• Title/Summary/Keyword: game for gifted students

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The Effect of Team Project Activity for Game Making on the Community Care and Organizational Managerial Capacity of Elementary Mathematically Gifted Students (게임개발을 위한 팀 프로젝트 활동이 초등수학영재의 공동체배려와 조직관리능력 기술에 미치는 효과)

  • Hwang, Yong Won;Son, Hong Chan
    • Education of Primary School Mathematics
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    • v.18 no.3
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    • pp.175-190
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    • 2015
  • This study investigated the effect of team project activity for game making on the elementary mathematically gifted students' community care and organizational management capacity. 7 mathematically gifted students of 4th grade are selected and participated. After 15 hours activities during 2 months of team project on game making, their community care and organizational management capacity were improved. This results suggested that leadership education is possible in mathematics curriculum for mathematics gifted students.

Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

Developing a Material Topic and some Questions with Blackout Game for the Mathematically Gifted Students'' R&E (흑백게임을 활용한 수학영재들의 R&E 연구 소재 개발)

  • Song, Chang-Woo;Song, Yeong-Moo
    • School Mathematics
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    • v.12 no.3
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    • pp.337-351
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    • 2010
  • Blackout game on a certain size of the Go table, which looks simple, involves a variety of mathematical modeling. This study uses a research and education method. While the mathematically gifted students were playing blackout game, the author, as the instructor, observed the ways in which they approached various mathematical models. Based on the data, this study examines the effects of blackout game on the children's cognitive processes. This study further discusses the issues of questions.

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The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1228-1234
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game lee as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.310-314
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information, and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game tree as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

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An Analysis on Open-ended Problem Solving of Gifted Students (수학 영재학생의 개방형 문제 해결 사례 분석)

  • Choi, Su A;Kang, Hong Jae
    • East Asian mathematical journal
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    • v.32 no.4
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    • pp.545-563
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    • 2016
  • The aim of this study was to observe processes and implication to a given program for the 20 gifted children grade 5 by making the number from 1 to 100 with natural numbers 4,4,9 and 9. Revelation of creativity, mathematical tendency of students and meaningful responses were observed by the qualitative records of this game activity and the analysis of result. The major result of a study is as follows: The mathematical creativities of students were revealed and developed by this activity. And the mathematical attitude were changed and developed, so student could actively participate. And students could experience collaborative and social composition learning by presentations and discussion, competition with a permissive atmosphere and open-game rule. It was meaningful that mathematical ideas (negative number, square root, factorial, [x]: the largest integer not greater than x, absolute value, percent, exponent, logarithm etc.) were suggested and motivated by students themselves.

A Case Study on Teaching Solutions Exploration of Wythoff's Game through Using the Analogy for the Elementary Gifted Class (초등학교 영재학급에서 유추를 활용한 위도프 게임의 해법 탐구 지도 방법)

  • Bae, Sin Young;Song, Sang Hun
    • Journal of Educational Research in Mathematics
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    • v.25 no.1
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    • pp.95-111
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    • 2015
  • The purpose of this study is to analyze cases on teaching solutions exploration of Wythoff's game through using the analogy for the gifted elementary students, to suggest useful teaching methods. Students recognized structural similarity among problems on the basis of relevance of conditions of problems. The discovery of structural similarity improves the ability to solve problems. Although 2 groups-NIM game with surface similarity is not helpful in solving Wythoff's game, Queen's move game with structural similarity makes it easier for students to solve Wythoff's game. Useful teaching methods to find solutions of Wythoff's game through using the analogy are as follow. Encoding process helps students make sense of the game. It is significant to help students realize how many stones are remained and how the location of Queen can be expressed by the ordered pair. Inferring process helps students find a solution of 2 groups-NIM game and Queen's move game. It is necessary to find a winning strategy through reversely solving method. Mapping process helps students discover surface similarity and structural similarity through identifying commonalities between the two games. It is crucial to recognize the relationship among the two games based on the teaching in the Encoding process. Application process encourages students to find a solution of Wythoff's game. It is more important to find a solution by using the structural similarity of the Queen's move game rather than reversely solving method.

Development of Distance Education Programs Utilizing Diffy Game for the Math Gifted Students in Elementary School (디피(Diffy) 게임을 활용한 원격교육용 초등수학영재 프로그램 개발)

  • Lee, Youn Young;Song, Sang Hun
    • School Mathematics
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    • v.15 no.1
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    • pp.121-136
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    • 2013
  • The purpose of study was to develop distance education programs that combine the characteristics of the programs for the math gifted students. To this end, the first is to establish the standards for the development of distance programs for the math gifted students. The second is to develop the distance education programs for the elementary school math gifted students according to the program procedure models for distance education. The third is to apply the programs developed to actual distance education field and analyze the results to verify the validity of the programs. This program can increase high-level mathematical thinking power even though it is the distance education, not the face-to-face education. Second, this program make contributions to active mathematical communication through newsgroup or reflective journals. Third, the use of Diffy Game facilitates the selection of in-depth contents, which will in turn enable the development of intensive programs.

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The case analysis of Rummikub game redeveloped by gifted class using What-If-Not strategy (영재학급 학생들이 What-If-Not 전략을 사용하여 만든 변형 루미큐브 게임 사례 분석)

  • Lee, Dae Hee;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.285-299
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    • 2013
  • Problem posing activity of which a learner reinterprets an original problem via a new problem suggested, is a learning method which encourages an active participation and approves self-directed learning ability of the learner. Especially gifted students need to get used to a creative attitude to modify or reinterpret various mathematical materials found in everyday usual lives creatively in steady manner via such empirical experience beyond the question making level of the textbook. This paper verifies the possibility of lesson on question making strategy utilization for creativity development of gifted class, and analyzes various cases of students' trials to modify the rules of a board game called Rummikub in application of their own mathematics after learning What-If-Not strategy.

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Ho-bak-go-nu and Game of Alignment (호박고누놀이와 정렬문제)

  • Kaug, Pyung-Lyun
    • The Mathematical Education
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    • v.45 no.4 s.115
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    • pp.507-518
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    • 2006
  • There is a great need to find new topics which are good to evaluate and to encourage the mathematical creativity of gifted students, For the purpose to find such a topic, we study Ho-bak-go-nu game that is one of Korean traditional games and a typical alignment game. By analyzing patterns of possible alignment, the author gives a complete solution to win or not to lose according to the rules chosen by players. The author also poses several class-models including a test for the class of gifted students based on the analysis of real classes on Ho-bak-go-nu game.

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