• Title/Summary/Keyword: Tangram

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Tangram-Like Puzzles and Its Implications in Mathematics Education (유사 탱그램과 그 수학교육적 시사점)

  • Park, Kyo-Sik
    • School Mathematics
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    • v.4 no.1
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    • pp.97-109
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    • 2002
  • In this paper, tangram-like puzzles which are made by dissecting square are introduced. Especially, tangram-like puzzles which are consists of five pieces, six pieces, seven pieces, eight pieces, nine pieces, ten pieces, twelve pieces, fourteen pieces are introduced. But, This Introduction is very superficial. It means introduction is focused on each piece's geometrical shape, relative area when each tangram-like puzzles' area is one. With this introduction, six tangram-like puzzles' implication in mathematics education are suggested as followings. (1) Tangram-like puzzles may help fostering spatial senses. (2) Tangram-like puzzles may help teaching polygons, and its properties, congruences, similarities, etc. (3)Tangram-like puzzles may help teaching additions of fractions. (4) Tangram-like puzzles may help fostering mathematical thinking. (5) Tangram-like puzzles may serve as topics for supplement or reinforcement in teaching and learning tangram. (6) Tangram-like puzzles may serve as topics for problem posing in teaching and learning tangram.

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Revisiting Tangram and Similar Tangrams based on Mathematics Curriculums (수학과 교육과정에 비추어 본 탱그램과 유사탱그램의 재조명)

  • Song, Sang-Hun
    • Journal of Educational Research in Mathematics
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    • v.18 no.3
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    • pp.391-405
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    • 2008
  • There are some studies on tangram a kind of jigsaw(silhouette or dissection) puzzle. And Korean national curriculums mention about tangram. But the past studies and the textbooks are not so related to curriculums. So this study is focused on some problems and limitations of tangram activities related to curriculum. This study gives some educational suggestions using tangram: (1) alternate drawing of tangram (2) making mathematical figures instead of shapes (3) proper activities related to the national curriculum (especially, polygons and angles) and mathematical thinking (4) examples of exploring mathematical figures and angles coming in and out of national curriculum In addition to, this study suggests some mathematical activities of using similar tangrams (especially sphinx puzzle).

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Development of Gifted Educational Materials Using Tangram asInstructional Media (교수매체로써 칠교판을 활용한 영재교육 자료 개발)

  • Shim, Sang-Kil
    • Communications of Mathematical Education
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    • v.23 no.1
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    • pp.39-51
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    • 2009
  • The purpose of this article is to study characteristics of tangram as instructional media in combinatorialgeometric point of view, and to present basic materials and direction for efficient tangram activities in gifted education upon systematical analysis of methods of finding solutions. We can apply x=a+2b+4c to find all possible combination of solutions in tangram activities not as trial-and-error method but as analytical method. Through teacher's questions and problem posing in activities using tangram, we systematically came up with most solution and case of all possible combinations be solution in classifying properties of pieces and combining selected pieces.

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Segmentation of Polygons with Different Colors and its Application to the Development of Vision-based Tangram Puzzle Game (다른 색으로 구성된 다각형들의 분할과 이를 이용한 영상 인식 기반 칠교 퍼즐 놀이 개발)

  • Lee, Jihye;Yi, Kang;Kim, Kyungmi
    • Journal of Korea Multimedia Society
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    • v.20 no.12
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    • pp.1890-1900
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    • 2017
  • Tangram game consists of seven pieces of polygons such as triangle, square, and parallelogram. Typical methods of image processing for object recognition may suffer from the existence of side thickness and shadow of the puzzle pieces that are dependent on the pose of 3D-shaped puzzle pieces and the direction of light sources. In this paper, we propose an image processing method that recognizes simple convex polygon-shaped objects irrespective of thickness and pose of puzzle objects. Our key algorithm to remove the thick side of piece of puzzle objects is based on morphological operations followed by logical operations with edge image and background image. By using the proposed object recognition method, we are able to implement a stable tangram game applications designed for tablet computers with front camera. As the experimental results, recognition rate is about 86 percent and recognition time is about 1ms on average. It shows the proposed algorithm is fast and accurate to recognize tangram blocks.

Tangram Task Modification for Exploring in Elementary Mathematics (초등 수학에서 탐구를 위한 탱그램 과제 변형)

  • Yoo, Jae-Geun;Park, Moon Hwan
    • Education of Primary School Mathematics
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    • v.22 no.1
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    • pp.95-111
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    • 2019
  • This study searched for the possibility of tangram activities through modifying the tasks of elementary school mathematics textbooks into content based open tasks. As a result of analyzing previous researches, it was confirmed the educational effect of the mathematical tasks transformation and the educational value of tangram activities. The analysis of the textbooks revealed that the tangram activities presented in the textbooks are likely to be at the level of play. It was tried to modify 2015 revised curriculum textbook-tasks into content based open tasks. Based on this study, it could be expected advantages of task modification such as improvement of teachers' expertise and expectation of diverse reactions of students.

Discovery of Materials Using Rotatable Tangram to Develop Teaching and Learning Materials for the Gifted Class (초등학교 영재학급용 교수·학습 자료 개발을 위한 가변칠교판 활용 소재 발굴)

  • Kang, Min Jung;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.24 no.1
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    • pp.169-186
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    • 2020
  • The purpose of this study is to find new material for developing teaching and learning materials for the gifted class of elementary school students by using the rotatable tangram made by modifying the traditional tangram. Rotatable tangram can be justified by gifted students through mathematical communication. However, even gifted class students have some limitations in finding and justifying triangles and rectangles of all sizes unless they go through the 'symbolization' stage at the elementary school level. Therefore, students who need an inquiry process for letters and symbols need to provide supplementary learning materials and additional questions. It is expected that the material of rotatable tangram for the development of teaching and learning materials for elementary school gifted students will contribute to the development of mathematical reasoning and mathematical communication ability.

An Inquiry into Convex Polygons which can be made by Seven Pieces of Square Seven-piece Puzzles (정사각형 칠교판의 일곱 조각으로 만들 수 있는 볼록 다각형의 탐색)

  • Park, Kyo-Sik
    • Journal of Educational Research in Mathematics
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    • v.17 no.3
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    • pp.221-232
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    • 2007
  • In school mathematics, activities to make particular convex polygons by attaching edgewise some pieces of tangram are introduced. This paper focus on deepening these activities. In this paper, by using Pick's Theorem and 和 草's method, all the convex polygons by attaching edgewise seven pieces of tangram, Sei Shonagon(淸少納言)'s tangram, and Pythagoras puzzle are found out respectively. By using Pick's Theorem to the square seven-piece puzzles satisfying conditions of the length of edge, it is showed that the number of convex polygons by attaching edgewise seven pieces of them can not exceed 20. And same result is obtained by generalizing 和 草's method. The number of convex polygons by attaching edgewise seven pieces of tangram, Sei Shonagon's tangram, and Pythagoras puzzle are 13, 16, and 12 respectively.

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A Study on Development of Instructional Materials Using Geometric Properties of Tangram (칠교판(七巧板)의 기하학적 특징을 이용한 교육자료 개발에 대한 연구)

  • Shim, Sang-Kil;Jo, Jeong-Gil
    • Journal for History of Mathematics
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    • v.21 no.4
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    • pp.169-182
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    • 2008
  • This study has been searching for reasoning process solving the problem effectively in activities related to meaningful classification of pieces and geometric properties with tangram. In activities using some pieces of tangram, we systematically came up with every solution in classifying properties of pieces and combining selected pieces. It is very difficult for regular students to do this tangram. In order to solve this problem effectively, we need to show that there are activities using the idea acquired in reasoning process. Through this process, we do not simply use tangram to understand he concept and play for interest but to use it more meaningfully. And the best solution an not be found by a process of trial and error but must be given by experience to look or it systematically and methods to reason it logically.

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A Proposal for Development of Tangram Game Using Vision System and Raspberry Pie (비전시스템과 라즈베리파이를 활용한 칠교놀이 게임 개발 제안)

  • Lee, Myeong-Cheol;Kim, Nu-Ri;Kim, Hyun-Woo;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.427-428
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    • 2019
  • 칠교놀이는 해외에서는 Tangram이라고 불리며 아주 예전부터 전해져 내려오는 세계적인 놀이이다. 친구와 여럿이서 놀이를 할 수 있을 뿐만아니라 혼자서도 즐길 수 있다. 칠교놀이는 특히 창의력 향상에 도움을 주는데 이번 논문에서는 혼자서 쉽게 칠교놀이를 즐길 수 있도록 비전시스템과 라즈베리파이를 이용해서 칠교를 카메라로 인식해 성공하면 보상으로 사탕을 지급하는 놀이를 개발해 보았다. 자판기에 동전을 넣으면, 게임을 시작해서 칠교놀이의 문제를 하나씩 맞출 때 마다 사탕 한 개가 지급되는 방식으로 4차산업혁명 시대에 걸맞는 재미있는 칠교놀이 게임을 만들어 보았다. 본 논문은 OPENCV라이브러리와 라즈베리파이 GPIO라이브러리를 사용하였다. 사용한 부품은 웹캠, 초음파 센서, 서보모터이다. 라즈베리파이를 서버로 설정하고, PC를 클라이언트로 설정하여 서로 데이터를 주고 받을 수 있게 하였다. 라즈베리파이에 OPENCV를 설치하지 않은 이유는 OPENCV가 꽤 높은 사양이 필요하다고 판단하여 비전영상처리는 PC(클라이언트)에서 진행하고, 게임의 진행상황(정답의 여부)을 라즈베리파이(서버)에 보내는 방식으로 정하였다. 반대로 라즈베리파이에서도 동전의 투입 유무를 판단하여 PC(클라이언트)에 게임 시작 신호를 보내는 방식으로 설정하였다. 언어는 라즈베리파이와 PC둘다 Pythond으로 구현하였다.

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Development of the Creativity Evaluation Module for Web-based Tangram System (웹 기반 탱그램 시스템의 창의력 평가 모듈 개발)

  • Ju, Yong-Seok;Lee, Soo-Jung;Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.5 no.2
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    • pp.207-215
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    • 2001
  • The education has a intention of the best science technology in 21 century, creativity of them is been the most important. So, educationists are briskly making researches into existing programs of improving creativity, and they designed and implemented them. Our system provides the learners with instant feedback after solving the questions and can improve the creativity as evaluation module for tangram system using the web.

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