• Title/Summary/Keyword: Computer based learning system

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A Study on the Design and Development of Computer Based Learning and Test System (컴퓨터 평가 기반 학습 시스템 설계 및 개발 연구)

  • HEO, Gyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.4
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    • pp.1160-1171
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    • 2015
  • The purpose of this study is to design and develop a computer based learning and test system, which supports not only testing learner's ability but also learning contents with giving feedback and hint. In order to design and develop a computer based learning and test system, Visual Basic dot Net software is used. The system works in three stages: sequential problem solving stage, randomized problem solving stage, and the challenge stage of pass/fail. The results of this study are as follows: (a) We propose the context of design for the computer based learning and test system. (b) We design and develop items display function with sequential and random algorithm in this system. (c) We design and develop pass/fail function by applying SPRT(Sequential Probability Ratio Testing) algorithm in the computer based learning and test system.

A Personalized English vocabulary learnin g system based on cognitive abilities relat ed to foreign language proficiency

  • Kwon, Dai-Young;Lim, Heui-Seok;Lee, Won-Gyu;Kim, Hyeon-Cheol;Jung, Soon-Young;Suh, Tae-Weon;Nam, Ki-Chun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.595-617
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    • 2010
  • This paper proposes a novel of a personalized Computer Assisted Language Learning (CALL) system based on learner's cognitive abilities related to foreign language proficiency. In this CALL system, a strategy of retrieval learning, a method of learning memory cycle, and a method of repeated learning are applied for effective vocabulary memorization. The system is designed to offer personalized learning based on cognitive abilities related to the human language process. For this, the proposed CALL system has a cognitive diagnosis module which can measure five types of cognitive abilities. The results of this diagnosis are used to create dynamic learning scenarios for personalized learning and to evaluate user performance in the learning. This system is also designed in order to have users be able to create learning word lists and to share them simply with various functions based on open APIs. Additionally, through experiments, it has shown that this system helps students to learn English vocabulary effectively and enhances their foreign language skills.

The Successful Factors of e-Learning for Human Resources Development (효과적 인적자원 개발을 위한 e-Learning의 성공요인)

  • Lee, Sung
    • Journal of Agricultural Extension & Community Development
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    • v.8 no.1
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    • pp.1-14
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    • 2001
  • e-Learning has brought dramatic changes in education system for many companies in Korea. Many researchers and practitioners believe that e-Learning will be the main educational system for every companies in the world. e-Learning is an alternative education system, which includes computer based learning, web based learning, virtual classroom, and distance learning. e-learning has been expected to impact every educational sectors including Extension services. This study intends to identify and suggest some implications for successful e-Learning implementation of Extension education by investigating the successful factors of enterprises' e-Learning system, where outstanding results have be shown.

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A Design and Implementation of Web-based Test System using Computer-adaptive Test Algorithm (컴퓨터 적응형 알고리즘을 이용한 웹기반 시험 시스템 설계 및 구축)

  • Cho, Sung Ho
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.69-76
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    • 2004
  • E-learning is the application of e-business technology and services to teaching and learning. It use of new multimedia technologies and Internet to improved the quality of learning by facilitating access to remote resources and services. In this paper, we show a web-based test system, which is carefully designed and implemented based on the real TOEFL CBT. The system consists of a contents delivery mechanism, computer-adaptive test algorithm, and review engine. In this papepr, we describe design and implementing issues of web-based test systems.

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A SCORM-based e-Learning Process Control Model and Its Modeling System

  • Kim, Hyun-Ah;Lee, Eun-Jung;Chun, Jun-Chul;Kim, Kwang-Hoon Pio
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.11
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    • pp.2121-2142
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    • 2011
  • In this paper, we propose an e-Learning process control model that aims to graphically describe and automatically generate the manifest of sequencing prerequisites in packaging SCORM's content aggregation models. In specifying the e-Learning activity sequencing, SCORM provides the concept of sequencing prerequisites to be manifested on each e-Learning activity of the corresponding tree-structured content organization model. However, the course developer is required to completely understand the SCORM's complicated sequencing prerequisites and other extensions. So, it is necessary to achieve an efficient way of packaging for the e-Learning content organization models. The e-Learning process control model proposed in this paper ought to be an impeccable solution for this problem. Consequently, this paper aims to realize a new concept of process-driven e-Learning content aggregating approach supporting the e-Learning process control model and to implement its e-Learning process modeling system graphically describing and automatically generating the SCORM's sequencing prerequisites. Eventually, the proposed model becomes a theoretical basis for implementing a SCORM-based e-Learning process management system satisfying the SCORM's sequencing prerequisite specifications. We strongly believe that the e-Learning process control model and its modeling system achieve convenient packaging in SCORM's content organization models and in implementing an e-Learning management system as well.

An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Solving Continuous Action/State Problem in Q-Learning Using Extended Rule Based Fuzzy Inference System

  • Kim, Min-Soeng;Lee, Ju-Jang
    • Transactions on Control, Automation and Systems Engineering
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    • v.3 no.3
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    • pp.170-175
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    • 2001
  • Q-learning is a kind of reinforcement learning where the agent solves the given task based on rewards received from the environment. Most research done in the field of Q-learning has focused on discrete domains, although the environment with which the agent must interact is generally continuous. Thus we need to devise some methods that enable Q-learning to be applicable to the continuous problem domain. In this paper, an extended fuzzy rule is proposed so that it can incorporate Q-learning. The interpolation technique, which is widely used in memory-based learning, is adopted to represent the appropriate Q value for current state and action pair in each extended fuzzy rule. The resulting structure based on the fuzzy inference system has the capability of solving the continuous state about the environment. The effectiveness of the proposed structure is shown through simulation on the cart-pole system.

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Korean Coreference Resolution with Guided Mention Pair Model Using Deep Learning

  • Park, Cheoneum;Choi, Kyoung-Ho;Lee, Changki;Lim, Soojong
    • ETRI Journal
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    • v.38 no.6
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    • pp.1207-1217
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    • 2016
  • The general method of machine learning has encountered disadvantages in terms of the significant amount of time and effort required for feature extraction and engineering in natural language processing. However, in recent years, these disadvantages have been solved using deep learning. In this paper, we propose a mention pair (MP) model using deep learning, and a system that combines both rule-based and deep learning-based systems using a guided MP as a coreference resolution, which is an information extraction technique. Our experiment results confirm that the proposed deep-learning based coreference resolution system achieves a better level of performance than rule- and statistics-based systems applied separately

A Design and Implementation of Computer-based Test System (컴퓨터기반 시험 시스템 설계 및 구축)

  • Cho Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.1-8
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    • 2005
  • E-learning is the application of e-business technology and services to teaching and learning. It use of new multimedia technologies and Internet to improved the qualify of learning by facilitating access to remote resources and services. In this paper, we show a computer-based test system, which is carefully designed and implemented. The system consists of a contents delivery mechanism, computer-adaptive test algorithm, and review engine. In this papepr, we describe what are points to be considered when design and implementing a computer-based test system. In addition, this paper shows how to control the bias value for computer-adaptive algorithm using real data.

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