• Title/Summary/Keyword: interactive learning

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An Empirical Study on The Pattern of Interactive Learning in Strategic Networks (전략네트워크에서 발생하는 학습패턴에 관한 실증연구)

  • Jeong, Jong-Sik;Kim, Hyun-Jee
    • International Commerce and Information Review
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    • v.9 no.4
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    • pp.3-19
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    • 2007
  • The purpose of this paper is to study the pattern of interactive learning in strategic networks. Interactive learning is defined as the exchange and sharing of knowledge resources conducive to innovation between an innovator firm, its suppliers, and/or its customers. The strength of internal knowledge resources can either hamper or facilitate levels of interactive learning. We assume that more complex innovative activities urge firms to co-ordinate and exchange information between users and producers, which implies a higher level of interactive learning. To test our theoretical claims, we estimated the level of interactive learning of firms in strategic networks with: (1) their customers, (2) their suppliers. Theses analyses allow a comparison of the antecedents of interactive learning of firms participating in strategic networks. Our findings suggest that interactive learning with customers is positively affected by company's capabilities and value-created activities, and with supplies is positively affected by value-created activities and technology innovation centers.

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Design and Implementation of Learning Contents Using Interactive Genetic Algorithms with Modified Mutation (변형된 돌연변이를 가진 대화형 유전자 알고리즘을 이용한 학습 콘텐츠의 설계 및 구현)

  • Kim Jung-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.85-92
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    • 2005
  • In this Paper, we develope an effective web-based learning contents using interactive genetic algorithms with modified mutation operation. In the interactive genetic algorithm, reciprocal exchange mutation is used. But. we modify the mutation operator to improve the learning effects. The new web-based learning contents using interactive genetic algorithm provide the dynamic learning contents providing and real-time test system. Especially, learners can execute the interactive genetic algorithm according to the learners' characters and interests to select the efficient learning environments and contents sequences.

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Interactive Social U-Learning Community Design (상호작용이 가능한 사회적 U-LEARNING 공동체 설계)

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

Development of the 3 Dimensional Interactive Physics Experiment System (3차원 대화형 실험 학습 시스템 개발)

  • 이재기;최형림;임정환
    • The Journal of Information Systems
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    • v.6 no.2
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    • pp.165-188
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    • 1997
  • This paper describes about the development of the 3 Dimensional interactive physics experiment system using virtual reality technologies. Until now, most of the computer aided education systems have adopted one-sided learning way which only shows or tells. It excludes students during learning processes. To solve the problems of the one-sided learning way and to improve the educational productivity, the 3 Dimensional interactive physics experiment system is developed. The 3 Dimensional interactive physics experiment system introduced in this paper provides a new learning motivation for students and improves their educational effects through the 3 Dimensional graphics, realtime action, and realistic interactive experiment.

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Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • v.23 no.2
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

Asymmetric Semi-Supervised Boosting Scheme for Interactive Image Retrieval

  • Wu, Jun;Lu, Ming-Yu
    • ETRI Journal
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    • v.32 no.5
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    • pp.766-773
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    • 2010
  • Support vector machine (SVM) active learning plays a key role in the interactive content-based image retrieval (CBIR) community. However, the regular SVM active learning is challenged by what we call "the small example problem" and "the asymmetric distribution problem." This paper attempts to integrate the merits of semi-supervised learning, ensemble learning, and active learning into the interactive CBIR. Concretely, unlabeled images are exploited to facilitate boosting by helping augment the diversity among base SVM classifiers, and then the learned ensemble model is used to identify the most informative images for active learning. In particular, a bias-weighting mechanism is developed to guide the ensemble model to pay more attention on positive images than negative images. Experiments on 5000 Corel images show that the proposed method yields better retrieval performance by an amount of 0.16 in mean average precision compared to regular SVM active learning, which is more effective than some existing improved variants of SVM active learning.

Learning a Second Culture through Interactive Practices: A Study-Abroad Language Learners' Experiences

  • Lee, Eun-Sil
    • English Language & Literature Teaching
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    • v.15 no.4
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    • pp.137-156
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    • 2009
  • This case study examines language learners' oral interactive practices and what they learn along with these practices. Language learners who study abroad take on the challenge of living in a foreign place and undergo difficulties in communicating and interacting with people in their new country. These difficulties, caused by cultural differences, are experienced most particularly in their daily interactions. Language learners' trials and efforts to learn English while dealing with a different culture and the difficulties are mainly observed for this paper. The process of learning a second culture is closely related to the process of learning a second language. Oral interactive practices can give the study abroad language learners opportunities to learn their target culture. Therefore, the purpose of this paper is to discuss how participating in interactive practices assists the learners in understanding their target culture while they deal with their difficulties inherent in studying abroad. This study adds weight to the notion that culture is an essential and major factor in learning a language, and that only active participation in interactions can be effective in learning both a language and its culture.

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On the Web Based Interactive Teaching and Learning Material with Cinderella (Cinderella를 이용한 웹 기반 탐구형 교수-학습자료 연구)

  • 전명진;홍경희
    • Journal of the Korean School Mathematics Society
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    • v.5 no.2
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    • pp.101-109
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    • 2002
  • Among interactive dynamic geometry softwares, Cinderella has some merits on the accuracy of algorithms and compatibility with internet. In this paper we compare dynamic geometry softwares such as GSP, Cabri II, Cinderella briefly and we design a web based interactive learning materials using the exercise editor of Cinderella and some Java applets, and we propose a web based interactive teaching and learning model in which achievement test can be given by the clickings on the help icon.

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Interactive Technology Education at Pusan National University

  • Park, Sang-Joo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1195-1200
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    • 2004
  • We introduce an introductory engineering education course for engineering majors and non-engineering majors. This course does not require any previous knowledge and experience on engineering. It requires strong curiosities and imaginations on current and future society we live in, where technology is inseparable ingredient. Course encourages attendees to explore fundamental issues of engineering: what is proper technology and what are proper ways of exercising engineering, issues dealt in soft engineering. Since course topics cover many aspects of technology, traditional learning methods fail to be successful and efficient. Various efficient learning methods have been proposed and implemented. We utilize various interactive tangible media, which include simulated thought experiments and physical media experiences. About 20 episodes in short film format are produced based on scenario written according to related issues selected. Physical media like interactive robots are introduced for attendees' stimulated experiences. We summarize our exciting experiments on interactive teaching experiences at Pusan National University which include on/off-line interactions, assignments, projects, and evaluations.

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An Interactive Learning using Wearable Wireless RFID Glove (무선 RFID 장갑을 이용한 인터랙티브 학습)

  • Jung, Kyung-Kwon;Hyun, Kyo-Hwan;Lee, Hyun-Kwan;Eom, Ki-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.721-724
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    • 2007
  • Radio Frequency IDentification (RFID) is increasingly popular technology with many application. The majority of applications of RFID deployed in supply-chain management. In this paper, we present a wireless RFID glove in interactive learning method. Objects tagged with a small passive RFID tag, can be sensed at short ranges by using wireless RFID glove. We describe the wireless RFID glove prototype, and present some interactive learning programs and games.

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