• Title/Summary/Keyword: 문법 학습전략

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The Strategic Thinking of Mathematically Gifted Elementary Students in LOGO Project Learning (LOGO를 이용한 프로젝트 학습에서 나타난 초등 수학영재 학생들의 전략적 사고)

  • Lew, Hee-Chan;Jang, In-Ok
    • Journal of Educational Research in Mathematics
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    • v.20 no.4
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    • pp.459-476
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    • 2010
  • The purpose of this study is to suggest a new direction in using LOGO as a gifted education program and to seek an effective approach for LOGO teaching and learning, by analyzing the strategic thinking of mathematically gifted elementary students. This research is exploratory and inquisitive qualitative inquiry, involving observations and analyses of the LOGO Project learning process. Four elementary students were selected and over 12 periods utilizing LOGO programming, data were collected, including screen captures from real learning situations, audio recordings, observation data from lessons involving experiments, and interviews with students. The findings from this research are as follows: First, in LOGO Project Learning, the mathematically gifted elementary students were found to utilize such strategic ways of thinking as inferential thinking in use of prior knowledge and thinking procedures, generalization in use of variables, integrated thinking in use of the integration of various commands, critical thinking involving evaluation of prior commands for problem-solving, progressive thinking involving understanding, and applying the current situation with new viewpoints, and flexible thinking involving the devising of various problem solving skills. Second, the students' debugging in LOGO programming included comparing and constrasting grammatical information of commands, graphic and procedures according to programming types and students' abilities, analytical thinking by breaking down procedures, geometry-analysis reasoning involving analyzing diagrams with errors, visualizing diagrams drawn following procedures, and the empirical reasoning on the relationships between the whole and specifics. In conclusion, the LOGO Project Learning was found to be a program for gifted students set apart from other programs, and an effective way to promote gifted students' higher-level thinking abilities.

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A Study of Programming Class using Raspberry Pi for Students of Industrial Specialized High School (공업계 특성화 고등학생을 위한 라즈베리파이를 활용한 프로그래밍 수업 방안)

  • Kim, Se-min;Choi, Sook-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.165-172
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    • 2017
  • Recently, many supports about the education linked with industrial field have been provided in technical specialized high schools. In order to keep pace with the global trend to emphasize software education and to move away from traditional grammar-based programming learning, various physical computing tools have been used in the education fields. For this study, we conducted a programming class using Raspberry Pi for technical high school students. In the class, students were instructed to produce actual results based on the knowledge they had learned. Project-based learning was used to help students create products and thus they performed tasks while discussing and collaborating on a team-by-team basis. In particular, self-regulation learning strategies were considered to provide effective project-based instruction. After the class, we interviewed the students' satisfaction with it. The results showed that the students' satisfaction was high, and the fellow teachers also had a lot of possibilities and expectations about the programming instruction and project-based learning using Raspberry Pi.

Implementation of Physical Computing Module of AI Block Python Coding Platform (인공지능 블록 파이썬 코딩 플랫폼의 피지컬 컴퓨팅 모듈 구현)

  • Lee, Se-hoon;Nam, Ji-won;Kim, Gwan-pil;Jeon, Woo-jin;Kim, Ki-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.453-454
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    • 2021
  • 본 논문에서는 딥아이(DIY) 블록 프로그래밍과 라즈베리파이의 피지컬 컴퓨팅을 활용해 엑츄에이터와 센서를 제어하고 센서를 통해 수집한 데이터를 전처리해 인공지능에 활용함으로써 효율적인 인공지능 교육 방식을 제안한다. 해당 방식은 블록코딩 방식을 사용함으로써 문자코딩 대비 오타을 줄이고 문법 구애율을 낮춤으로써 프로그래밍 입문자의 구문적 어려움을 최소화하고 개념과 전략적 학습을 극대화한다. 블록프로그래밍 사용언어로 파이썬을 채택해 입문자의 편의를 도모하고 파일처리, 크롤링, csv데이터 추출을 통해 인공지능 교육에 활용한다.

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Lernstrategie der Tempusverwendung in Bezug auf das prozeduales $Ged\"{a}chtnis$ (수행처리적 기억으로의 시제 문법 활용 - 기억$\cdot$인지효과를 향상시키기 위한 시제 학습 전략 -)

  • Park Hyun-Sun
    • Koreanishche Zeitschrift fur Deutsche Sprachwissenschaft
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    • v.10
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    • pp.155-174
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    • 2004
  • Wir $k\"{o}nnen$ die $Ged\"{a}chtnisforschungen$ mit Fremdsprachenlernen $verkn\"{u}pfen$. Ein Lernprozess ist gerade einer vom $Ged\"{a}chtnisprozess$. $F\"{u}r$ einen erfolgreichen Fremdsprachenunterricht ist es $n\"{o}tig$, dass beim Lernprozess ein Sprachwissen vom deklarativen $Ged\"{a}chtnis$ ins prozeduale $Ged\"{a}chtnis$ $\"{u}bertragen$ wird. Aber ein Lernerfolg ist je nach dem Individiuum anders. d.h. der unterschiedliche Lerneffekt zwischen Lemenden $h\"{a}ngt$ eventuelle von $pers\"{o}nlichen$ Erfahrung und von dem episodischen $Ged\"{a}chtnis$. Beim Lernprozess muss Sprachwissen vom deklarativen $Ged\"{a}chtnis$ zum prozedualen $Ged\"{a}chtnis$ $\"{u}bertragen$ werden, um Fremdsprachen zu beherrschen. Inzwischen spielen implizites $Ged\"{a}chtnis$ und episodisches $Ged\"{a}chnis$ wichtig Rolle beim $\"{U}bertragungsprozess$. $Daf\"{u}r$ zeigen wir Lernstrategie der Tempusverwendung in Bezug auf die $Ged\"{a}chtnisforschung$. Mit welchem Tempus will man seine Intention im Text $ausdr\"{u}cken$? $Daf\"{u}r$ zeigen wir ein einfaches Spiel $f\"{u}r$ den Fremdsprachenunterricht. Das ist das Spiel zur Strategie der Tempusverwendung bei der Textproduktion $f\"{u}r$ das reportiv-orientierte Thema. Unsere Untersuchung der Tempera kann besonders im Fremdsprachenunterricht dizu beitragen, dass der Lernende als Produzent einerseits unter Berucksichtigung der Textsorte, der zeitlichen Orientierung des Theams und der Sprecherabsicht bei der Textproduktion die Tempera ohne $Z\"{o}gern$ $ausw\"{a}hlen$ und benutzen kann und dass der Lernende als Rezipient auch durch das Erlernen der verschiedenen Funktionen der Tempera versteckte Absichten des Produzenten richtig verstehen kann. Unsere Untersuchung kann in diesem Sinne hinsichtlich der Tempusfunktion bei der erfolgreichen Erweiterung der kommunikativen $F\"{a}higkeiten$ im Unterricht behilflich sein.

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Analysis of the 3rd Graders' Solving Processes of the Word Problems by Nominalization (수학 문장제의 명사화 여부에 따른 초등학교 3학년의 해결 과정 분석)

  • Kang, Yunji;Chang, Hyewon
    • Education of Primary School Mathematics
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    • v.26 no.2
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    • pp.83-97
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    • 2023
  • Nominalization is one of the grammatical metaphors that makes it easier to mathematize the target that needs to be converted into a formula, but it has the disadvantage of making problem understanding difficult due to complex and compressed sentence structures. To investigate how this nominalization affects students' problem-solving processes, an analysis was conducted on 233 third-grade elementary school students' problem solving of eight arithmetic word problems with or without nominalization. The analysis showed that the presence or absence of nominalization did not have a significant impact on their problem understanding and their ability to convert sentences to formulas. Although the students did not have any prior experience in nominalization, they restructured the sentences by using nominalization or agnation in the problem understanding stage. When the types of nominalization change, the rate of setting the formula correctly appeared high. Through this, the use of nominalization can be a pedagogical strategy for solving word problems and can be expected to help facilitate deeper understanding.

Python-based Software Education Model for Non-Computer Majors (컴퓨터 비전공자를 위한 파이썬 기반 소프트웨어 교육 모델)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.73-78
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    • 2018
  • Modern society has evolved to such an extent that computing technology has become an integral part of various fields, creating new and superior value to society. Education on computer literacy, including the ability to design and build software, is now becoming a universal education that must be acquired by everyone, regardless of the field of study. Many universities are imparting software education to students to improve their problem-solving ability, including to students who are not majoring in computers. However, software education contains courses that are meant for computer majors and many students encounter difficulty in learning the grammar of programming language. To solve this problem, this paper analyzes the research outcomes of the existing software education model and proposes a Python-based software education model for students who are not majoring in computer science. Along with a Python-based software education model, this paper proposed a curriculum that can be applied during one semester, including learning procedures, and teaching strategies. This curriculum was applied to a liberal arts class and a meaningful result was derived. If the proposed software education model is applied, the students will be interested in the computer literacy class and improve their computational thinking and problem-solving ability.