• Title/Summary/Keyword: Math Game Activities

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The Effects of Children's Forest Math Game Activities on Their Understanding of Number and Space Concept (유아의 숲 체험 수학놀이 활동이 수와 공간 개념 이해에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.473-480
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    • 2018
  • This study is intended to look into the effects of children's forest math game activities on their understanding of number and space concept. To achieve this, an evaluation was carried out to 20 4-year-old children in each group - experimental group and control group - by an evaluation sheet after forest math game activities during a total of 16 sessions 4 times a week for 4 weeks. The findings are as follows. First, children's forest math game activities had an effect on their understanding of number and space concept. Second, the difference between experimental group and control group showed that the experimental group received higher evaluation in the classifying and order finding items than the control group. It was confirmed that classifying and order finding in the forest math game were factors to help children's mathematical problem-understanding abilities. This implies that their forest math game activities have a positive effect on their mathematical problem-understanding abilities. Consequently, active forest math game activities for children are needed to help them understand the concept of number in the process of classifying task objects and solving tasks in order.

A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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An Analysis on Lessons and Actual Teaching of 'Game Activities' in Elementary Mathematics Textbooks (수학 교과서의 '재미있는 놀이' 차시의 내용 및 지도 실태 분석)

  • Yoon, Su-Ryoun;Kang, Wan;Paik, Seok-Yoon
    • Education of Primary School Mathematics
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    • v.12 no.1
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    • pp.39-55
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    • 2009
  • For this study, the 'Game Activities' lessons presented in the math textbooks from the 1st grade to the 6th were examined in terms of learning materials, the learning members' make-up, the playing structures, and the relation with the contents. In addition, the survey by means of questionnaires was conducted to analyze the actual condition of teachers' guidance in the field. The findings from this research were as follows: First, as for the activities presented in the textbooks, it turned out that too much emphasis is placed upon plays mainly using learning materials such as cards and dice played by teams of two. In addition, there have been shown negative aspects in various ways of plays putting too much emphasis on certain types of plays such as and structures. As for the relation with the contents, although lots of efforts were taken to connect the playing activity to the lesson contents, there were units presenting plays based on the preceding lesson's repeated activity, ones that have weak link with the contents. Second, it turned out that the teachers had negative attitude on the guidance using the 'Game Activities' lesson, although they were aware of the effects of playing in math learning. This seemed to result from the delicate variety and insufficient preparation for the play. Besides, the findings indicate that the appreciation and activity of the 'Game Activities' lesson presented as a way of performance evaluation. for play need to be provided in school or classrooms for teachers and students to make good use of them.

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A Study on the Possibility of Introduction of Fractals to the High School Mathematics Curriculum (프랙탈의 고등학교 수학교육과정에의 도입가능성에 관한 연구)

  • 최정숙;신인선
    • The Mathematical Education
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    • v.37 no.1
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    • pp.115-138
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    • 1998
  • We seek the possibility of introduction of Fractals to the high school math. curriculum through identifying Fractals teaching programs appropriate for the scopes and sequences in math. education for the high school students. We presented the contents of Fractal theory suitable for the high school students. The following subjects were chosen to be introduced; self-similarity, Fractal dimension, Cantor set, Sierpinsky triangle, Sierpinsky carpel Koch curve, Koch island, perimeter estimate of rugged profiles drawn on paper, and chaos game. We developed the working papers and the criteria for appraisal. Each working paper focuses on the activities in which students can solve the given problems, understanding the characteristics and ideas of Fractals. The working papers were given to the second year students who take science course, and the degree of achievements were analyzed based on the appraisal criteria. The results show that it is possible to introduce Fractals to the high school students.

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Effects of Learning through Scratch-Based Game Programming on Students' Interest in and Perceived Value of Mathematics Curriculum (스크래치 활용 게임 프로그래밍 학습이 수학교과 흥미와 가치인식에 미치는 영향)

  • Song, JeongBeom
    • Journal of The Korean Association of Information Education
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    • v.21 no.2
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    • pp.199-208
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    • 2017
  • The present study investigates the potential of an educational programming game as a strategy for enhancing effective domains of mathematics curriculum, which has been criticized as a problem of education in Korea. The process of programming Fortress, an educational game, in conjunction with the lesson on the trigonometric function as part of the middle school mathematics curriculum, was designed for instruction and learning, and its effectiveness was tested. The study was conducted using a nonequivalent pretest-posttest experimental design. Research procedures included the following steps: (1) both the experimental and the comparison groups participated in four classes to understand and apply the concept of the trigonometric function, and (2) the experimental group participated in Fortress game programming activities using Scratch, which was designed in this study, while the comparison group participated in solving a real-life trigonometric problem - calculating the height of a building using the concept of trigonometry. The results of the t-test showed that students' interest and perceived value of the mathematics curriculum were significantly higher in the experimental group than in the comparison group. However, the results of analysis of covariance (ANCOVA) using pretest scores of the interest and perceived value showed the influence of pretest scores on posttest scores for the interest level, although the effect of the experiment on the perceived value of the mathematics curriculum was more significant.

Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.