• Title/Summary/Keyword: 학생들의 사고

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The Effects of Mathematical Communication-Centered Teaching Using Peer Feedback on Mathematics Learning (동료 피드백을 활용한 수학적 의사소통이 수학 학습에 미치는 효과)

  • Oh, Young-Youl;Oh, Tae-Wook
    • Communications of Mathematical Education
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    • v.23 no.2
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    • pp.327-347
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    • 2009
  • The purpose of the present study is to investigate the effects of mathematical communication-centered teaching using peer feedbacks on students' mathematics achievement and mathematical dispositions toward mathematics, and then this study examined the characteristics of feedbacks used by students. To do this study, two sixth grade classes selected from an elementary school in Seoul participated in the current study; one class for a treatment group applying mathematical communication-centered teaching using peer feedback, and the other for a comparison group applying traditional teaching using teacher-centered communication. The results of this study showed the fact that a treatment group of mathematical communication-centered teaching applying peer feedback scored statistically higher than a comparison group applying teacher-centered communication with respect to both students' mathematical achievement and disposition. Especially, this communication-centered teaching program focused on peer feedback was more effective to middle or lower level students than higher level students. In addition, mathematical communication-centered teaching applying peer feedbacks helps students reflect their own thinking process about problem solving, and students experienced the improvement of their confidence about mathematics from opportunities to provide peers with feedbacks. Finally, the present study suggests the important role of communication in mathematics learning, particularly student-to-student feedbacks rather than teacher-to-students feedbacks. That is to say, students need to have many opportunities to represent their own mathematical thinking processes using mathematical language.

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The Comparative Study between Korean and Indian Students regarding Relationship among Self-leadership Types, Performance and Class Attendance Attitudes (학습태도를 매개변수로 한 셀프리더십 유형과 학업성과간 관계: 한국과 인도간 비교연구)

  • Park, Ki-Ho;Park, Sang-Hyeok
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.253-265
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    • 2011
  • A number of organizations have had big interests in studies concerning leadership and not only academia but also psychological areas do also. Until now, leadership has been accentuated by managers or team leaders especially. Recently, however, the concept of self-leadership directing one's own activities through self-control or self-management is being focused on in practices and in academia. This study is to investigate the influence between self-leadership strategies as predictors and learning performance in IT classes as dependents variables mediated by attitude of attendance focused on the social science students in two universities (Korea(116 samples) and India(36 samples)). And this research tried to compare difference between two university students. As a result of empirical analysis, Korean learners making an effort by themselves show a tendency to think constructively. Namely, even though the level of difficulty may be high, by positive self-talk, respondents usually make an effort to get high academic performance. In case of Indian respondents, students who are in behavior-oriented show higher academic performance. Research results can give us direction of task-taking attitudes in firms or learning attitudes in teaching organizations and implications to human resource managers who are in charge of improving learning performance or productivity.

Design of Embodiment-based Programming Education using Arduino for Middle School Students (중학생을 대상으로 한 아두이노를 활용한 체현 기반 프로그래밍 교육 설계)

  • Eom, Hyun-Young;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.471-476
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    • 2020
  • We propose an practical embodiment-based programming training course for middle school students using Arduino and conduct survey before and after the curriculum. Arduino is an open source physical computing platform that integrates the IDE used in processing language. It is a low-cost, relatively simple I/O interface compared to other platforms, and because of its practical formability, it is educational material suitable for programming. Subsequent surveys will provide feedback on changes in cognition of programming needs and improvement in thinking skills. In this study, the program based on embody-based programming using Arduino was conducted for 8 weeks for each first grade, and 112 middle school students for two years from '16 to '17. Based on the theoretical and practical training, the training was based on the application of the ultrasonic sensor to the RC car and the preparation of the adduction quadrotor drone. The purpose of this study is to prove that the recognition, necessity, and programming education of middle school students are effective for the improvement of thinking ability through the program based on embody-based programming using Arduino.

Design and Application of an Instructional Model for Flipped learning of Programming Class (프로그래밍 수업의 플립드러닝 학습모형 설계 및 적용)

  • Choi, Sook Young
    • The Journal of Korean Association of Computer Education
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    • v.20 no.4
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    • pp.27-36
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    • 2017
  • The purpose of this study is to design and implement an instructional model for flipped learning of programming class. Because a programming process requires a high level of abstract thinking with a good understanding of a programming language, many students have difficulty in programming. For this characteristic of programming, it is not easy to effectively achieve learning goals of programming lesson by lecturing grammatical elements of a programming language and the following examples in a limited class time. In order to overcome these problems and to make effective programming lessons, we designed an instructional model based on flipped learning. Especially, in this study, we analyzed learners' difficulties in programming learning and errors that occurred in actual programming process for designing the instructional model. As a result of applying this model to the class, it was found that the students were generally satisfied with the lesson by having positive communication with other students in the classroom and actively participating in the learning.

Analysis of Correlation and Group Difference for Selection of Elementary Fusion Gifted Students (초등융합영재 선발요소의 상관관계 및 그룹 차이 분석)

  • Min, Meekyung;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.491-500
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    • 2018
  • In the era of the Fourth Industrial Revolution, talents should not be subordinated to a particular discipline, but must be able to converge a variety of disciplines. It is important to have a fused thinking because elementary school students are likely to make various changes. Therefore, when selecting elementary gifted students, they are selecting students for fusion gifted students. This study examines the effects of creative problem solving ability, document evaluation, and interview factors on student selection when selecting students for gifted students. The results show that creative problem solving ability has the most influence on selection. In the case of the fifth graders, the creative problem solving ability and the document evaluation influence the selection. In fourth graders, the creative problem solving ability and interview affect the selection. In the case of female students, it was found that creative problem solving ability and document evaluation influenced selection. In addition, there was a gender difference in the evaluation of documents in the gender difference analysis. There is no significant difference between the three groups in the grade-by-grade difference analysis.

Understanding of the Meaning of Assessment in School Mathematics (중학교 수학에서 평가가 갖는 의미 이해)

  • Kang, Yun-Soo;Kim, Min-Ju
    • Journal of the Korean School Mathematics Society
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    • v.10 no.4
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    • pp.505-518
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    • 2007
  • The purpose of this paper is to investigate the meaning of assessment for students, parents and mathematics teachers in middle school mathematics. For this purpose, we made an inspection to find out how the students grasped assessment results of mathematics, an investigation on the parents questionnaire to catch their viewpoints about assessment in school mathematics. Then, we interviewed three students, three teachers to confirm or to supplement the collected data. From the analyzing of data, we found the followings: First, it is not reasonable to evaluate the middle school students' mathematics accomplishment level using only paper test score. Second, almost all parents focus on their interesting to mathematics test score of their children not any other factors, such as intellectual accomplishment. Third, mathematics teachers claim that private education for only the mathematics test score can block the improving of students' mathematical thinking and application ability of mathematical knowledge.

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수학적 창의성에 대한 일 논의 - 창의적인 사람, 창의적인 산물, 창의적인 과정이란 관점으로부터 -

  • Kim, Jin-Ho
    • Communications of Mathematical Education
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    • v.18 no.3 s.20
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    • pp.45-56
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    • 2004
  • 본고는 수학적 창의성과 관련한 논문으로 이를 창의적인 사람, 창의적인 산출물, 창의적인 과정이란 일반 창의성 연구자들이 연구하고 있는 분야로부터 유추적으로 논의를 시도하였다. 이런 접근으로부터, 얻을 수 있는 몇 가지 가정들은 다음과 같은 것이 있다. 첫 번째, 일반 보통아들을 대상으로 하는 공교육에서도 창의성 교육을 할 수 있으며, 이는 수학교과에도 적합한 진술이다. 두 번째, 현상학적 입장으로 부터 학교에서 교수${\cdot}$ 학습되고 있는 학교수학이 학생들 입장에서 보면 학습해야 할 필요가 있는 적절하고 새로운 지식이란 점을 공고히 해 주었다. 또한, 여기서 강조한 것은 새롭고 적절한 지식이 완성된 지식뿐만 아니라 발생상태 그대로의 지식 즉, 과정으로서의 지식도 포함하고 있음을 제안하였다. 세 번째, 수학자가 수학을 탐구하는 과정을 창의성 연구자들이 보듯이 인지과정으로 보는 대신에 한 수학적 아이디어를 이로부터 하나의 완성된 수학적 지식을 완성하기까지의 수학적 사고과정으로 보는 것이 수학교육적 의미에서 교수${\cdot}$ 학습에 의미가 있음을 살펴보았다.

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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.

A Web-Based Debate System (웹 기반 토론 시스템)

  • Jung, Eun-Joo;Han, Hyun-Goo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1031-1034
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    • 2005
  • 사회생활을 통하여 직면하게 되는 다양한 형태의 문제들을 해결할 수 있는 사고력을 기르는 것은 교육적으로 매우 중요하다. 특히 남과 더불어 문제를 해결하는 능력이 가장 직접적으로 실현되는 사고 혹은 활동 형태는 바로 토론이다. 또한 토론을 통한 학습은 학습자 중심의 교수-학습 활동으로 교사와 학생 간, 학생과 학생 간의 대화를 활성화함으로써 달성하고자 하는 학습 목표를 학생들 스스로 성취 할 수 있는 길을 열어준다는데 교육적 의의가 크다. 본 논문은 기존의 웹 기반 토론 학습의 제약을 극복하는 것에 초점을 맞추어 웹 기반 토론 학습시스템을 설계하였다. 이러한 웹 기반 토론 학습시스템은 첫째, 원활한 토론 학습을 위하여 실시간 및 비실시간 토론 학습을 모두 제공해야 한다. 둘째, 토론 학습의 사회자 역할, 토론자 역할, 방청객 역할을 두어 과제 중심적 역할 유형과 사회성 촉진적 역할을 모두 실현할 수 있어야 한다. 셋째, 사회자중재를 위한 토론중단 및 토론재개 기능과 방청객 질의 응답 시작과 종료기능을 제공하야야 한다. 넷째, 기존의 웹 토론 학습을 위해 이용되는 게시판이나 대화방은 학습자 평가를 위한 기능이 없고 현장 적용에 어려움이 많기 때문에 웹 토론 학습시스템에 학습자들을 평가할 수 있는 자기평가, 동료평가, 교수자 평가 등의 평가 기능을 제공하여야 한다.

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A Basic Course of Creative Mechanical Engineering Design Emphasizing Experience Based Learning (체험학습기반의 기초 창의공학설계 교육 및 운영)

  • Lee, Jong-Soo;Min, Byung-Kwon;Yoon, Woong-Sup;Hahn, Jae-Won;Jung, Hyo-Il
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.32-41
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    • 2008
  • The paper deals with the introduction of creative engineering design education in School of Mechanical Engineering, Yonsei University. The course is referred to as Creative Mechanical Engineering Design (1) for 2nd-year undergraduates who newly enter a major in mechanical engineering. This course emphasizes creative thinking and practical experiences to students by learning engineering design skills, realizing their idea through problem based learning (PBL) and design project and recognizing actual results of a product. The paper describes course contents, and discusses students’ responses to lecture, PBL and design projects.