This study intended on analyzing the error patterns of mathematic problem posing sentences by the 100 elementary pre-teachers and discussing about the solutions. The results showed that the problem posing sentences have five error patterns: phonological error patterns, word error patterns, sentence error patterns, meaning error patterns, and notation error patterns. Divided into fourteen specific error patterns, they are as in the following. 1) Phonological error patterns are consisted of the 'ㄹ' addition error pattern and the abbreviated word error pattern. 2) Words error patterns are divided with the inappropriate usage of word error pattern and the inadequate abbreviation error pattern, which are formulized four subgroups such as the case maker, ending of the word, inappropriate usage of word, and inadequate abbreviation of article or word error pattern in detail. 3) Sentence error patterns are assumed four kinds of forms: the reference, ellipsis of sentence component, word order, and incomplete sentence error pattern. 4) Meaning error patterns are composed the logical contradiction and the ambiguous meaning. 5) Notation error patterns are formed four patterns as the spacing, punctuation, orthography of Hangul, and spelling rules of foreign words in Korean. Furthermore, the solutions for these error patterns were discussed: First, it has to be perceived the differences between spoken and written language. Second, it has to be rejected the spoken expressions in written contexts. Third, it should be focused on the learning of the basic sentence patterns during the class. Forth, it is suggested that the word meaning should have the logical development perception based on what it means. Finally, it is proposed that the system of spelling of Korean has to be learned. In addition to these suggestions, a new understanding is necessary regarding writing education for college students.
Journal of the Korean Society for Library and Information Science
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v.11
/
pp.147-183
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1984
This is an analytical study on Munheongak (文獻閣) and it's catalogue. The major objective of the study is to get a recognition of Munheongak under the culture of Sukjong (肅宗) period in Korean library history. Most of early studies made on such a category have been concentrated on Jiphyunjeon (集賢殿), Hongmungwan (弘文館), Kyujanggak(奎章閣) and their backgrounds. In this study, the author has invest gated Kungwolji (宮闕志), Munheongakseomg (文獻閣書目) and other materials related to this subject. The findings of the study can be summarized as follows: 1. Munheongak was established by king Sukjong in the 26th year of his reign. According to some records of Kungkwolji, the reason of establishment of the library was to arrange the collection in the Sango (相庫) consisted of various kinds of materials. In case of books, most of them turned out to be Korean books. 2. Munheongak was sited to the estern side of Kyunghyundang (景賢堂), which was located on the Kyungdeokgung (慶德宮). After Youngjo (英祖) the place was called Kyungheuigung (慶熙宮) so as to avoid the name of the precedent king. But these days, both the buildings are not to be found. 3. After its establishment, the library could not play the role as a library because of the then political situation and sectionalism. During the period of the revival of the learning from Youngjo till Jeongjo(正祖) the function of the library was in a stagnant state. Kyujanggak played the part in its place. 4. Referring to the collection management, the Munheongakseomog is equipped with 101 titles, 2,525 volumes, which are arranged by means of the traditional Chinese classification system. 5. The classification scheme is based on the traditional Chinese classification system which might divide all subjects into four categories such as: Confucian classics division, Historical documents division, Master's division, and Collection of literature division. Some illustrations reveal that the classification system was directly influenced by Seogoseomg (書庫書目) : the influence reflected in the classes for the translated literature and writings, poems, genealogy about kings, etc. But some subdivisions such as a class of Annals, Historical Epcerpts were omitted in the classification scheme, which did not strike the balance in the system in terms of the present theory of classification. Most of bibliographical descriptions were also influenced by Seogoseomog but some elements were partly omitted. 6. The special feature of the collection building is the absence of books in Collection of literature division except only three kinds of books in examining the Munheongakseomog. Since this is rather a comprehensive study for such aspects as historical backround, catalogue, and cultural environment of Munheongak and its related record, it is advised that further and additional research should be made.
The purpose of this study was to discover differences between mathematically gifted students (MGS) and non-gifted students (NGS) when making probability judgments. For this purpose, the following research questions were selected: 1. How do MGS differ from NGS when making probability judgments(answer correctness, answer confidence)? 2. When tackling probability problems, what effect do differences in probability judgment factors have? To solve these research questions, this study employed a survey and interview type investigation. A probability test program was developed to investigate the first research question, and the second research question was addressed by interviews regarding the Program. Analysis of collected data revealed the following results. First, both MGS and NGS justified their answers using six probability judgment factors: mathematical knowledge, use of logical reasoning, experience, phenomenon of chance, intuition, and problem understanding ability. Second, MGS produced more correct answers than NGS, and MGS also had higher confidence that answers were right. Third, in case of MGS, mathematical knowledge and logical reasoning usage were the main factors of probability judgment, but the main factors for NGS were use of logical reasoning, phenomenon of chance and intuition. From findings the following conclusions were obtained. First, MGS employ different factors from NGS when making probability judgments. This suggests that MGS may be more intellectual than NGS, because MGS could easily adopt probability subject matter, something not learnt until later in school, into their mathematical schemata. Second, probability learning could be taught earlier than the current elementary curriculum requires. Lastly, NGS need reassurance from educators that they can understand and accumulate mathematical reasoning.
Journal of Elementary Mathematics Education in Korea
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v.14
no.1
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pp.81-102
/
2010
The purpose of this study was to analyze the content and design of the seven math camp programs for students of the education centers for the elementary gifted students. The analysis focused on the goals, content, and evaluations utilized in the math camp programs. The results of the study were as follows. First, there was no big difference between the goals set for each camp, and they mainly focused on the goals in affective domain. Second, the content of math camp programs was focused on enrichment rather than acceleration. Most of the programs were focused on geometry, whereas fewer programs were focused on measurement, probability and statistics. Based on the Analysis, we found that only nine out of 27 programs applied level-wised or individual exercise programs. Third, all centers for the mathematically gifted carried out evaluations of their math camp programs. However, a specific evaluation plan was not established for the math camp program plans. We suggested the direction of math camp programs as follows. First, the goals should reflect on the intended outcomes of the math camp programs. Also, the goals of math camp programs need to be distinctive from general education goals. Second, the programs should contain harmonious contents with enrichment and acceleration and must include various reactions and task commitment. The math camp programs need to include references and an appropriate information for the gifted students to encourage self-directed learning. Third, a more specific evaluation plan for math camp programs needs to be developed for effective education for the gifted students.
This study investigates the prediction of daily water supply, which is a necessary for the efficient management of water distribution system. Fuzzy neuron, namely artificial intelligence, is a neural network into which fuzzy information is inputted and then processed. In this study, daily water supply was predicted through an adaptive learning method by which a membership function and fuzzy rules were adapted for daily water supply prediction. This study was investigated methods for predicting water supply based on data about the amount of water supplied to the city of Kwangju. For variables choice, four analyses of input data were conducted: correlation analysis, autocorrelation analysis, partial autocorrelation analysis, and cross-correlation analysis. Input variables were (a) the amount of water supplied (b) the mean temperature, and (c)the population of the area supplied with water. Variables were combined in an integrated model. Data of the amount of daily water supply only was modelled and its validity was verified in the case that the meteorological office of weather forecast is not always reliable. Proposed models include accidental cases such as a suspension of water supply. The maximum error rate between the estimation of the model and the actual measurement was 18.35% and the average error was lower than 2.36%. The model is expected to be a real-time estimation of the operational control of water works and water/drain pipes.
According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.
Journal of The Korean Association For Science Education
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v.33
no.6
/
pp.1219-1236
/
2013
The purpose of this study was to investigate the association between subject matter knowledge (SMK) and pedagogical content knowledge (PCK) for science teachers. To this end, a total of 26 secondary Earth science teachers participated in this study and a concept diagnostic questionnaire and a lesson planning task of atmospheric pressure were devised to give an indication of participating teachers' SMK and PCK, respectively. The results of this study are summarized as follows: First, participating teachers showed a variety of SMK levels about atmospheric pressure. Second, teachers at high level of SMK focused on 'supplementary' and 'fundamental' curriculum contents for in-depth conceptual understanding, but teachers at low level of SMK, on the contrary, stressed 'applicative' curriculum contents. Third, teachers at high level of SMK grasped students' misconceptions and difficulties in learning atmospheric pressure far more concretely than teachers at low level of SMK. Lastly, teachers at high level of SMK showed a tendency to use learner-centered instructional strategy by utilizing students' prior knowledge, but teachers at low level of SMK were inclined toward teacher-directed concept explanation. Based on this study, some implications for effective science teacher preparation programs were also discussed.
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.11
/
pp.7812-7819
/
2015
Nursing students experienced anxiety and fear of building relationships with psychiatric patients due to lack of professional knowledge about metal illness and skill to take care of the patients. The simulation education is known as an effective teaching-learning method since being performed in a non-threatening environment similar to clinical setting. The purpose of this nonequivalent quasi-experimental study was to identify the effect of simulation on anxiety and self-confidence about the psychiatric-mental health nursing practice. The third year nursing students at a three year nursing program were participated in this study. For the experimental group (N=28) the simulation education using the standardized patient based on the scenario for patients with schizophrenia was performed, and for the control group (N=18), the debated education applying the case study same as for the experimental group was made in the class. Using SPSS, t-test and ANCOVA were analyzed to compare the anxiety and self-confidence between the experimental and control groups. As a result of the study, the anxiety score on psychiatric-mental health nursing clinical practice of the experimental group significantly decreased, compared to that of the control group, but the self-confidence score for the performance of psychiatric nursing care showed no significant differences between the groups. Accordingly the simulation education can be an effective educational method to reduce anxiety about psychiatric-mental health nursing clinical practice for nursing students.
The active participation and active interaction of learners in small group science inquiry activities are the main factors that determine the effectiveness of science learning. Roles can be assigned to members of a small group to facilitate interaction between members within the small group. The purpose of this study is to analyze the effect of role assignment on the types and patterns of verbal interactions in middle school students' small group science inquiry activities. For this, 172 students from middle schools located in metropolitan cities were surveyed. We analyzed 18 small groups with assigned roles and 15 small groups without assigned roles. The change in verbal interaction type in small group science inquiry activity according to role assignment was largely divided into alienation and participation. In the case of small groups with assigned roles, the participation type occupied a higher proportion than the alienation type. The change in verbal interaction patterns did not show much significant differences when the role was assigned in terms of cognitive and affective. Based on this, further research is needed on how role assignment affects verbal interactions depending on the type of scientific inquiry and the stage of inquiry. In addition, further research on the composition of small groups and role assignment is required.
As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.
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