• Title/Summary/Keyword: 조작교구

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A Study of Instructional Materials for Activity-Centered Teaching in Elementary Mathematics (초등수학수업에서 활동중심 교수.학습자료 활용에 대한 조사연구)

  • 안병곤
    • School Mathematics
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    • v.5 no.2
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    • pp.241-257
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    • 2003
  • The goal of mathematics education in the 7-th national curriculum is focused on maximizing learning effectiveness through teaching mathematics, considering learning contents and levels appropriate to various levels of students' abilities. Thus, reduction of contents, learner-centered way of teaching, and multi-step differentiated learning are centered around the curriculum. However, in reality one of the most difficult problems mentioned by many inservice teachers is that students are not interested in school mathematics because some of them tended to learn mathematics in advance in private institutes and others felt difficult from school mathematics. Thus, alternative solutions are strongly required. When students are more interested in mathematics classes and instructional materials, as a more effective way of teaching, are appropriately used, problems mentioned above are expected to be solved. In order to solve problems, additionally, this study investigated the amount of time assigned to each area of mathematics textbooks from level 1-A to level 6-B, which are currently used in elementary school. This study also examined inservice teachers' views about how instructional materials should be used. This will be helpful on using and developing instructional materials, and it will lead to more exciting classes of mathematics. However, these teaching materials need to be carefully used regarding their relationships with pedagogical transfer, metacognitive movement, and localization.

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A Study on Cultivating Creativity through Various and Divergent Thinking Activities - Focused on Mathematics Education in Elementary School - (다양한 확산적 사고활동을 통한 창조성 육성에 관한 연구 - 초등학교 수학교육을 중심으로 -)

  • Lim Mun-Kyu
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.1-19
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    • 2006
  • It is generally accepted that fostering creative thinking is a core in mathematics education and accumulating research products on that topic is really needed. In this study, I hoped to investigate and verify that in mathematics education it was possible to cultivate creative thinking through various and divergent activities, For this purpose, I delat with some illustrations, in which students learned mathematics through the operational activities using teaching tools, problem solving and problem posing activities, and finally they seemed to foster creative mathematical thinking. In conclusion of this paper, I have suggested that in math education those activities should be used to cultivate students' creative thinking in kindergarten or early elementary school. Also I asserted that it is urgently need to store up research products about various materials and methods for those mathematics teaching and learning.

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A Study on the Design and Development of Robot Game-based Project for Teaching Children to Program Computers (프로그램교육 목적의 로봇게임 프로젝트 학습 구안에 관한 연구)

  • Shin, Seung-Young;You, Sang-Mi;Kim, Mi-Ryang
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.159-171
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    • 2009
  • The objective of this research is to explore a method to utilize a programmable robot, as a potential learning tool in the elementary school's curricula. Due to their programmability and operational ease of use, programmable robots are among digital toys that today offer specially instructive features. In this research, we developed the robot game-based project contents as a tool for teaching the elementary school children to learn the algorithm, the essential part of computer programming. The LEGO material, selected as the construction kit for robot, consists of a mechanical assembly system, a set of sensors and actuators, a central control unit, a programming environment. The project requires the children to complete 3 separate tasks, each of which is developed based on the principles of algorithm. The classroom feedback supports that the robotic experiences provided the children with fun and absorption. It is likely that implementing learning with robot in regular classroom in elementary school can bring new possibilities to the educational system, provided that a thorough preparation backs up the plan.

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초등수학에서의 Maths 300 교구 프로그램 활용방안

  • Ryu, Soo-Jin;Kim, Sung-Joon
    • East Asian mathematical journal
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    • v.25 no.3
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    • pp.321-341
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    • 2009
  • The purpose of this study was to examine the effect of the manipulative materials in the Australian Maths 300 program by applying it to Korean Elementary Mathematics Education - based on parts of 'Probability and Statistics', and 'Symbol and Expression'. In order to this purpose, we select appropriate Maths 300's manipulate materials that could be used to obtain learning objectives within class time for each part, four lessons with the materials were taught at to third, fourth, and fifth grade students of elementary School. The effect of the teaching was analyzed by videotape and student opinion. The results of this study are the following: First, the manipulative tools were almost entirely lacking for the 'Probability and Statistics' section without a 'number of cases' unit. The tools presented in the 'Symbol and Expression' section were helpful in the games that were used for checking preceding learning. Second, the results of using the Math 300 manipulative materials in class showed that the students were eager to be involved in the activities using those materials and to find their own solutions in problem-solving questions that were suited to them; these led to them making their own questions. In response to questioning about the use of the manipulative materials, the students stated that it was easy and fun for them to use the manipulative materials, to solve the problems for themselves, and that they would like to continue practicing the activities in the future. Finally, Studies on the presentation of a variety of manipulative materials including those in this study that can used in problem-solving learning and other learning fields, and the methodology for the use of manipulative materials can be enhanced through further studies.

A Study on Development of Learning Materials of Mathematics for Web Based Instruction (웹을 기반으로 한 수학과 자료 개발 연구)

  • Oh, Choong-Ho;Kim, Jong-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.289-294
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    • 2006
  • 지금 세계는 지식 정보화의 물결에 휩싸여 있다. 인터넷의 급속한 보급으로 인하여 사람들은 자신들이 원하는 정보를 쉽게 구할 수 있게 되었으며 이러한 정보를 누가 생산하고 분배하느냐에 따라서 국가경제에 미치는 영향도 점점 커지고 있다. 이러한 사회적인 흐름은 교육에도 영향을 미치게 되었다. 서로의 정보 공유가 용이하고 시 공간의 구애를 받지 않으며 한 번에 많은 사람들이 동시에 접속할 수 있는 웹의 특성상 교육에 미치는 영향도 많을 것이다. 특히 초등학교에서 수학 교육은 교구를 이용하거나 원리를 이해하는 면에서 교과서만을 가지고는 많은 어려움이 따른다. 특히 도형 단원에서는 아동들이 직접 도형을 가지고 조작할 수 있는 환경이 중요한 데 이를 웹이 어느 정도 보안할 수 있는 것이다. 이에 본문에서는 초등학교 수학과 도형단원의 학습 자료를 개발하여 아동들의 학업성취도를 향상시킬 수 있는 프로그램을 설계하였다.

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An Application for STEAM based Function Learning in Mathematics Subject of Middle Schools (중학교 수학 과목에서 스팀 기반 함수 학습을 위한 어플리케이션)

  • Kang, Eun Bi;Kim, Jihyo;Park, Chan Jung
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.25-27
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    • 2018
  • 교구에 대한 적절한 조작 및 탐구 활동은 수학의 개념과 원리를 이해하는 데 도움을 준다. 본 연구에서는 중학교 수학 교과 과정에 부합하는 함수의 개념과 성질에 대한 이해를 도울 수 있는 안드로이드 기반의 앱을 개발하였다. 개발한 앱은 앱인벤터(App Inventor) 2를 기반으로 사용자가 구체적인 함수 그래프를 그리도록 요구하는 것이 아니라 대략적인 개형을 이해하도록 하여 학습 부담 경감을 도모한다. 즉, 계산 능력 배양을 목표로 하지 않는 교수학습 상황에서 스팀 기반으로 공학적 도구를 이용하여 2015 개정 수학과 교수학습방법에서 요구되는 정보처리 능력 및 문제해결 능력을 함양시킬 수 있도록 학습 도구를 개발하였다.

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A Study on the Usage of Digital Device Based on Digital Literacy (디지털 리터러시에 기반한 디지털 기기 활용방안 연구)

  • Go, HakNeung;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.219-222
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    • 2019
  • 4차 산업혁명이 언급되면서 3D 프린터, 로봇, 인공지능, 빅데이터 등 신기술이 발전하고 이는 사회 구조를 변화시킬 것으로 예상된다. 이에 새로운 디지털 기기, 기술들을 이해하는 디지털 리터러시가 중요해지고 있다. 2015 OECD PISA에서 ICT 배경조사 중 한국은 접근성, 활용성 부분과 2018 국가수준 디지털 리터러시 수준 측정연구, 학생들의 디지털 기기의 인식 여부 및 활용 여부 실태조사를 바탕으로 디지털 기기 활용 공간 구성 및 디지털 기기 활용 콘텐츠를 다음과 같이 제안하였다. 먼저 구체적 조작기인 초등학생임을 고려하여 디지털 기기 위주 프로그램으로 선정하였다. 디지털 기기 활용 공간은 기반 기기로 컴퓨터(노트북), 유 무선 인터넷, 디지털 기기로 3D 프린터 및 3D 프린팅 펜, 스마트폰 기반 VR기기, AR마커, 블록코딩 기반 피지컬 컴퓨팅 교구 등을 이용해서 구성하였다. 활용하는 콘텐츠는 학생들의 인식 여부 및 수준에 맞춰 체험 위주의 프로그램과 학습, 콘텐츠 제작, 문제해결 프로그램으로 제시하였다.

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A Study on the Programming Education using Diki-3000 for Elementary School (디키-3000을 활용한 초등학교 프로그래밍 교육방안)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.627-635
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    • 2010
  • This study analysed the programming attitude and degree of achievement as the 6 types of learning styles which is suggested by Grasha and Reichmann(1974) after a performance of the programming education using the Diki-3000 which is the teaching tools of the specific manipulative activities, in order to prepare the programming education method according to the characteristics of elementary school learners. As the result of the study, the programming attitude according to the 6 types of the learning styles has indicated more positiveness in the independence type than in the dependence type, in the competition type than in the cooperation type, in the participation type than in the avoidance type. In the side of the degree of the achievement, the independent, competition, and participation types indicated more positive than the other types. Also, as the result of an structured interview with learners, which was conducted for deep understanding, there was an understanding of differences of requests to the programming learning classified by the learning styles, and suggestion of a plan for improvement of the Diki-3000 programming in the aspect of an educational environment, teaching tools, teaching contents, and teaching methods in this study.

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Understanding a Prospective Teacher's Mathematics Lesson in the Perspective of Activity Theory (활동 이론의 관점에서 예비교사의 수학 수업 탐색하기)

  • Na, Gwisoo
    • Journal of Educational Research in Mathematics
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    • v.26 no.3
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    • pp.355-370
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    • 2016
  • This research intends to and understand a prospective teacher, Kim's mathematics lesson in the perspective of Activity Theory. In this study, Kim's mathematics lesson was explored in the aspects of subject, object, tools, division of labor, community, and rule which are main constituent of Activity Theory and Activity System suggested by $Engestr{\ddot{o}}m$. As the result of study, we discussed the phenomena such as the fluctuation between object and tool, the multi-voicedness between object, rule, outcome and student subject, and the dissonance between division of labor, community and rule were appeared in Kim's mathematics lesson as an activity system.

A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.