DOI QR코드

DOI QR Code

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning

수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로

  • Kim, Yoseob (Program in Digital Contents Convergence, Graduate School of Convergence Science and Technology in Seoul National University) ;
  • Woo, Tack (Digital Content Dept., KyungHee University) ;
  • Joo, Heeyoung (Mathematics Education Dept., Ewha Womans University)
  • 김요섭 (서울대학교 융합과학기술대학원) ;
  • 우탁 (경희대학교 디지털콘텐츠학과) ;
  • 주희영 (이화여자대학교 수학교육과)
  • Received : 2013.11.27
  • Accepted : 2013.12.17
  • Published : 2013.12.20

Abstract

Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

현재의 최신 교육과정은 창의적인 인재를 육성하는데 중점을 두고 있다. 하지만 학교에서 실제로 진행되고 있는 수학 교육은 창의성과 거리가 먼 주입식 교육으로 진행되어, 수학을 어렵게 여기는 학생들이 늘어나고 있다. 정부는 이러한 상황을 극복하기 위해 '스토리텔링을 활용한 수학 교육'을 제안하였으며, 이에 게임을 활용한 수학 교육이 다방면에서 연구 개발되고 있다. 그러나 현재 대부분의 교육용 기능성게임들은 연역적 체계를 중시하는 현재의 수학 교육을 탈피하지 못하여, 창의성을 기른다는 목표를 이루지 못하고 있다. 이는 기존의 수학 교육용 기능성 게임들이 수학과목에 대한 목표와 수학 교수 학습이론을 깊이 고찰하지 않았기 때문이다. 따라서 본 연구는 기존의 수학교육이 지닌 주입식 교육의 한계를 넘어서기 위해 수학 교수 학습이론인 RME를 기반이론으로 하여 게임 요소를 활용한 수학적 직관 향상을 위한 초등 기하 교육용 게임 콘텐츠를 개발하는 방법론을 제시하고자 한다.

Keywords

References

  1. Ministry of education, "Mathematics curriculum(1997-15 an extra number 8)", Korea Textbooks Ltd, 1997.
  2. Hye jeang Hwang, Gwisu Na, Seung Hyun Choe, Kyungmee Park, Jaehoon Yim, Dong-Yeop Seo, "New Theories mathematics education", Moonumsa, 2007.
  3. Jeom-Ja Cho, "A study on the Development and Application of Mathematical Learning Materials based on Realistic Mathematics Education Theory", Kyungpook national university teachers college, 2008
  4. Dong Hwa Kim, "A Study on Improvement according to the latest mathematics education situation", Education theory and practive, Vol. 12, No. 3, pp. 191-202, 2002.
  5. Jongho Shin, Younghoon Park, Yeongok Chong, Soojung Jang, Boyoung Park, Joobaek Kim, Sinja Park, Minjong Song, Moonpil Kim, Jaehun Cha, Youngshin Kim HyoSik Choi, Seungmin Yu, "The Effects of the Mathematics in Context on Students' Problem Solving and Attitudes toward Mathematics", The Journal of Yeolin Education, Vol. 14, No. 2, pp. 23-40, 2006.
  6. Eunk-yong Park, "Grounded Theoretical Study on the Guidance of Mathe Underachiever through Game Based Learning", Korea National University Of Education, 2008
  7. Hee Sun Kang, "A Research on the Effective Teaching Methods Underachievers:For the subjects of 8th graders", mathematics Education Sungkyunkwan University, 2010.
  8. Yonhapnews, "Normal highschool half, the average math score less than 50 points", http://www.yonhapnews.co.kr/society/2013/03/20/0703000000AKR20130320172300004.HTML, 2013
  9. Minsoo Lee, Dae-Hwa Park, "A Game to Learn Mathematical Formulas based on Android for G-learning", Journal of Computing Science and Engineering, Vol. 18, No. 11, pp. 768-773, 2012.
  10. Van Eck, R, "Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless...", EDUCAUSE Review, Vol. 41, No. 2, pp. 16-30, 2006.
  11. Na Ra Kim, "Elementary School Teachers' Recognition on Realistic Mathematics Education", Major in Elementary Mathematics Education, Graduate School of Education, Seoul National University of Education, 2011.
  12. Freudenthal, H, "Didactical Phenomenology of Mathemarical Structures", D. Reidel Publishing Company, 1983.
  13. Freudenthal, H, "Mathematics as an educational task", D. Reidel Publishing Company, 1973.
  14. Yeon Sik Kim, Yeong Ok Chong, "A Study on Freudenthal's Mathematising Instruction Theory", The Journal of Educational Research In Mathematics, Vol. 7, No. 2, pp 1-23, 1997.
  15. Treffers, A, "Three Dimensions: A Model of Goal and Theory Description in Mathematics Instruction - The Wiskobas Project", D. Reidel Publishing Company, 1987.
  16. Van den Heuvel-Panhuizen, M, "The didactical use of models in realistic mathematics education: An example from a longitudinal trajectory on percentage", Educational Studies in Mathematics, Vol. 54, No. 1, pp. 9-35, 2003. https://doi.org/10.1023/B:EDUC.0000005212.03219.dc
  17. Freudenthal, H, "Revisiting Mathematics Education", Kluewer Academic Publishers, 1991.
  18. Jeong Ho Woo, "A Study on the H.Freudenthal's Phenomenological Theory of Mathematical Education", The Journal of Educational Research in Mathematics, Vol. 4, No. 2, pp. 93-128, 1994.
  19. Abt, C, "Serious Games", University Press of America, Inc. 1987.
  20. Tack Woo, Kay Youn Ahn, Soo Jin Yoon, "New possibilities of serious games", Journal of Korea Multimedia Society, Vol. 15, No. 2, pp. 17-23, 2011
  21. Bransford, J, Bowne, A, L, Cocking R, R (Eds). "How people learn: Brain, mind, experience and school", National Academy Press, 2003.
  22. Caine, R, N. Caine G, "Understanding a brain-based approach to learning and teaching", Educational Leadership, No. 48, Vol, 2. pp. 66-70. 1990.
  23. Betz, J, A, "Computer games: Increases learning in an interactive multidisciplinary environment", Journal of Educational Technology Systems, No. 24, Vol. 2, pp. 195-205, 1995. https://doi.org/10.2190/119M-BRMU-J8HC-XM6F
  24. Huntington, F, "Thinking is an adventure", InCider October, pp 33-36, 1984.
  25. Leutner, D, "Guided discovery learning with computer-based simulation games: Effects of adaptive and non-adaptive instructional support", Learning and Instruction, Vol. 3, No. 2, pp 113-132, 1993. https://doi.org/10.1016/0959-4752(93)90011-N
  26. Neal, L, "Implications of computer games for system design", Proceeding INTERACT '90 Proceedings of the IFIP TC13 Third Interational Conference on Human-Computer Interaction, pp. 93-99, 1990
  27. H.J. Lee, "Change to Useful Game: Trends of Serious Game", Electronics and telecommunications trends, Vol. 27, No. 3, pp. 43-50, 2012.
  28. Eungtae Kim, Han Shick Park, Jeong Ho Woo, "Introduction to Mathematics Education", Seoul National University Press, 2007.
  29. National Council of Teachers of Mathematics, "Principles and standards for school mathematics", Reston, VA: National Council of Teachers of Mathematics, 2000.
  30. Moon-Bong Kang, "A Study on Development and Utilization of the Elementary Mathematical Games", The journal of educational research in mathematics, Vol. 10, No. 2, pp. 199-214, 2000.
  31. Yong-Ryul Lee, Moon-Bong Kang, "Mathematics Instruction developing student's attitude to learn mathematics spontaneously through altering text into a game", The journal of educational research in mathematics, Vol. 6, No 1, pp 15-24, 1996.
  32. Korea Creative Contents Agency, "2011 Korea Game White Paper", 2011.
  33. Jong Hyun Wi, Tae Yeon Kim, "Academic effectiveness of G-learning -The effect on the academic achievement of elementary school students-", The journal of Digital Moving Image, Vol. 7, No. 1, pp. 67-82, 2010.
  34. Jong-Hyun Wi, Eun-sok Won, "Effectiveness of G-Learning Math Class in Increase of Math Achievement of K-5 Students in USA", Journal of Korea Game Society, Vol. 12, No. 1, pp. 79-90, 2012. https://doi.org/10.7583/JKGS.2012.12.1.079
  35. Jong-Hyun Wi, Eun-Sok Won, "The Effects and Process of the Politics Instruction Utilizing an Online Game 'Goonzu'", Jornal of Korea Game Society, Vol. 9, No. 5, pp. 83-93, 2009.
  36. Gravemeijer, K, P, E, "Developing Realistic Mathematics Education", Freudenthal institute, 1994.
  37. Lim, C, P, "Global citizenship education, school curriculum and games: Learning Mathemarics, English and Science as a global citizen", Computers & Education, Vol. 51, No. 3, pp. 1073-1093, 2008. https://doi.org/10.1016/j.compedu.2007.10.005
  38. Korea Creative Contents Agency, "Serious Game Status and Promotion Strategies", 2013
  39. Barab, S, Thomas, M, Dodge, T, Carteaux, R, Tuzun, H, "Making Learning Fun: Quest Atlantis, A Game Without Guns", Educational Technology Research and Development, Vol. 53, No. 1, pp. 86-107, 2005 https://doi.org/10.1007/BF02504859
  40. Rollings, A, Adames, E, "Andrew Rollings and Ernest Adams on Game Design", Pearson Education, Inc, 2004.
  41. Jesse Schell, "The Art of Game Design", Translated by Yoo-Tack Jeon, Hyung Min Lee, Acorn Press, 2010.
  42. Markus Fridel, "Online Game Interactivity Theory", Charles river media, 2003.
  43. Chris Crawford, "The Art of Computer Game Design", Translated by Dong-il Oh, Books and people, 2005.
  44. Salen, K, Zimmerman, E, "Rules of Play: Game Design Fundamentals", The MIT Press, 2004
  45. Yeonbi Chun, Sung Kyun Chang, Tack Woo, "Classification of Smartphone Game based on Mechanics", Jornal of Korea Game Society, Vol. 12, No. 6, pp. 15-24, 2012. https://doi.org/10.7583/JKGS.2012.12.6.15
  46. Ministry of education, "Mathematics curriculum", 2011.
  47. Nam Hee Kim, Gwisu Na, Kyungmee Park, Kyeong-Hwa Lee, Yeongok Chong, Jin Kon Hong, "Mathematics curriculum and textbook research for pre-service teacher and teachers", Kyungmoonsa, 2011.
  48. Van de Walle, J, A, "Elementary and Middle School Mathemarics; Teaching Developmentally", Allyn & Bacon, 2006.