• Title/Summary/Keyword: Learning Elements

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Study on the Teaching of Proofs based on Byrne's Elements of Euclid (Byrne의 'Euclid 원론'에 기초한 증명 지도에 대한 연구)

  • Chang, Hyewon
    • Journal of Educational Research in Mathematics
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    • v.23 no.2
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    • pp.173-192
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    • 2013
  • It may be replacement proofs with understanding and explaining geometrical properties that was a remarkable change in school geometry of 2009 revised national curriculum for mathematics. That comes from the difficulties which students have experienced in learning proofs. This study focuses on one of those difficulties which are caused by the forms of proofs: using letters for designating some sides or angles in writing proofs and understanding some long sentences of proofs. To overcome it, this study aims to investigate the applicability of Byrne's method which uses coloured diagrams instead of letters. For this purpose, the proofs of three geometrical properties were taught to middle school students by Byrne's visual method using the original source, dynamic representations, and the teacher's manual drawing, respectively. Consequently, the applicability of Byrne's method was discussed based on its strengths and its weaknesses by analysing the results of students' worksheets and interviews and their teacher's interview. This analysis shows that Byrne's method may be helpful for students' understanding of given geometrical proofs rather than writing proofs.

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A Study on the Characteristics of the Creativity Development Teaching Method for Promoting Fashion Design Ability (패션디자인 능력 육성을 위한 창의성 개발 교육법 특성 연구)

  • Lee, EunRung
    • Fashion & Textile Research Journal
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    • v.20 no.2
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    • pp.156-166
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    • 2018
  • The purpose of this study is to present the suitable material that can be a real help to make the creativity development teaching method for creative inspirations of fashion design. To achieve these goals, researched and analyzed the creativity studies in the fields of psychology, education, and design (visual design, product design, fashion design, etc.) published in the national journal. Through this analysis, were extracted the characteristics of creativity, teaching methods for creativity learning, and expression methods. Based on this, intend to provide the creativity characteristic, the expression method, and the problem solving process in teaching methods for promoting fashion design ability. After the analysis, the results are as follows; First, the classical 4P (Place, Person, Process, Product) is important to a creativity development teaching method for fashion design. The elements of creativity of a creativity development teaching method for fashion design are 5elements; curiosity, openness, originality, patience, and synthetic ability. Second, the typical method is a drawing (such as a sketch) when visually express and embody ideas in fashion design. Drawing is an important activity that is working with the right brain and the left brain. Drawing exercises will reduce the burden of expressing ideas, providing pleasure and fulfillment in the development of creative ideas. Third, offered 5stages to solve problems of a creativity development teaching method for fashion design; understanding stage, idea stage, visualization stage, evaluation stage, and verification stage. Abstract intangible ideas are concreted and elaborated through stages of visual manifestation such as language, symbol, and drawing.

A Study on Facial Wrinkle Detection using Active Appearance Models (AAM을 이용한 얼굴 주름 검출에 관한 연구)

  • Lee, Sang-Bum;Kim, Tae-Mook
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.239-245
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    • 2014
  • In this paper, a weighted value wrinkle detection method is suggested based on the analysis on the entire facial features such as face contour, face size, eyes and ears. Firstly, the main facial elements are detected with AAM method entirely from the input screen images. Such elements are mainly composed of shape-based and appearance methods. These are used for learning the facial model and for matching the face from new screen images based on the learned models. Secondly, the face and background are separated in the screen image. Four points with the biggest possibilities for wrinkling are selected from the face and high wrinkle weighted values are assigned to them. Finally, the wrinkles are detected by applying Canny edge algorithm for the interested points of weighted value. The suggested algorithm adopts various screen images for experiment. The experiments display the excellent results of face and wrinkle detection in the most of the screen images.

The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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An Analysis on the GIS-related Test Items of High School Korean Geography: Focusing on the Nationwide Tests for the 12th Graders in the 7th National Education Curriculum (고등학교 한국지리 GIS 관련 평가 문항 분석: 7차 교육과정 고등학교 3학년 전국 규모 평가를 대상으로)

  • Cho, Daeheon
    • Journal of the Korean Geographical Society
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    • v.49 no.3
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    • pp.472-487
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    • 2014
  • This study aims to analyze the characteristics of GIS-related test items of high school Korean Geography in the 7th National Education Curriculum, and to discuss some issues and challenges. First, we developed a framework for analyzing test items based on the literature review and the content analysis on the textbooks, which categorizes test items in terms of content elements and activity elements. Then, we examined test items of nation-wide tests including CSAT(College Scholastic Ability Test) carried out 2004-2012 and analyzed the percentage of correct answers as well. According to the results, there was a significant predominance of particular test item categories, and the percentage of correct answers of GIS-related items was slightly higher than whole average but it depended on the test item categories. Finally, we discussed the implications of this analysis to the tests as well as the teaching-learning process in the classroom, and suggested improvement directions such as integration of GIS with other contents, reinforcement of the inquiry-based test items, maintaining moderate difficulty.

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Rethinking the High Ability Students to Foster Their Scientific Research Skill: Through an Experimental Designing Test (과학적 연구능력을 통해 본 영재학생에 대한 재고: 실험설계검사를 통하여)

  • Park, Jong-Wook;Jung, Hyun-Chul;Heo, Nam-Young;Shin, Myeong-kyeong
    • Journal of the Korean earth science society
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    • v.25 no.8
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    • pp.674-683
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    • 2004
  • There is more than one way to conduct scientific research. In addressing the concern for educating the gifted in science towards achieving objectives of fostering their research skill, its elements need be explored and discussed by first admitting that various methodologies and features coexist in the name of scientific research. This study explores the various features of research skill presented as scientific process skills focusing on the students' experimental designing. Of course, there are several other domains included facets of research skill, such as problem finding, scientific knowledge, and self-efficacy. A Diet Cola Test (DCT) (Fowler. 1990) for digging into science process skills as an elements of research skills was administered to 705 students from 3rd to 10th grade, who enrolled the gifted education centers in Korea. Date was interpreted and analyzed based on the focus of Science education perspectives and research methods related to creative thinking and problem-based learning. But I eschew establishing and generalizing fixed constitutes of research skill from this research.

Considering Elements of Game Design based on Leaner's Gender (성별 차이를 고려한 교육용 게임 디자인 요소 분석)

  • Jang, Hye-Jung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.128-136
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    • 2011
  • Although learners learn with the same educational games, they show differences in successes. This is because they do not share the same individual characteristics. Currently, there are various studies conducted on effective education according to gender among other characteristics of learners off-line. When this effective educational method according to gender is applied to educational games, it will create more effective outcomes. In addition, this study observed the effective educational method according to gender and learning styles. Through the observation, the considering factors for educational game designs according to the learners' gender was defined. These considering factors were categorized into cognitive and perceptive factors, with each definitions reflected on the characteristics of each gender. This study has its meanings in that it has conducted theoretical results of the considering factors for educational game designs based on reference studies. This study will be utilized as a reference study when designing various games.

The Development and Prospect for Economic Geography in a Knowledge-Information-Based Society (지식정보사회의 경제지리학 발전과 과제)

  • Han, Ju-Seong
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.273-301
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    • 2008
  • This study aims not only to examine the globalization, imformationization, and networking as background of knowledge-information-based society, but also to clarify the research fields of 'geography of knowledge' and further research themes for economic geography in a knowledge-information-based society. As a result of globalization, the degree of regional disparity, which had decreased with neoliberal policy in Europe and America in 1980's, has increased in early development states such as China and Eastern European countries. In opposition to the globalization that has led to increasing regional disparities at a global scale, many scholars argue that grassroots globalization or globalization from below is needed. Based on a pessimistic view on globalization, many maintain that unequal access to information has enlarged the gap between rich and poor. They also argue that the study of the geography of poverty is crucial in oder to solve the problem of bipolization. According to the world system theory, spatial grasp of commodity chains, actors' diversities, flows towards innovation in learning knowledges, and geographical, organizational, and institutional proximities are intertwined. Because these elements make significant influences each other in social networks, the interrelationships among those elements should be carefully considered. A 'geography of knowledge' deals with manufacturing, finance and service, media, cultural, and creative industries. Former researches in economic geography have tended to deal with those industries separately without attempting to make meaningful linkages among discussions on those industries.

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A Study of Solving Maze Escape Problem through Robots' Cooperation (로봇협동을 통한 미로탈출 문제해결 방안)

  • Hong, Ki-Cheon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4167-4173
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    • 2010
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. It means that goal of computer education is improving problem-solving abilities not using of commercial software. So this paper suggests problem-solving method of maze escape through robots' cooperation in an effort of learning these elements. Problems robots should solve are first-search and role-exchange. First-search problem is that first robot searches maze and send informations about maze to the second robot in real time. Role-exchange problem is that first robot searches maze, but loses its function at any point. At this time second robot takes a role of first robot and performs first robot's missions to the end. To solve these two problems, it goes through four steps; problem analysis, algorithm description, flowchart and programming. Additional effects of our suggestion are chance of cooperation among students and use of queue in data structure. Further researches are use of more generalized mazes, application to real field and a talented curriculum.

Core Competence Evaluation Model of Play Worker Based on Delphi Technique (델파이 조사를 통한 놀이 전문가 핵심역량 분석)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.2
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    • pp.100-107
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    • 2019
  • The purpose of this study is to develop an evaluation model to measure the core competences of actual play workers by exploring what competences are necessary for them to provide quality play. Based on literature review, we selected five core competences : knowledge of play, program development, understanding play culture, creativity, and information sharing & applying. In order to achieve the research purpose end, a two-round Delphi survey was conducted on 10 play and education experts. The findings drew scholarly consensus on the competences of play workers to have and proposed basic data by developing competences evaluation model to measure them. Each of the key competences has three sub-conpetences, each of which included two behavior elements. Furthermore, this study presented future research directions so that play can be voluntarily planned and supported in a social and cultural context.