• Title/Summary/Keyword: Learning Concepts

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Professional development of an experienced teacher through research community activities: focusing on task modification and implementation to facilitate mathematical creativity (연구공동체 활동을 통한 한 경력교사의 전문성 신장 : 수학적 창의성 촉진을 위한 대푯값 과제의 변형과 실행을 중심으로)

  • Moon, SungJae;Noh, JeongWon;Ro, YeSol;Lee, KyeongHwa
    • The Mathematical Education
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    • v.58 no.4
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    • pp.545-566
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    • 2019
  • The purpose of this study is to show that research community activities can contribute to the professional development in respect of average concepts and mathematical creativity. In the community, activities were undertaken to transform the existing task into the task that contributes to the manifestation of creativity. In this process, researchers tried to connect the theory with the practice of the class, and the teacher acted as an active learner. The findings show that the teacher who had difficulty in teaching average could overcome difficulties, and also derived the way of task modification and strategies necessary for teaching average. The modified task induced improvements in students' achievement levels, which led to change in teachers' perspective on the relationship between mathematical creativity and learning. Research community activities have been shown to have contributed to improvements with regard to both teaching the average and promoting mathematical creativity.

Complex number on textbooks and Analysis on understanding state of students (교과서에 표현된 복소수와 이에 대한 학생들의 이해 실태 분석)

  • Park, Seon-Ho;Pyo, Sung-Soo
    • The Mathematical Education
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    • v.51 no.1
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    • pp.1-19
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    • 2012
  • In this study, contents of 'the 2007 revised curriculum handbook' and 16 kinds of mathematics textbooks were analyzed first. The purpose of this study is to examine the understanding state of students at general high schools by making questionnaires to survey the understanding state on contents of chapter of complex number based on above analysis. Results of research can be summarized as follows. First, the content of chapter of complex number in textbook was not logically organized. In the introduction of imaginary number unit, two kinds of marks were presented without any reason and it has led to two kinds of notation of negative square root. There was no explanation of difference between delimiter symbol and operator symbol at all. The concepts were presented as definition without logical explanations. Second, students who learned with textbook in which problems were pointed out above did not have concept of complex number for granted, and recognized it as expansion of operation of set of real numbers. It meant that they were confused of operation of complex numbers and did not form the image about number system itself of complex number. Implications from this study can be obtained as follows. First, as we came over to the 7th curriculum, the contents of chapter of complex number were too abbreviated to have the logical configuration of chapter in order to remove the burden for learning. Therefore, the quantitative expansion and logical configuration fit to the level for high school students corresponding to the formal operating stage are required for correct configuration of contents of chapter. Second, teachers realize the importance of chapter of complex number and reconstruct the contents of chapter to let students think conceptually and logically.

Result Analysis on Making Activities 1 to 100 with digits 1, 9, 9, 6 (숫자 1, 9, 9, 6을 이용하여 1에서 100까지 만들기 과제 적용 결과 분석)

  • Kim, Sang-Lyong
    • Education of Primary School Mathematics
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    • v.13 no.2
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    • pp.55-66
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    • 2010
  • The basic direction of mathematical education for the 21st century is focused on helping student to understand mathematics and developing their problem solving abilities, mathematical disposition and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. Through making activities 1 to 100 with digits 1,9,9,6, students improved the interest and preference of students about mathematics. This game is useful to foster students' mathematical thinking(concepts of exponential number expression, roots concept(${\sqrt}$), gauss function([])) and mathematical disposition. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

Analyzing the Status of Students' Learning on Mathematics Related Contents of Animal Resources Curriculum in Agricultural High School (농업계 특성화고 동물자원과 전공 교과목에 제시된 수학 관련 내용 및 이에 대한 학생들의 학습 실태 분석)

  • Cho, Eun Ah;Do, Jonghoon;Park, Yun Beom
    • Journal of the Korean School Mathematics Society
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    • v.20 no.2
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    • pp.77-89
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    • 2017
  • Although it is not necessary to have much mathematical knowledge in Major Courses of Animal Resources curriculums in agricultural high school, the function of mathematics class has a much effect on Major Courses. Therefore, we extracted the mathematics contents included in Major Courses of Animal Resources curriculums in agricultural high school, and also evaluated students' understanding according to the description method in textbooks of Major Courses. Furthermore, we analyzed students' preference about the description method in textbooks related to the Major Courses. As a result, it turns out that the level of mathematics contents of Animal Resources major curriculums does not break bounds of middle school level. Furthermore, many students are not able to solve the middle school level of problems. It is also shown that the most preferred description method in textbooks of Animal Resources major curriculums is the sentence-equation mixed type. In this study, we propose to reconstruct the mathematics contents with basic knowledge needed to complete the Major Courses in order that students can complete them more easily, and furthermore, to choose the description method in textbooks of Major Courses as sentence-equation mixed type and detailed explanation about terms should be included into the bargain.

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A Study of Intrinsic Values in Dewey's Educational Aim (듀이 교육목적의 내재적 가치에 대한 탐구)

  • Kwon, Jeong-Son;Heo, Gyeong-Seop;Kim, Hoy-Yong
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.5
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    • pp.1088-1101
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    • 2013
  • The purpose of this study is to investigate intrinsic values with respect to the nature of aim from the viewpoint of Dewey. The intrinsic values have been recognized as values independent of activities or the content that preexist before embodied into activities. But from the perspective of Dewey, intrinsic values can be revealed only through the activity. Because they are inherent in the activities. Dewey suggested that the educational aim that is influenced by the traditional metaphysics should be meaningless in that it is given from outside and not related to human activities. The educational purpose that influenced by modern metaphysics and contemporary theories also can be regarded external, because the content and value of learning are assumed ahead activities. In the view of Dewey, the concepts of values are exposed through activities, so they can not exist independently. According to his own metaphysics that organism and its environment interact each other, all values c an be formed only in the course of activities. Thus, the intrinsic value of Dewey is a process per se, as the intrinsic value cannot be assumed ahead activities but can be exposed through activities. Bringing meaning to life through experience is Dewey's concept of growth as an educational aim. Education under such a purpose, would give the foundation to cultivate talent who are creative, proactive and communicate with their neighbors as a member of a democratic society.

Analysis of Design Pattern of Engineering Design Curriculum (공학설계 교육과정의 설계방식 분석 - P대학 공학설계 교육과정을 중심으로 -)

  • Lee, Eun-Hwa;Bae, Won-Byong
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.5-20
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    • 2007
  • This study was carried out to analyze the design pattern on engineering design curriculum P University based on the curriculum design model. For this study, the relation model between organizational factors by Drake & Burns(2004) and university curriculum design pattern Toohey(1999) were used as a frame of the analysis. From the analysis, we confirmed following results. Firstly, the relation between the subjects in the engineering design curriculum was designed to acquire the knowledges of facts, topics, and concepts and then to improve low-level skills, broad-range skills, and high-level skills related to engineering design sequently. Secondly, the design pattern of the engineering design curriculum analyzed in this paper is project and problem based structure. This result will be useful for reviewing and improving the relation between engineering design curriculum.

The Study on Using Spreadsheet in Probability and Statistics Area of High School (고등학교 확률 통계 영역에서 스프레드시트 활용에 대한 연구)

  • Lee, Jong-Hak
    • School Mathematics
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    • v.13 no.3
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    • pp.363-384
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    • 2011
  • This study is based on the recognition that the school mathematics education should reinforce the heuristic and constructional aspects related with discoveries of mathematical rules and understanding of mathematical concepts from real world situations as well as the deductive and formal aspects emphasizing on mathematical contents precisely. The 11th grade students of one class from a city high school with average were chosen. They were given time to learn various functions of Excel in regular classes of "Information Society and Computer" subject. They don't have difficulty using cells, mathematical functions and statistical functions in spreadsheet. Experiment was performed for six weeks and there were two hours of classes in a week. Considering the results of this research, teaching materials using spreadsheets play an important role in helping students to experience probabilistic and statistical reasoning and construct mathematical thinking. This implies that teaching materials using spreadsheet provide students with an opportunity to interact with probabilistic and statistical situations by adopting engineering which can encourage students to observe and experience various aspects of real world in authentic situations.

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A Study on Development of Literacy Program Model for Adult Users of Public Libraries (공공도서관의 성인 리터러시 프로그램 모델 개발 연구)

  • Song, Kyeong-Jin
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.4
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    • pp.175-204
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    • 2016
  • This study drew four essential literacies for adult's daily life through analyzing the concepts of the 'skill' in PIAAC, and also investigated current literacy programs for adult users in Korean public libraries. Finally on those results, this study suggested a literacy program model with an illustrated action plan for adult users of pubic libraries. A suggested model is planed an intergrated program that make users can acquire four essential literacies through participating in a single program. This model is characterized by self-directed learning by the users and can be applied freely to various subjects and user groups. The model consists of six components and seven steps. Six components are target, theme, strategy, tool, material, assessment. Seven steps are targeting, selecting theme, strategy planning, documentation, action, assessing. This model is named $6{\times}7$ model on the basis of components and steps.

A Study on Students' Questioning Activity in Science Classes (II) - Analysis of the Patterns of Students' Questions - (과학 수업에서의 학생 질문에 대한 연구(II) - 학생 질문의 유형별 분석 -)

  • Kim, Sung-Geun;Yeo, Sang-Ihn;Woo, Kyu-Whan
    • Journal of The Korean Association For Science Education
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    • v.19 no.4
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    • pp.560-569
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    • 1999
  • This study was conducted with two science classes of the 8th grade students in Seoul during 4 weeks. The numbers of students in the classes were 37 and 38, and they were taught for 12 class hours. Questions obtained for 12 class hours from 75 students were analyzed and grouped into patterns. All together 1.108 questions from the students were classified into six categories: 'No Connection' (7%). 'Contradiction' (3%), 'Recall' (23%), 'Reframe' (40%), 'Application' (18%), and 'Extension' (9%). Irrelevant questions to learning and questions of false proposition were classified into 'No Connection' and 'Contradiction', respectively. Questions repeating what were already explained were grouped into 'Recall'. Those requiring other examples and/or additional explanations were grouped into 'Reframe'. Those requiring practical applications and/or explanations for other concrete facts were grouped into 'Application'. Finally. Questions for higher and/or other concepts were grouped into 'Extension'. We also discussed educational implications of the above categorized questions in this study.

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A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.