• Title/Summary/Keyword: educative features

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A Development Study of a Framework for Analyzing the Educative Features of Teacher Guidebooks for Elementary Mathematics (초등학교 수학 지도서의 교육적 특징 분석틀 개발 연구)

  • Pang, JeongSuk;Park, Yejin;Oh, MinYoung
    • Education of Primary School Mathematics
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    • v.26 no.4
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    • pp.277-298
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    • 2023
  • Despite the significance of teacher guidebooks as a support for teacher learning, there are few studies that address the educative features of teacher guidebooks. The purpose of this study is to develop a framework for analyzing the educative features of teacher guidebooks for elementary school mathematics. The framework developed by Fuentes and Ma(2018) for analyzing teacher guidebooks, "Teacher Learning Opportunities in Mathematics Curriculum Materials", was used as an initial framework by adding the unit development flow that reflects on the organizational features of teacher guidebooks in Korea for elementary mathematics. Then, the framework was modified and supplemented by testing 10 types of teacher guidebooks for Grades 3 and 4 per six units reflecting on different mathematical strands. As a result, the final framework expanded the initial framework and added elements related to each dimension of the framework according to the unit development flow. The analytical framework developed in this study can be used to closely analyze the educative features of teacher guidebooks of Korean elementary school mathematics in the future and to develop teacher guidebooks to promote teacher learning.

An analysis of the educative features of mathematics teacher guidebooks for grades 3 and 4 (초등학교 3~4학년군 수학 교사용 지도서의 교육적 특징 분석)

  • Pang, JeongSuk;Oh, MinYoung;Park, Yejin
    • The Mathematical Education
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    • v.62 no.4
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    • pp.531-549
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    • 2023
  • Despite the significance of mathematics teacher guidebooks as a support for teacher learning, there are few studies that address how elementary mathematics teacher guidebooks support teacher learning. The purpose of this study was to analyze the educative features of elementary mathematics teacher guidebooks for grades 3 and 4. For this, six units from each of ten kinds of teacher guidebooks were analyzed in terms of seven dimensions of Teacher Learning Opportunities in Korean Mathematics Curriculum Materials (TLO-KMath). The results of this study showed that mathematics content knowledge for teaching was richly provided and well organized. Teacher guidebooks provided teacher knowledge to anticipate and understand student errors and misconceptions, but were not enough. Sample dialogues between a teacher and students were offered in the teacher guidebooks, making it easier for teachers to identify the overall lesson flow and key points of classroom discourse. Formative assessment was emphasized in the teacher guidebooks, including lesson-specific student responses and their concomitant feedback examples per main activity. Supplementary activities and worksheets were provided, but it lacked rationales for differentiated instruction in mathematics. Teacher knowledge of manipulative materials and technology use in mathematics was provided only in specific units and was generally insufficient. Teacher knowledge in building a mathematical community was mainly provided in terms of mathematical competency, mathematical classroom culture, and motivation. This paper finally presented implications for improving teacher guidebooks to actively support teacher learning.

The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.