• Title/Summary/Keyword: ‘컴퓨터와 수학교육’

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Development of mathematics program based on STEM theory for elementary school students using educational robot (STEM기반 교육용 로봇을 활용한 초등학생 대상 수학 학습프로그램 개발)

  • Kim, Eun-Jung;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.127-130
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    • 2012
  • 수학은 기초학문으로서 합리성과 창의성을 기르는 중요한 과목이다. 하지만 학생들에게는 어렵고 두려운 과목으로 되어가는 게 현실이다. 한편 STEM은 학문 간의 벽을 허물고 서로 융합하여 과학, 수학, 공학, 기술 등의 과목에 흥미도를 높이기 위한 대안적 교육이다. STEM교육의 도구로 로봇이 효과적인 것으로 연구되어 있다. 따라서 STEM 기반의 로봇교육을 하여 수학에 대한 흥미도를 높이고자 수학학습프로그램을 개발하였다.

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Dynamic Representations of Parabolas in a Microworld (포물선의 동적 표현과 마이크로월드)

  • Kim, Hwa-Kyung
    • The Mathematical Education
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    • v.47 no.1
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    • pp.49-59
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    • 2008
  • In this paper, we discuss two representations of a curve. One is a static representation as set of points, the other is a dynamic representation using time parameter. And we suggest needs of designing a computer microword where we can represent a curve both statically and dynamically. We also emphasize the importance of translation activity from a static representation to a dynamic representation. For this purpose, we first consider constructionism and 'computers and mathematics education' as a theoretical backgrounds. We focus the curve of a parabola in this paper since this is common in mathematics curriculum and is related to realistic situation such as throwing ball. And we survey the mathematics curriculum about parabola representation. And we introduce JavaMAL microworld that is integrated microworld between LOGO and DGS. In this microworld, we represent a parabola using a dynamic action, and connect this dynamic parabola action to recursive patterns. Finally, we remake a parabola for a realistic situation using this dynamic representation. And we discuss the educational meaning of dynamic representation and its computer microworld.

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Designing a Microworld for Recursive Pasterns and Algebra (재귀적 패턴과 거북 마이크로월드 설계)

  • Kim Hwa-Kyung
    • The Mathematical Education
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    • v.45 no.2 s.113
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    • pp.165-176
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    • 2006
  • In this paper, we consider changes of algebra strands around the world. And we suggest needs of designing new computer environment where we make and manipulate geometric recursive patterns. For this purpose, we first consider relations among symbols, meanings and patterns. And we also consider Logo environment and characterize algebraic features. Then we introduce L-system which is considered as action letters and subgroup of turtle group. There are needs to be improved since there exists some ambiguity between sign and action. Based on needs of improving the previous L-system, we suggest new commands in JavaMAL microworld. So we design a microworld for recursive patterns and consider meanings of letters in new environments. Finally, we consider the method to integrate L-system and other existing microworlds, such as Logo and DGS. Specially, combining Logo and DGS, we consider the movement of such tiles and folding nets by L-system commands. And we discuss possible benefits in this environment.

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Computers and Mathematics Education (컴퓨터와 수학교육)

  • 조한혁
    • The Mathematical Education
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    • v.42 no.2
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    • pp.177-191
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    • 2003
  • In this paper, we present the theory of computers and mathematics education based on the concept of microworlds for mathematics education. We lust look back some previous papers published in the journal of the Korea society of mathematical education series A and else where. Then we present the new view points regarding mircroworlds and mathematics curriculems, microworlds and mathematics teaching and teaming, microworld based problem centered teaming, and microworld based diagnostics and debuggings. We use JavaMAL microworld that is designed to make LOGO and dynamic geometry system in one microworld to give some examples to explain the necessary mathematics educational needs fur designing microworlds for mathematics education. The JavaMAL microworld is a web based microworld that is programmed using JAVA, and the user on use script language, menus, keyboard, and mouse interaction to use the environment.

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The Analysis on the Necessary Factors for College Mathematics Learning and Its Implication on the Mathematics Education (대학수학 학습에 필요한 요인 분석과 학습지도)

  • Kim Byung-Moo
    • Communications of Mathematical Education
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    • v.20 no.2 s.26
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    • pp.215-230
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    • 2006
  • In this paper, we performed research about the successful and unsuccessful factors for college math education. In addition, on the basis of the results from the comparative study on the Korean/foreign students' attitude toward the role of computers in math study, we tried to find out the ways to reflect the results on college math education. As the ways to improve college math education we propose that the professors should emphasize the significance of math and explain the successful and unsuccessful factors for math learning during the initial period of each semester. Furthermore, the professors should recognize the importance of computers in math study and ask for the university authority's support to provide necessary softwares and establish computer labs.

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Possibility of Micro Computer Uses in Mathematics Education (소형컴퓨터의 수학교육에의 이용의 가능성)

  • Uemura Tetsuro
    • The Mathematical Education
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    • v.24 no.2
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    • pp.35-47
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    • 1986
  • As computer is diffused in society widely, it is desired that we investigate on computer uses in school education. In this paper, Possibility of Micro computer uses in mathematics education is investigated. Educational computing is classified roughly three categories they are CAI CMI and Computer iteracy education. CAI is discussed at this place. Firstly, programs of mathematics educational computing is introduced and they are classified into Practicing, Tutoring, Simulating, Gaming, Demonstration, Informing. Next, the problems that we must notice in mathematics educational computing are indicated. They are computer language, development of soft ware, effectiveness of CAI etc...

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An Instructional Method of Computer Algorithm Concept using Elementary Mathematics Problems (초등 수학문제를 이용한 컴퓨터 알고리즘 개념에 대한 교수방법)

  • Rim, Hwakyung;Jun, Seungsun
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.109-119
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    • 2006
  • Algorithm is a fundamental concept for all related research areas in computer science. Though many researches have paid attention to computer algorithm in solving applied problems, few researches have been conducted on how to effectively instruct the computer algorithm concept. This paper proposed the instructional method for the computer algorithm concept by using mathematics problems of the fourth grade, elementary school. We have applied our the instructional methodology to classroom, and empirically tested the effectiveness of our methodology. The results show that the effectiveness of instructional method, compared to the traditional instructional methodology.

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Pedagogical Content Knowledge and Professional Knowledge of Computer Teachers (교과교육 방법적 지식과 컴퓨터교사의 전문성)

  • Ahn, Mi-Lee
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.135-143
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    • 2001
  • Teachers' cognitive understanding of subject matter content have direct impact on the quality of students learning. In order to understand this, we need to investigate the relationships between the teachers' level of knowledge about the content and the instruction teacher provide for students. Professional development programs for computer education teachers include courses in computer science, curriculum studies, and the application of computers in the classroom. Effective teachers, however, have expertise in the subject matter content, know curriculum, and understand contextual knowledge for teaching computers in the classrooms. Although computer education have evolved for last 20 years, we have not yet made significant progress on researching "what" is the professional knowledge of computer teachers, and "how" they could be trained. Teacher's knowledge includes pedagogical and contextual knowledge of teaching the specific subject. The purpose of this paper is to understand the professional knowledge of computer teachers, and the adoption of PCK (pedagogical content knowledge). As a result of this paper, I hope to initiate further discussions and researches on PCK and its' implication for computer teachers and teacher preparation programs in Korea.

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A Study on the Statistical Probability Instruction through Computer Simulation (컴퓨터 시뮬레이션을 통한 통계적 확률 지도에 대한 연구)

  • Shin Bo-Mi;Lee Kyung-Hwa
    • Journal of Educational Research in Mathematics
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    • v.16 no.2
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    • pp.139-156
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    • 2006
  • The concept of probability in current school mathematics has been dealt with in the classic viewpoint (mathematical probability) and part of the frequency viewpoint and axiomatic viewpoint have been introduced. However, since the exact understanding of the probability concepts is not possible only with the classic viewpoint, we need to research further on methods to complement classic viewpoint and emphasize various aspects of probability concepts (Lee, Kyung Hwa, 1996). Therefore, this study is to find out optimal computer simulation plans in teaching statistical probability. For the purpose, it examines how the nature of mathematical knowledge may be changed when statistical probability is taught with a use of computer simulation based on the Theory of Didactical Situation presented by Brousseau(1997). Next, it identifies how probability curriculum should be reconstituted for introducing statistical probability through computer simulation. Finally, it develops specific teaching materials that introduce statistical probability using computer simulation based on the results obtained.

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A Study of Improvement of Mathematical Thinking Ability and Achievement through 3D Software Application - Focused on Diagram area in 6 Grade Elementary School - (3D 탐구형 소프트웨어 활용을 통한 수학적 사고력 및 수학 성취도 향상에 관한 연구 - 초등학교 6학년 "도형" 영역을 중심으로 -)

  • Lee, Hye-Mi;Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.198-205
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    • 2008
  • 오늘날과 같은 지식 정보화 사회는 지식과 정보를 기초로 한 사회활동이 주를 이루고 있다. 그래서 교육현장에서도 학습자는 컴퓨터를 이용하여 정보를 수집하고 처리하는 정보의 주체로 인식되어지고 있다. 특히 수학 교과 내용 중 도형 영역은 컴퓨터를 이용하여 다양한 시각적 경험과 탐구 기회를 제공하는 것이 매우 중요하다. 이를 실현하기 위한 방법으로써 여러 가지 방법이 있지만, 본 논문에서는 Sketchup이라는 상용 소프트웨어를 활용하여 도형 영역에 적용시켜 활용하는 방안에 대해 연구하였다. 학생들이 수학을 재미있고 쉽게 생각할 수 있는 방안을 내세우기란 쉽지 않지만, 이 연구의 결과로부터 수학과목의 도형영역에 대한 수학적 사고력과 성취도를 높이고 Sketchup과 같은 탐구형 소프트웨어의 효과적 활용 방안을 마련하고, 이를 통해 수학에 대한 긍정적인 인식을 마련할 수 있는 기틀이 되고자 한다.

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