• Title/Summary/Keyword: 학교 수학

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The Study on Evaluation of Team Grouping Method using Cooperative Education Program (협동 교육 프로그램을 활용한 팀 구성에 따른 교육효과에 관한 연구)

  • Kim, Hyun-Jin;Kim, Seul-Kee;Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.125-130
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    • 2010
  • Cooperative learning is a successful teaching strategy in which small teams, each with students of different levels of ability, use a variety of learning activities to improve their understanding of a subject. Each member of a team is responsible not only for learning what is taught but also for helping teammates learn, thus creating an atmosphere of achievement. In this study, we have propose an english, math education program to the children of elementary school and cooperative learning program technique was applied to implement the program. By cooperative learning program, learners will be performed at the same time learning cooperatively. Finally, we have implement a prototype of cooperative learning program and take a usability test with elementary school children. A complementary team to score and mixed was found to be most effective.

Development of Android-based Application for Measure a Space Coordinate and an Area using of Orientation Sensor (방향 센서를 활용한 좌표 및 면적 측정 안드로이드 애플리케이션 개발)

  • Kim, Eun-Gil;Yeom, MI-Ryeong;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.439-447
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    • 2011
  • In this paper, we developed the application for measure an area that it compute a space coordinate of real object to represent through a camera by using the Orientation sensor of smart devices. The application will help to solve a problems of an epistemological obstacles in an area learning. We conducted an expert evaluation for the application of educative usability, educative effect and etc.. The expert group was comprised of elementary school teacher who teach curriculum of an area in mathematics. In result, it was positively evaluated in terms of educative usability.

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Study on Cognitive Characteristics of 5th Graders who use Expectation and Confirmation Strategies (예상과 확인 전략을 사용하는 초등학교 5학년 학생들의 인지적 특성 연구)

  • Choi, IlSeok;Kang, JeongGi;Roh, EunHwan
    • East Asian mathematical journal
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    • v.31 no.4
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    • pp.393-420
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    • 2015
  • The expectation and confirmation emerging as one of problem-solving strategies in the elementary school is a strategy that does not limited in the elementary school but used in the middle and high school. This strategy inevitably requires a process of adjustment that affected by the earlier expectation. Such an adjustment raised expectation and confirmation to one of effective problem-solving strategies. The adjustment is especially important to carry out the strategy effectively. The aim of this study was to conduct basic research on cognitive characteristics appearing to students when they carried out the expectation and confirmation strategy. We investigated and analyzed this in term of adjustment of expectation. To do this, we examined 50 5th graders' response in three kinds of word problems and interviewed with 4 participants who is using the expectation and confirmation strategy. The interview was conducted by using the items or solutions used in the test. From this, we tried to check students' cognitive characteristics and recognition on it's value. Furthermore we proposed the pedagogical implications associated with these results.

An Analysis on the Students' Achievement in the 'Speed of Objects' Chapter based on the Integrated Science and Mathematics Classes for Elementary School Students (수학과 과학을 통합 지도한 초등학교 '물체의 속력' 수업에서 학생의 학습 성취 분석)

  • Jung, Hana;Jhun, Youngseok
    • Journal of Korean Elementary Science Education
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    • v.34 no.4
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    • pp.372-381
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    • 2015
  • Mathematics and science are very closely related. Among the science areas, physic is strongly linked with mathematics. As the related mathematics skills were alloted later than the science contents in the national curriculum, students often suffer from science classes. Accordingly, an opinion have been claimed to teach the related mathematics skills prior to the science classes. However, it would be hard to arrange all science and mathematics contents in order. Instead of that, in this research, we taught students mathematics contents that are crucial for learning speed through science classes. We called that teaching strategy an integrated science and mathematics class. Then, we examined students' achievement in science as well as skills of mathematics to know the effectiveness of the strategy. We found that the average mathematics score of the whole class went up meaningfully. We also found that their science achievement was above than basic level. Moreover, the homeroom teacher of the students observed 3 aspects which showed the students were better than previous students. Finally, we divided the students into 4 groups by their science and mathematics achievement score and interviewed each group. As a result, we knew that interesting and confidence in science and mathematics quite exerted influence on their achievement.

Investigation of a Staphylococcal Food Poisoning Outbreak Among School Children (수학여행중 국민학교학생의 포도구균식중독 발생에 대한 역학적조사)

  • Loh, In-Kyu
    • Journal of Preventive Medicine and Public Health
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    • v.5 no.1
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    • pp.111-114
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    • 1972
  • There was an outbreak of food poisoning on the 17 October, 1970 among the primary school children who came from a rural area, Yeongi-gun, Choongcheongnam-do to Seoul City on an educational trip. Of the 199 children participating in the trip, 149 cases of food poisoning developed a 74.9% attack rate. The acute onset of symptoms, of abdominal pain, diarrhea, vomiting and headache which occurred 1-5 hours after eating their lunch suggests that the outbreak was due to staphylococcal food poisoning. The common source of food was identified as the lunch packed in a chip-box which were eaten on October 17 during the trip. Most probable kind of food of the lunch as the cause was the favoured fish paste. The lunch were prepared at restaurant A in Seoul City. One of the personnel of the restaurant had a unhealed cut wound on the third finger tip of the left hand, from which it was considered that the food was contaminated with Staphylococcus during preparation. The chance of multiplication of Staphylococcus to produce enterotoxin in the food might be existed during flavouring the food with some degree of heat, and also during about 10 hours elapsed before serving the food after preparation.

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(Design and Implementation of XML-based Item Bank Systems) (XML기반 문제은행 시스템의 설계 및 구현)

  • 김영기;이철환;한선관;한희섭
    • Journal of the Korea Computer Industry Society
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    • v.3 no.9
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    • pp.1215-1222
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    • 2002
  • This study is design and implementation of XML-based Item Bank System. This system can apply the student with effective assessment by creating, searching and providing of educational problems using XML. In order to supply standard problems to student, first, we analyzed the standard types of various problems and designed these types with XML DTD. Second, we extracted math problem in the elementary school by applying these standard types. Third, we constructed the Item Bank System using relational Data Base and XML parser. The result of system applying, proposed system could offer the student the standard problems at on-line environment. Therefore we shown to be applied educational assessment and integrated non-standard problems effectively.

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Development of Lesson Plan based on Storytelling and Searched the Possibility of Application (스토리텔링 기반의 교수-학습 과정안 구안 및 현장적용 가능성 탐색 - 고등학교 수학과 집합단원을 중심으로 -)

  • Kang, Han-Kyun;Kim, Hoy-Yong;Kim, Du-Gyu
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.2
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    • pp.302-318
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    • 2011
  • The object of this study is to provide easily-understandable mathematics class to highschool students, who usually take no interest in mathematics, by apply teaching strategy based on storytelling to real lessons. The approaching methods for the mathematics education are emphasizing the mathematical education during making storytelling-studying plans, inducing the interest of the students by applying the mathematical situations in the story. The effects of the storytelling such as induction of the interest, persistency, perception of the practicality, smooth communication between teachers and students coincides with the way national mathematical education orients. This study contains the definition of the storytelling based on education, and applicability to the students, and application to the real lessons, and verification of the effects by focus-group interview with the students and observing teachers. I made the lesson plan based on storytelling for achievements to the object of the highschool mathematical study, and searched the best way to apply the lesson plan to the real lessons. I studied designing lesson strategy based on dissertations and books and reports directly related this study, and did focus-group interview to find advantages and disadvantages of the strategy. And finally I could make the well-applicable lesson plan.

The Effects of GLAS Type on the Learning Achievement in Web-based Collaborative Learning (웹 기반 협력학습에서 GLAS 유형이 학습결과에 미치는 효과)

  • Kim, Jee-Il;Jang, Sang-Phil
    • Journal of The Korean Association of Information Education
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    • v.10 no.1
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    • pp.93-104
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    • 2006
  • The purpose of this study is to examine the effects of GLAS(Guided-Learner Adaptable Scaffolding) strategies in web-based collaborative learning environments. Through the extensive literature reviews, web-based collaborative learning environments considering GLAS types were developed. 93 sixth graders were selected from a elementary school in Seoul, and they learned in the web-based system for 4 weeks. The results revealed that the impact of scaffolding on transfer of learning, cognitive overload by reflective scaffolding, learning motivation affected intrinsic scaffolding.

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Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.