• Title/Summary/Keyword: 실생활

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An Analysis of the Word Problem in Middle School Mathematics Textbooks over the 7th National Curriculum (제7차 교육과정 중학교 수학교과서에 실린 문장제 문제의 분석)

  • Jung, In-Chul;An, Hee-Jung
    • Journal of the Korean School Mathematics Society
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    • v.11 no.1
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    • pp.117-132
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    • 2008
  • This paper has analyzed the problem of the inequality unit in 7th National curriculum 8-Ga stage from the following points. First, in respect to the written questions of the inequality unit over every textbook of 7th National curriculum, how are they allocated according to subject matters and what are their weak points? Second. how many of them are related to the authentic daily life or other subjects and what kind of subjects are they? Third, what are the problems related to the authentic daily life situation or what are the problems that have some inter-sentential errors, and what kinds of measures for their improvement can be taken? In keeping with view points above, we have analyzed the contents in current 16 different textbooks on th basis of their subject matters and especially put the emphasis on the relation to daily life and other subjects. Consequently, we found there are many textbooks that do not include various subject matters and that can not be related to various other subjects. It is necessary to connect mathematics to various daily life matters and other subjects to improve students' creativity and to make students understand the practicality of mathematics.

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3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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The Development of Teaching-learning Materials based on Real life and the Investigation of Students's cognition change about Mathematics class using Developed materials (실생활 중심의 교수-학습 자료 개발과 이를 활용한 수학 수업에 대한 학생들의 인식 변화 고찰)

  • Lee, Shin-Deuk;Kwean, Hyuk-Jin
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.45-69
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    • 2007
  • In the 21st century, knowledge-based and information-based society requires not just the capability of applying mathematics simply but mathematical power such as problem-solving ability which composes and solves problems using mathematical knowledge in real-life and fields of various subjects. However, to develop mathematical power, we need various teaching and learning methods which raise basic mathematical knowledge, the inference capability, problem- solving ability, the flexibility of thinking, the expressing and transforming ability of mathematical ideas, perseverance, interest, intellectual curiosity, and creativity. In this paper, we develop the teaching-learning plans based on real life using the various methods of learning and then we analyze the change of students's cognition of mathematics and the students's reaction of the class.

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A Strategies for Using Smartphone as a Social Real Life Tools for Students with Developmental Disabilities

  • Park, Sang-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.255-262
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    • 2020
  • The purpose of this study is to find out an effective way for students with developmental disabilities to use smartphone applications as a social real life tools in a society. For the purpose of this study, the researcher reviewed relevant previous literature on topics such as "students with developmental disabilities, information society, use of smartphone, and application use". The results of this study are as follows. First, the researcher describes strategies to support students with developmental disabilities living in an information society to improve their social integration ability by using smartphone. Second, it describes the types of smartphone applications that could support the social real life of students with developmental disabilities. Third, it describes the needs of smartphone applications to improve social adaptability of students with developmental disabilities. The results of this study will lead students with developmental disabilities to learn and use various functions of smartphone in the information society to interact with people around them and improve their communication skills. In addition, the results can be used as basic data to develop and support appropriate applications that can help vocational rehabilitation and social integration of students with developmental disabilities.

A Personalized Model and its Implementation of Real-Life Space for Providing Efficient Ambient Service (효율적인 엠비언트 서비스 제공을 위한 실생활 공간의 개인화 모델 및 구현)

  • Lim, Sora;Kwon, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.118-130
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    • 2013
  • With the advent of a new services environment based on high-speed mobile networks and high-performance mobile devices, users in real life require content-centric services that provide personalized information conveniently and efficiently. These services are defined as ambient services. To implement and support sustainable ambient services, there is a critical need to conduct research regarding practicable models and methodologies. This paper proposes an effective model for ambient services based on the personalization of real-life space. The model consists of Public Info-space, Universal Info-space and Private Info-space. We also show a methodology for implementing the model with currently available techniques in order to prove that the model and methodology constitute an applicable solution to developing true ambient services. Finally, a kind of role-playing game which is built on a real university campus is presented to show the model to be available, where the test bed infrastructure consists of wireless mesh networks and real-time location systems (RTLSes).

Development of Experimental Modules Using Everyday Life Materials to Enhance Science Process Skills (과학 탐구능력 향상을 위한 실생활 소재 모듈의 개발)

  • Kim, Soo-Kyoung;Cha, Hee-Young;Kim, Jung-Bog
    • Journal of The Korean Association For Science Education
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    • v.25 no.7
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    • pp.754-764
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    • 2005
  • The purpose of this study was to develop experimental modules that would enhance science the process skills of secondary school students. The modules were composed of real-life materials on the subjects of light, movement, force, water, and heat. Each module consisted of four to six activities, and provided student worksheets and teacher guides. Physics teachers were invited to a workshop specially held to identify whether these modules would befit the improvement of student science process skills. A majority of the teachers believed the modules to be valuable instructional materials which might enhance student science process skills in the Korean secondary school science classes.

중학교 함수영역에서 수학적 모델링을 활용한 수행과제와 구체적 평가기준안 개발

  • Jo, Won-Ju;Gwon, O-Nam
    • Communications of Mathematical Education
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    • v.14
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    • pp.349-370
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    • 2001
  • 21C 사회는 실생활의 많은 현상들과 문제들을 수학적으로 해결하기 위한 능력을 요구하고 있다. 따라서, 21C가 요구하는 수학교육의 역할도 실생활에서 접하는 현상 또는 문제들의 수학적 모델을 구성하여 해를 구하고, 그 결과를 실생활에 비추어 해석하는 경험을 제공하고 그 능력을 발전시키는 것을 포함한다고 하겠다. 따라서, 본 연구는 수학적 모델링이 수학에 대한 사회적 요구를 달성할 수 있는 효과적인 하나의 방법이 될 것이라는 믿음을 가지고, 수학적 모델링 활동을 중학교 수학 교육의 중심 제재인 함수의 지도에 활용하기 위한 구체적 실천방안을 논의한다. 이를 위해 연구문제를 '1. 일선 수학 교사들은 수학적 모델링의 개념을 어느 정도 파악하고 있으며 그 활용가치와 활용 가능성에 대해 어떻게 판단하고 있는가?', '2. 중학교 함수 영역의 수학적 모델링 수행 과제와 그에 따른 구체적 평가 기준안을 개발한다.’로 설정하고, 연구문제 1을 해결하기 위해 임의로 선택된 서울과 경기도의 현직 수학교사 47명을 대상으로 설문조사를 실시하였으며, 연구문제 2를 해결하기 위해서는 설문결과에서 얻은 현장의 요구를 바탕으로 중학교 함수 영역의 수학적 모델링 수행과제와 구체적인 평가 기준안을 개발한 후, 개발된 과제와 평가 기준안은 현직교사 3인의 자문을 얻어 내용 타당도와 신뢰도를 검증하였다.

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Natural Language Queries for Music Information Retrieval (음악정보 검색에서 이용자 자연어 질의의 정확성 연구)

  • Lee, Jin-Ha
    • Journal of the Korean Society for information Management
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    • v.25 no.4
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    • pp.149-164
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    • 2008
  • Our limited understanding of real-life music information queries is an impediment to developing music information retrieval (MIR) systems that meet the needs of real users. This study aims to contribute to developing a theorized understanding of how people seek music information by an empirical investigation of real-life queries, in particular, focusing on the accuracy of user-provided information and users' uncertainty expressions. This study found that much of users' information is inaccurate; users made various syntactic and semantic errors in providing this information. Despite these inaccuracies and uncertainties, many queries were successful in eliciting correct answers. A theory from pragmatics is suggested as a partial explanation for the unexpected success of inaccurate queries.

A Study on the Design of LoRaWAN-based Public Blockchain Cryptocurrency Payment System (LoRaWAN 기반 공개형 블록체인 암호화폐 결제 시스템 설계를 위한 연구)

  • Kim, Minyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.608-614
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    • 2021
  • Currently, blockchain-based public cryptocurrency (hereinafter referred to as cryptocurrency) cannot acquire status as a currency for transaction due to the economic policies of each country, but it is used as an alternative currency transaction method due to individual circumstances of some Internet users. With this trend, it is predicted that such cryptocurrency can be used in real life beyond the Internet in the near future. In this paper, a technical method for designing a cryptocurrency payment system based on LoRaWAN that can easily build a wireless Internet network infrastructure at low cost as a way to activate the use of cryptocurrency in real life is presented based on the LoRaWAN standard.