pp.1-15
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    • 2008
  • The purpose of this study was to develope the education program using multimedia for endocrine disruptor, and to examine the learning effects of it on high school students. The subjects were 70 tenth grade students in the academic high school located in Chungnam. With dividing them into two groups: the controlled group and the experimental one, lessons were executed respectively. Total average of achievement was significantly different between control and experimental groups. Using multimedia learning can be effective in improving in terms of knowledge achievement. Meaningful difference did appear from almost, but did not appear between using multimedia materials group and traditional approach to tuition classes. The most of experimental group students were interesting of the education program using multimedia, and thought that multimedia learning materials were helpful to understand the lesson about endocrine disruptor. And experimental group students were more active and positive in the lesson using multimedia than in the traditional ones. By providing students with the proper learning materials that go with their traits and preference, the educational environments that students can take part in the class more positively and actively should be provided.

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애니메이션과 멀티미디어 소프트웨어의 영어 학습 연구 (English Learning Application by Animation and Multimedia Software)

  • 이일석
    • 디지털콘텐츠학회 논문지
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    • 제16권5호
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    • pp.707-715
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    • 2015
  • 컴퓨터 기술의 발달로 인해 만화로 된 영상과 대화형 삽화를 제공하는 멀티미디어 매체들이 점차 교육용 자료들로 각광받고 있다. 따라서 종전의 전통적인 교육 자료들과 비교했을 때 멀티미디어 자료들이 학습에 더 효율적인지 조사할 필요가 있다. 어떠한 환경가운데 좀 더 효율적인 학습이 될 수 있는지 연구하는 것이 필요하다. 본 연구는 전통적인 영어 읽기와 쓰기 학습방법과 삽화나 애니메이션을 사용하는 교육용 멀티미디어 매체를 기반으로 하는 학습과의 비교 연구를 하고자 한다. 학생들의 실험집단과 통제집단으로 구분하여 6개월간의 실험과 서로 다른 교육 자료를 적용하여 설문조사와 평가를 기반으로 그 결과를 영어 교육에 새로운 접근 방법을 제시하고자 한다.