• Title/Summary/Keyword: 수학적 숙련도

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Middle School Students' Perceptions about and Mathematical Proficiency in Constructed-Response Items (수학 논술형 문항에 대한 중학생들의 인식 및 수학적 숙련도)

  • Park, SeokSun;Kim, Gooyeon
    • Journal of the Korean School Mathematics Society
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    • v.16 no.1
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    • pp.63-86
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    • 2013
  • This study aimed to explore how middle school students perceive constructed-response items and how they solve those items and the patterns of the processes. For this purpose, data were collected from middle school students through survey, written responses on those items that were developed for this particular purpose, and interviews. The survey data were analyzed by using Excel and the written responses and interview data qualitatively. The findings about the students' perceptions about the constructed-response items suggested that the middle school students perceive the items primarily as involving writing solutions logically(17%) and being capable of explaining while solving them(7%). The most difficulties they encounter when solving the items were understanding(26%), applying(12%), mathematical writing(25%), computing(23%), and reasoning(14%). The findings about the students' mathematical proficiencies showed that they made an error most in reasoning (35%), then in understanding(31%), in applying(9%), and least in computing(3%).

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Examining Students' Mathematical Learning through Worked-Out Examples on Numbers (Worked-out Example을 통한 중학생들의 수에 대한 학습)

  • Lee, Il Woong;Kim, Gooyeon
    • Journal of the Korean School Mathematics Society
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    • v.17 no.2
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    • pp.291-319
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    • 2014
  • The purpose of this study is to investigate students' thinking and understanding through working on Worked-out Examples on numbers and operations, specifically, radical and real numbers and operations in the middle grades. For this purpose, we developed a set of Worked-out Examples; middle school students independently worked on them. Then two students were interviewed. These data were analyzed by using the framework of mathematical proficiency. The data analysis suggested that the students seemed to go through the processes involving a combination of understanding and computation, computation and reasoning, and understanding, computation and reasoning. Also, it appeared that most of the students have difficult solving problems involving with radical and real numbers in related to strategic competence.

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An Examination of the Alignment between 2007 Mathematics Curriculum and Constructed-Response Assessment (서술형 평가 문항 분석 : 수학과 교육과정의 성격 및 목표와의 적합성을 중심으로)

  • Lee, JiHyun;Kim, Gooyeon
    • Journal of the Korean School Mathematics Society
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    • v.16 no.4
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    • pp.899-925
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    • 2013
  • The purpose of this study was to examine how constructive-response questions in regular test was in aligned with the nature and goals of 2007 Curriculum Amendment. For this purpose, data were collected and analysed by using the framework for mathematical task and the cognitive demand of tasks suggested by Smith & Stein(1998) and mathematical proficiency suggested by National Research Council(2001). In particular, it aimed to reveal the overall picture of the level of cognitive demand and the proportion of mathematical proficiency of constructed-response items created by secondary mathematics teachers. The findings from the analysis showed that 70 percent of the constructed-response items were at low-level and the rest at high-level in terms of cognitive demand. Also, the constructed-response assessment focused on conputing (89%), understanding(45%), applying(30%) and least reasoning(17%). Most of the constructed-response items included computing and were algorithmic.

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Efficient Timing Visual Effect Fluid Simulation using Mathematical Concept (수학적 개념을 활용한 효율적인 타이밍 비주얼이펙트 유체효과 구현)

  • Hwang, min-sik
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.33-34
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    • 2016
  • 불이 타오르는 비주얼이펙트 효과는 관련 CG 소프트웨어의 발전에 따라 그 사실적 구현과 완성도는 괄목한 만한 성장을 이루었으나 단순히 툴에 의존하는 작업방식은 예술적인 측면은 결여된 획일적인 시각효과의 양산이라는 폐단을 불러왔다. 본 연구에서는 수학적인 접근방법을 통해 예술적인 결과물의 질적 향상을 도모할 수 있는 기술과 예술 상호 융합적인 효율적 작업공정 구축을 제안하는데 그 목적을 둔다. 본 연구는 수학적인 알고리즘을 바탕으로 시각화를 위한 비주얼이펙트 솔루션을 구축하기 위한 실험단계를 순차적으로 진행해 나감으로써 시뮬레이션중인 유체 화염효과가 물체와 충돌하는 정확한 타이밍에 불이 옮겨 붙는 비주얼이펙트를 구현하기 위한 방법론을 제시하며 숙련도가 낮은 작업자라 할지라도 쉽게 사용이 가능한 접근성이 용이한 기술을 제시한다.

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Exemplary Teachers' Teaching Strategies for Teaching Word Problems (숙련된 교사의 문장제 문제해결 지도 전략 - 미국 교사들을 중심으로)

  • Lee, Kwang-Ho;Shin, Hyun-Sung
    • Journal of the Korean School Mathematics Society
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    • v.12 no.4
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    • pp.433-452
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    • 2009
  • This study investigated the teaching strategies of two exemplary American teachers regarding word problems and their impact on students' ability to both understanding and solving word problems. The teachers commonly explained the background details of the background of the word problems. The explanation motivated the students' mathematical problem solving, helped students understand the word problems clearly, and helped students use various solving strategies. Emphasizing communication, the teachers also provided comfortable atmosphere for students to discuss mathematical ideas with another. The teachers' continuous questions became the energy for students to plan various problem solving strategies and reflect the solutions. Also, this research suggested a complementary model for Polya's problem solving strategies.

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Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.21-32
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    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

Simulation Method for Playing Complex Polyrhythms (복잡한 폴리리듬을 연주하기 위한 가상(假想)리듬 연주법)

  • Kim, Hyoun-Jong
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.418-421
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    • 2009
  • 복잡한 리듬의 근간에는 소위 폴리리듬이라 일컫는 리듬이 자주 등장하는데, 폴리리듬이란 한마디로 기존의 펄스에 반하는 새로운 펄스의 리듬이 기존의 리듬과 동시에 진행되는 복합리듬을 얘기하는 것이다. 이때 단순한 폴리리듬(예를 들면 2:3, 3:4등)은 우리가 쉽고 또 정확하게 접근할 수 있으나 복잡한 폴리리듬은 아주 숙련된 연주자들조차도 정확히 연주하기가 어렵다. 이에 본 논문에서는 이러한 복잡한 폴리리듬을 쉽게 접근할 수 있는 방법으로 '가상 리듬 연주법'이라는 새로운 개념을 도입하고자한다. 이것의 가장 핵심적인 내용은 복잡한 폴리리듬의 정확한 연주는 그 수학적 복잡성으로 인해 어렵지만 그 수학적 복잡성의 근사치에 해당하는 우리가 이해하기 쉬운 다른 리듬으로 대체하여 연주하는 방법을 이용하여 그 이해도를 높이자는 것이다.

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A Case Study on J University Teachers College Juniors' Mathematical Knowledge for Teaching on Number and Operations I (J 대학교 교육대학 3학년 학생들의 수와 연산 영역을 가르치는데 필요한 수학적 지식에 대한 사례연구 I)

  • Kim, Hae Gyu
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.3
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    • pp.491-509
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    • 2012
  • The purpose of this study is to analyze some Korean elementary pre-service teachers' Mathematical Knowledge for Teaching(MKT). For this purpose, we selected the MKT items on number and operations which were adapted for Korean in-service teachers by Lee(2011). The survey consisting of those items was administered to 76 Korean elementary pre-service teachers at Teachers College, J University. The results are the following: First, the respondents, elementary pre-service teachers, showed that the preference for the MKT items was very affirmative, but the percentages of correct answers to the MKT items weren't generally high. Second, the preference for the instructional consultation by experienced teachers was very affirmative. Third, the percentages of correct answers to KCS, SCK, CCK and KCT were 70.13%, 55.71%, 43.87% and 29.27%, respectively. Fourth, the percentages of correct answers to type 5, 6, and 7 were more than 60%, but those of correct answers to type 1, 2, 3, 4, and 8 were less than 60%. This means we need to strengthen type 1, 2, 3, 4, and 8 in education of elementary mathematics subject at Teachers College of J University.

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Sensitivity analysis of factors affecting 2D calculation in inundation analysis by using XP-SWMM (XP-SWMM을 이용한 침수 분석 시 2차원 계산에 영향을 미치는 인자에 대한 민감도 분석)

  • Sun, Dongkyun;Kang, Taeuk;Lee, Sangho
    • Proceedings of the Korea Water Resources Association Conference
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    • 2021.06a
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    • pp.339-339
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    • 2021
  • XP-SWMM은 유역의 강우-유출과 1차원 관망 해석 및 2차원 지표면 흐름 해석이 가능하여 도시지역의 침수 모의에 활용도가 높다. 하지만 대부분의 수학적 모형이 그러하듯 XP-SWMM은 많은 입력 변수를 포함하고 있어 사용자의 숙련도에 따라 모의 결과가 달라질 수 있다. 본 연구의 목적은 XP-SWMM을 이용한 침수 모의의 정확도를 향상시키기 위해 침수 모의에 영향을 줄 수 있는 인자를 검토하고, 민감도 분석을 통해 인자별 적정 범위를 제안하는 것이다. 다만, 유역의 강우-유출과 1차원 관망 해석에 사용되는 매개변수는 과거 많은 연구자들이 적정 범위를 제시하였으므로 본 연구에서는 2차원 지표면 흐름 해석에 관한 입력 변수만을 대상으로 하였다. 이를 위해 2차원 계산의 지배방정식인 천수방정식의 매개변수 중 XP-SWMM에서 제어할 수 있는 인자와 XP-SWMM의 사용자 편의환경(graphical user interface; GUI)에서 제어 가능한 인자를 고려하였다. 선정된 인자는 지표면 조도계수, 2차원 계산 시간 간격, 2D 집수유량 계수, Smagorinsky 계수, Wet/dry 깊이이다. 제시된 인자들을 대상으로 침수흔적도의 침수 면적을 기준으로 민감도 분석을 수행하였고, 인자의 변화율을 침수 면적의 변화율로 변화시키는 조건수(condition number)를 활용하여 인자별 민감 여부를 분석하였다. 또한, 영향 인자 변화에 따른 침수 면적과 침수흔적도의 상대오차를 분석하여 영향 인자의 적정 범위를 제안하였다. 그 결과, 지표면 조도계수의 적정범위는 0.02~0.05, 2차원 계산 시간 간격은 0.1-3.5초, Smagorinsky 계수는 0.06~1.0, Wet/dry 깊이는 0.001~0.02 m인 것으로 나타났다. 본 연구는 XP-SWMM을 이용한 2차원 침수 모의에 활용될 수 있는 영향 인자와 적정 범위를 제안한 연구로서, 향후 XP-SWMM을 이용한 많은 침수분석에 참고자료로 활용될 수 있을 것으로 판단된다.

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Simulation Method for Playing Complex Polyrhythm (복잡한 폴리리듬을 연주하기 위한 가상(假想)리듬연주법)

  • Kim, Hyounjong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4426-4431
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    • 2012
  • Though polyrhythm is definitely a complex form of rhythm as we all know, some forms of polyrhythm(for example, '2 against 3' or '3 against 4') are considered as simple rhythm compared with others such as '5 against 4' or '7 against 4'. It is because this kind of polyrhythm might be used as often as enough to be able to be understood and to be played. However, the polyrhythm that we are talking about in this study(I'd like to call them as complex polyrhythm) is not able to be played by someone who is not familiar with quintuplets or septuplets. Here I would like to suggest a new way of playing polyrhythm, called the 'Simulation Method'. The main purpose of this method is to easily approach the complex polyrhythm by using its mathematical similarity even though these polyrhythms are originally hard to be played due to its mathematical complexity.