• Title/Summary/Keyword: 차이 추론

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The Use of the Geometer's Sketchpad in Eighth-Grade Students' Quadrilateral Learning (The Geometer's Sketchpad를 활용한 8학년 학생들의 사각형 학습)

  • Han, Hye-Sook
    • Journal of the Korean School Mathematics Society
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    • v.11 no.3
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    • pp.513-541
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    • 2008
  • The purposes of the study were to investigate whether the use of the Geometer's Sketchpad(GSP) is more effective than the use of traditional tools such as ruler and protractor to enhance eighth- grade students' understanding of quadrilaterals and geometric reasoning ability and to examine how the use of the software affects on the development of students' understanding and reasoning ability. According to the results of the posttest, there was a significant difference in student achievement between students using GSP and students using ruler and protractor. Students using GSP significantly outperformed students using ruler and protractor on the posttest. Student interview data showed that the use of the GSP was more effective in developing students' geometric reasoning ability. Students using GSP achieved higher degrees of acquisition for van Hiele level 2 and 3 than students using ruler and protractor. Dynamic visual representations and hands-on experiences provided in GSP learning environment helped students approach quadrilateral concepts more conceptually and realize their pre-existing conceptual errors and re-conceptualize their mathematical ideas.

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An Automatic Learning of Adaptation Knowledge for Case-Based Reasoning (사례기반 추론을 위한 적응 지식의 자동 학습)

  • Lee, Jae-Pil;Jo, Gyeong-Dal;Kim, Gi-Tae
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.1
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    • pp.96-106
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    • 1999
  • Case-Base Reasoning(CBR) solves the new problems by reusing the solutions to previously solved problems. But, there are differences between previously known case and a new problems. To solve this problem Case-Based System have to adapt the solution of the case to suit a new situation. In current CBR systems, case adaptation is usually performed by rule-based method that use rules hand-coded by the system developer. So, CBR system designer faces knowledge acquisition bottleneck akin to those found in traditional expert system design. To solve this problem, in this thesis, we present an automatic learning method of case adaptation knowledge using case base, we use a method of comparing cases in the case base to learn adaptation knowledge. The system is tested in the domain for the decision of travel-price. The result shows accuracy improvement in comparison with case retrieval-only system.

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An analysis of elementary students' reasoning on the sum of triangle angles ('삼각형 세 각의 크기의 합'에 관한 초등학생의 추론 연구)

  • Kim, Ji Hyun
    • Education of Primary School Mathematics
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    • v.27 no.2
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    • pp.155-171
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    • 2024
  • This study compared and analyzed students' reasoning processes and justification methods when introducing the concept of "the sum of angles in a triangle" in mathematics classes with a focus on both measurement and geometric aspects. To confirm this, the research was conducted in a 4th-grade class at H Elementary School in Suwon, Gyeonggi-do, South Korea. The conclusions drawn from this study are as follows. First, there is a significant difference when introducing "the sum of angles in a triangle" in mathematics classes from a measurement perspective compared to a geometric perspective. Second, justifying the statement "the sum of angles in a triangle is 180°" is more effective when explained through a measurement approach, such as "adding the sizes of the three angles gives 180°," rather than a geometric approach, such as "the sum of the angles forms a straight angle." Since elementary students understand mathematical knowledge through manipulative activities, the level of activity is connected to the quality of mathematics learning. Research on this reasoning process will serve as foundational material for approaching the concept of "the sum of angles in a triangle" within the "Geometry and Measurement" domain of the Revised 2022 curriculum.

Achievement of Students who have Learner-Centered Instruction for Multiplication Units (학습자 중심 수업이 학습자들의 성취도에 미치는 영향 -곱셈단원을 중심으로-)

  • Kim, Jin-Ho;Lee, So-Min;Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.1
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    • pp.135-151
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    • 2010
  • The purpose of this study is to investigate the effect of learner-centered instructions using instructional materials which are developed in the light of constructivism and implementing practices of the instruction. According to the result of Recall Test, experimental group and comparing group have not statistically meaningful difference. However, in the result of Generation Tests which include the contents not dealt with during the experiment treatments, the two groups have statistically meaningful difference. It can be drawn from the result that students who take learner-centered instruction are in a good readiness for learning of the contents which will be addressed in future.

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The Impact of Presence Experience on Resolution of Virtual Reality Device (가상현실 디바이스의 해상도가 수용자 프레즌스 경험에 미치는 영향)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.393-401
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    • 2019
  • In this study, based on the general reasoning that the higher the resolution of the HMD, the greater the presence and immersion of the audience and the greater the presence experience, the difference in the presence experience according to the resolution of the virtual reality device is verified empirically Presence effect. To do this, 300 college students were included in the population, and VR simulations of the Oculus store were conducted using HMD and mobile devices with different resolutions (HD, FHD, WQHD) as stimuli. As a result, there was a significant difference in the presence experience of the audience according to the resolution of the mobile device attached to the virtual reality HMD, and the presence effect had a significant influence on the awakening. On the other hand, no significant influence was found in the effect of emotion. Therefore, we can prove a general reasoning hypothesis that the higher the resolution of the virtual reality device, the greater the presence experience of the audience. However, since the confounding effect and the impression are contradictory in the presence effect side, additional experiments research is required.

Effect of Integrated-Simulation Practice Education on Nursing Students' Communication Ability, Learning Confidence, Clinical Reasoning Competence, and Clinical Performance (통합시뮬레이션 실습 교육이 간호대학생의 의사소통능력, 학습자신감, 임상추론역량, 임상수행능력에 미치는 효과)

  • Mi-Jung Kim;Eun-Ha Na
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.683-692
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    • 2024
  • This study aimed to examine the effects of integrated simulation practice education for nursing college students on their communication skills, self-efficacy in learning, clinical reasoning ability, and clinical performance through a pre-post quasi-experimental design with a single group. The participants were 41 fourth-year nursing college students from a university located in G City, and the intervention took place from September to November 2023 over a period of nine weeks. The collected data were analyzed using SPSS 23.0, and the research findings are as follows. First, after simulation practice education, significant effects were observed in self-efficacy in learning (t=-2.21, p=.033), clinical reasoning ability (t=-2.97, p=.005), and clinical performance (t=-2.84, p=.007), but no significant difference was found in communication skills (t=-.224, p=.824). Second, after simulation classes for nursing students, clinical performance showed significant positive correlations with communication skills (r=.650, p<.001), self-efficacy in learning (r=.440, p<.001), and clinical reasoning ability (r=.824, p<.001). Based on these results, integrated simulation practice education for nursing students appears to be an effective educational method for enhancing their self-efficacy in learning, clinical reasoning ability, and clinical performance. To improve nursing students' clinical performance, it is necessary to operate simulation practices with various scenarios.

Exploring Science High School Students' Epistemic Goals, Epistemic Considerations and Complexity of Reasoning in Open Inquiry (자유탐구 활동에서 나타난 과학고등학교 학생들의 인식적 목표, 인식적 이해와 추론의 복잡성 탐색)

  • Yun, Hyeonjeong;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.541-553
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    • 2018
  • The purpose of this study is to explore the relationship between epistemic goals, epistemic considerations and complexity of reasoning of science high school students in an open inquiry and to explore the context on how open inquiry compares with the characteristics of an authentic scientific inquiry. Two teams were selected as focus groups and a case study was conducted. The findings are as follows: First, the contexts, such as 'sharing the value for the phenomenon understanding, reflection on the value of the research, task characteristics that require collaboration and consensus, and sufficient communication opportunities,' promote epistemic goals and considerations. On the other hand, contexts such as 'lack of opportunity for critical review of related literature and environmental constraints' lowered epistemic sides. Second, epistemic goals and considerations influenced the reasoning complexity. The goal of 'scientific sense making' led to reasoning that pose testable hypotheses based on students' own questions. The high justification considerations led to purposely focusing attention to the control designs and developing creative experimental know-how. The high audience considerations led to defending their findings through argumentation and suggesting future research. On the other hand, the goal of 'doing the lesson' and the low justification considerations led to reasoning that did not interpret the meaning of the data and did not control the limit of experiment. The low audience considerations led to reasoning that did not actively defend their findings and not suggest future research. The results of this study suggest that guidance should provide communication and critical review opportunities.

A Study on the Spinning with Monofilament of Glass Fiber

  • 김영근;이재락;장행종
    • Proceedings of the Korean Society For Composite Materials Conference
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    • 1999.11a
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    • pp.189-193
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    • 1999
  • Glass fiber의 국내ㆍ외 현황은 최종 용도에 따라 여러 가지 유리섬유를 선별, 적절히 그의 물성을 이용하는데 있으며 아울러 꾸준히 이용도를 넓히고 개척하는데 있다고 할 수 있다. 따라서 유리섬유의 종류도 최고 10여가지가 개발되어 사용하고 있는데 국내는 아직 E-glass fiber만 생산하고 있는 실정이다. 이런 이유는 여러 가지가 있겠지만 시장성 및 활용도가 외국에 미치지 못해 섬유 종류의 다변화가 요구되지 못하며 방사기술의 낙후성도 문제가 있지 않나 추론하고 있다. 특히 spinning system 차이로 인해 현재는 multi-PCB용 유리섬유는 전량 수입하고 있는 실정이다. (중략)

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A Study on Affective Factor and the Differences related to Problem-Solving in Mathematics and Reasoning Ability -Focused on 6th graders in Elementary School- (수학적 문제해결력 및 추론능력과 관련된 정의적 요소와 그 차이에 관한 분석 - 6학년 아동을 중심으로 -)

  • 박경옥;박영희
    • Education of Primary School Mathematics
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    • v.7 no.2
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    • pp.101-116
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    • 2003
  • In recent days, it is stressed that problem solving ability and inference ability to get a higer accomplishment are very important. The purpose of this research is to explore the affective factors related the problem solving ability and reasoning ability. Also, we explored the difference between the two affective factors focusing on 6th graders in primary school.

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A Digital Library Search Agent using Knowledge-based Query Reformulation (디지털 도서관 환경에서 지식기반 질의 변환기법을 이용한 검색 에이전트)

  • Jeong, Jae-Heon;Lee, Sang-Gu;Lee, Sang-Ho
    • Journal of KIISE:Software and Applications
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    • v.26 no.2
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    • pp.203-212
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    • 1999
  • 디지털 도서관 시스템의 검색에서 발생하는 가장 큰 문제점은 질의에 있어 사용자의 의도와 시스템의 해석간의 의미적, 형식적 차이가 생긴다는 점에 있다. 우리는 보다 효과적으로 사용자의 의도를 반영할 수 있도록 사용자의 질의를 변환하는 지능적 검색 에이전트를 제안한다. 이를 위해서 의미적 질의 최적화기법에 근거를 둔 변환 알고리즘과 에이전트 아키텍쳐를 정의한다. 제안된 알고리즘은 범용 추론키보다 훨씬 간단하면서도 효과적으로 사용자의 질의를 변환한다.