• Title/Summary/Keyword: values in math learning

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Value in math learning according to socio-cultural background and meta-affect of secondary school students (중등학생들의 사회문화적 배경과 메타정의에 따른 수학 학습에서의 가치 인식)

  • Kim, Sun Hee
    • The Mathematical Education
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    • v.62 no.3
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    • pp.327-340
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    • 2023
  • The value that students consider important in math learning may vary depending on the student's socio-cultural background and personal experience. Although socio-cultural backgrounds are very diverse, I considered overseas vs domestic Koreans, and secondary school levels as variables in terms of students' educational experiences. Overseas students had a lower perception of the value in mathematics than domestic students, especially about understanding mathematics knowledge and the value of the latest teaching and learning methods. Middle school students perceived the value of mathematics as an activity higher than that of high school students, and high school students perceived student agency as a higher value than middle school students. In addition, I considered meta-affect as one of the individual students' experiences, finally meta-affect was a variable that could explain value perception in math learning, and in particular, affective awareness of achievement, affective evaluation of value, and affective using were significant. From the results, I suggested that research on ways to improve the value and the meta-affect in math learning, test to measure the value of students in math learning, the expansion of research subjects to investigate the value in math learning, and a teacher who teaches overseas Koreans are needed.

An Effects of Smart Learning Math Class on Academic Achievement, Mathematical Interest, and Attitude (스마트러닝 수학 수업이 학업성취도, 수학적 흥미, 태도에 미치는 영향)

  • Kim, Sungtae;Kang, Hyunmin;Park, YounJung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.217-226
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    • 2021
  • Since Covid-19, many educational institutions no longer view online learning as an additional material, but use it as their main learning tool. In this study, we tried to summarize the definition of smart learning and examined how smart learning math classes affect academic achievement, mathematical interest, and attitudes. We manipulate groups that conducted smart learning and groups that conducted face-to-face learning, and compare academic performance, mathematical interest, and attitudes after six weeks of learning. As a result, we found that the smart learning group had a large values in all three factors compared to the face-to-face learning group. We also found moderating effect. Students with lower grades largely improved their academic achievement scores as the difference in attitude changes through smart learning compared to those with higher grades.

Development of mobile, online/offline-linked math learning content to promote group creativity (집단창의성 발현을 위한 모바일, 온/오프라인 연계 수학 학습 콘텐츠 개발)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.1
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    • pp.39-60
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    • 2022
  • In this study, in order to support the expression of group creativity of high school students, we developed mathematics learning contents linked with mobile and online/offline that obtain the maximum and minimum values of the function within a limited range. This learning content was developed in connection with the 'environment', a cross-curricular learning topic. We explored the concept of group creativity in school mathematics. Its manifestation process, elements of group creativity expression process, and mobile and on/offline implementation functions were also explored. Then, we developed a hybrid app, 'Making the Best Box that Thinks of the Earth', which can express group creativity through mobile and online/offline-linked cooperative learning. A learning management system (LMS) and a teaching and learning guidance plan were also developed to efficiently operate mobile and online/offline-linked math learning using the app in schools. Our study found that the hybrid app, 'Creating the Best Box that Thinks of the Earth', was suitable for promoting collective fluency and collective sophistication based on complementary-metacognitive interaction.

A study on teaching unit material for teaching and learning of sequences - polygonal numbers and pyramidal numbers (수열의 교수.학습을 위한 교수단원 소재 연구 - 다각수와 각뿔수)

  • 박교식
    • School Mathematics
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    • v.4 no.3
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    • pp.361-373
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    • 2002
  • In this paper, a series of tasks related on polygonal numbers and pyramidal numbers are suggested for using them as teaching unit materials for teaching and learning of sequences in junior high school mathematics. Especially, finding n-th term in those seque-nces, relations among polygonal numbers, and relations among Pyramidal numbers are focused on. A series of tasks related on polygonal numbers and pyramidal numbers have three math-eucational values. First, they have a value as natural materials for teaching and teaming of finding nth term of original sequences using pro-gression of differences. Second, they have a value as materials for teaching and learning of mathematical thinking such as general-ization, analogy, etc. Third, they have a value as materials for teaching and learning of algebraic operation, proof, and connecting mathematical knowledges.

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Development of a Blocks Recognition Application for Children's Education using a Smartphone Camera (스마트폰 카메라 기반 아동 교육용 산수 블록 인식 애플리케이션 개발)

  • Park, Sang-A;Oh, Ji-Won;Hong, In-Sik;Nam, Yunyoung
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.29-38
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    • 2019
  • Currently, information society is rapidly changing and demands innovation and creativity in various fields. Therefore, the importance of mathematics, which can be the basis of creativity and logic, is emphasized. The purpose of this paper is to develop a math education application that can further expand the logical thinking of mathematics and allow voluntary learning to occur through the use of readily available teaching aid for children to form motivation and interest in learning. This paper provides math education applications using a smartphone and blocks for children. The main function of the application is to shoot with the camera and show the calculated values. When a child uses a block to make a formula and shoots a block using a camera, you can directly see the calculated value of your formula. The preprocessing process, text extraction, and character recognition of the photographed images have been implemented using OpenCV libraries and Tesseract-OCR libraries.

Analysis of the Effect of Sincere Learning Attitudes on Academic Achievement in On-line Education (온라인 교육에서 성실한 학습 태도가 학업 성취도에 미치는 영향 분석)

  • Lee, Eunjoo;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.481-489
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    • 2019
  • In order to explore the learning attitude of the learners and the effects of conscious learning attitudes on academic achievement in On-line education system of open high school, we analyze the log data of 2,965 first graders who studied English, Math, Integrated Society and Integrated Science during the first semester of 2018. This study examines the learning status according to the learner's background variables, and analyzes the number of lessons per hour, learning progress rate, learning period, learning start month, and formative evaluation results for each class. In addition, to verify the effects of conscious learning attitude on academic achievement, skewness and kurtosis are calculated by using learning frequency values for each class. As a result, in almost all fields, the average number of lessons per class, study duration, progress rate, and grades, women are higher than men. In addition, the older ones are, the higher they are and the Seoul area is higher than the other area. The average learning period is 2~3 months, and the longer the learning period, the higher the formative evaluation score. Lastly, even though the number of learning is lower than that of learners who concentrate on a certain period of time, the formation scores of learners who learn consciously are higher.

A Study on Development and Application of STEAM Program for Middle and High School Students using Local Institution(KAIST) (지역기관을 활용한 중·고등학교 융합인재교육(STEAM) 프로그램 개발 및 적용)

  • Choi, Jinsu;Kim, Young-Min;Lee, Young-Ju
    • Journal of Engineering Education Research
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    • v.23 no.5
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    • pp.3-15
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    • 2020
  • With the 4th Industrial Revolution, educational change is required to cultivate the ability to adapt in the rapidly changing future. Accordingly, the importance of nurturing convergent talents to create new values using the humanities imagination, science and technology creativity, and engineering problem solving ability has emerged. The purpose of this study is to develop STEAM education program with Daedeok R&D Zone and KAIST resources for middle school and high school level. With this program, we investigated the effectivenss of STEAM education on creative problem solving ability, self-efficacy and the perception of STEAM education with pre-test and poste-test model. For this study, 91 students(46 middle school, 45 high school) participated in STEAM education program. As a result student participated in the STEAM program improved the creative problem-solving ability and students' interest in math and science. Also, students perceived STEAM program provided benefits of science-related career information. The suggestions were discussed based on the results.

Analysis of Elementary Mathematics Teaching Material Using Storytelling Based on the Perspective of Constructivism (구성주의 관점에서 스토리텔링을 활용한 초등 수학 수업 자료 분석)

  • Lee, Sumin;Kim, Jinho
    • Education of Primary School Mathematics
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    • v.17 no.3
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    • pp.205-230
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    • 2014
  • New teaching and learning theory on various aspects about class is needed to implement education which reflects constructivism, ideally. For an ideal learner-centered mathematics class, tangible and intangible elements related to education(view of knowledge, view of leaner, teacher's role, evaluation, the form of class, learning, teaching material, etc.) should be integrated from a constructive perspective and especially, teaching material has to be premised on that learners have intellectual abilities to construct knowledge themselves, and reflect integrity of knowledge, diversity and others, and contain open attributes. In addition to this, teaching material should have characteristics different from those when objective epistemology applies, so there is a need to analyze whether teaching material has those characteristics. For this, this study compared and analyzed <1. Three-Digit Numbers> which belongs to the domain of numbers and operations out of the units of mathematics(3) textbook of the 2009 revised curriculum for the first and second grade that first introduced story-telling, and <3. Understanding of Place Values> for the second grade of constructive math class used in the U.S.

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.