• Title/Summary/Keyword: 수학게임

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창의성 신장을 위한 수학 게임 자료 개발 연구

  • Lee, Gyeong-Eon
    • Communications of Mathematical Education
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    • v.12
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    • pp.201-210
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    • 2001
  • 게임은 그 자체로 매우 흥미가 있을 뿐만 아니라, 많은 규칙을 포함하며, 이런 규칙들을 찾아내는 활동은 학생들의 창의적 사고력 향상에 큰 도움을 줄 것이다. 본 연구에서는 다양한 게임들 중에서 수학적 개념이나 수학 문제해결의 아이디어와 관련된 수학 게임을 중심으로, 게임의 규칙과 승리 전략을 탐구하고 이를 수학적으로 표현하는 할 수 있는 기회를 제공하는 몇몇 게임들을 개발하여 소개할 것이다.

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창의성 신장을 위한 수학 게임 자료 개발 연구(II)

  • Lee, Gyeong-Eon
    • Communications of Mathematical Education
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    • v.13 no.2
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    • pp.477-493
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    • 2002
  • 본 연구에서는 수학적 개념이나 수학 문제해결의 아이디어와 관련된 수학 게임을 소개한다. 더 나아가 수학 게임 개발 준거를 창의성의 구성요소와 관련하여 제시하고 수학 게임 자료를 이용한 수업 프로토콜을 제시한다.

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Pre-Service Primary Teachers' Mathematical Investigation Through Transforming Mathematical Games (수학적 게임 변형을 통한 초등 예비교사의 수학적 탐구 경험)

  • Lee, Dong-Hwan
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.143-157
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    • 2016
  • This study aims to find out the feasibility and effectiveness of mathematical games as a way to provide primary pre-service teachers with doing mathematics. The game had induced the active participation of elementary pre-service teachers. Through transforming the game, the teachers have been able to experience of mathematical problem posing and generating mathematical representation. Based on this, we discuss the role of mathematical games as a method of pre-service teacher education.

젓가락 게임을 활용한 창의성 신장 방안 연구

  • Jeong, Mun-Ja
    • Communications of Mathematical Education
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    • v.19 no.3 s.23
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    • pp.503-516
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    • 2005
  • 이 논문에서는 창의성 신장을 위한 게임자료로서 수학적 개념을 익히고, 수학적 흥미를 진작시킬 수 있는 방안을 연구하였다. 그 일환으로 젓가락 게임에 대하여 연구하였는데, 이 게임의 수학적 규칙을 정리하고, 승리전략에 대하여 알아보고, 여러 가지로 변형하여 보았다.

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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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A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.567-581
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    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

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Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • v.8 no.1
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.

History of mathematical modeling on the Black-Out Game (흑백게임의 역사와 수학적 모델링)

  • Kim, Duk-Sun;Ryu, Chang-Woo;Song, Yeong-Moo;Lee, Sang-Gu
    • Journal for History of Mathematics
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    • v.22 no.1
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    • pp.53-74
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    • 2009
  • Black-out Game(Lightout, Merlin Game, ${\sigma}$+Game) is an interesting game on the chessboard, when you click a button with black or white color, it changes color of itself and other buttons who shares edges. With this rule, we win the game when we have a chessboard with all same color after we click some of the buttons of it. Pretty much of research has been made on founding the winnable strategy for this type of game. In this paper, we first introduce a history of mathematical modeling on this game. Then we develop an algorithm to offer a winnable blackout game of any size. Our tools also show our new algorithm works. Finally, we show how we can use this game in mathematics education.

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