• Title/Summary/Keyword: 수학게임

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Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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Analysis on the a Self Adaptive Crossover for Iterated Prisoner's Dilemma Game of Evolutionary Convergence (자기 적응형 교배기법을 이용한 반복적 죄수 딜레마 게임의 진화적 협동 수렴 분석)

  • Kim, Chan Joong;Lee, Jong-Hyun;Ahn, Chang Wook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.478-481
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    • 2010
  • 본 논문에서는 경제학, 사회학, 수학 분야에서 수십년 전부터 연구해오던 죄수의 딜레마 게임의 협동진화에 대해 고찰해보고자 한다. 반복적 죄수의 딜레마 게임은 게임이론의 가장 기본적인 이론으로써, 사회적 상호작용, 경제활동, 국제관계 등 다양한 현상들을 모델링 하기 위한 하나의 방법이다. 그 중에 N명이 참가하는 반복적 죄수 딜레마 게임의 전략은 유전 알고리즘(Genetic Algorithms, GAs)을 통해 진화적으로 만들어 낼 수 있으며, 이 경우에 그 결과를 일반적인 내쉬 균형 이 아닌, 모든 개체들이 유전알고리즘을 통해 협동으로 수렴하도록 유도할 수 있다는 사실은 상당히 시사하는 바가 크다. 기존에 주로 연구되어오던 죄수의 딜레마 게임은 협동으로의 수렴과정에서 일반적으로 순위기반선택(Rank-based selection)과 1점 교배기법(1point crossover)을 사용한다. 그러나 순위기반선택은 모든 개체에 순위을 매겨야 하기 때문에, 개체수가 커질수록 성능이 저하되며, 1점 교배기법은 개체 값이 분산되어있을 경우, 최적해(Optimal solution)을 찾기 힘들다는 단점이 있어, 개체수가 많은 경우에 적용하기에는 비효율적이다. 본 논문에서는 토너먼트 선택기법(Tournament selection)과 자기 적응형 교배기법(Self-adaptive crossover)을 적용한 새로운 기법을 제안한다. 또한 기존 기법과 비교 실험을 통해 제안기법이 기존기법에 비해 평균 수렴시간과 수렴 횟수에서 뛰어난 성능을 보이고 있음을 확인하였다.

An Theoretical Approaches to the Phenomenon of Private Education using the Game Theory (게임 이론을 이용한 사교육 현상에 대한 이론적 접근)

  • Roh, Eun Hwan;Kang, Jeong Gi;Roh, Moon Ghi
    • Journal of the Korean School Mathematics Society
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    • v.16 no.4
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    • pp.771-796
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    • 2013
  • The purpose of the study is to analyze the phenomenon of private education and to get the countermeasures of it. To do this, we approached the phenomenon of private education from the game theory, which is famous in economics. As result, we could make the mathematical model. One is a model consisted of two-person. This is a mathematical model simplifying the competition within the school. The problem of private education can be solved by the disconnection with private education and exam of school in this model. The other is a model consisted of three-person. This is a mathematical model simplifying the interscholastic competition. The problem of private education can not only be solved by the disconnection with private education and exam of school, but can be also solved by the specificity of school education in this model. We will hope that our study can give an aid in deciding an educational policy.

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A Study on the Possibilities of Using Metaverse in Mathematics Education (수학교육에서 메타버스의 활용 가능성에 대한 소고)

  • Park, Mangoo
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.397-422
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    • 2022
  • The purpose of this study was to explore the possibilities of using the Metaverse in mathematics education. The use of the Metaverse started for commercial purposes, and now its use is expanding to all areas, including education. For this study, the researcher analyzed preceding studies related to the Metaverse and the domestic Metaverse platforms for mathematics education in Korea. As a result of the study, the use of Metaverse for mathematics education is still in its beginning stage, and most of the content is limited to mathematical games. However, there are a lot of opportunities and possibilities for mathematics education with Metaverse, and we need to develop the Metaverse platforms specialized for mathematics education with high-quality mathematics content. The researcher suggested to build infrastructure and operate a national level educational Metaverse platform, develop math-specific Metaverse platforms and mathematical content based on field-tested research on the use of the Metaverse platforms. The researcher also emphasized the necessity of teacher education programs for teachers to strengthen the utilization capacity of the Metaverse for mathematics education.

Analysis of optimal solutions and its tiling in $m{\times}n$ size Black-Out Game ($m{\times}n$ 크기의 일반적인 흑백 게임의 최적해와 타일링)

  • Kim, Duk-Sun;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.21 no.4
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    • pp.597-612
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    • 2007
  • For finding the optimal strategy in Blackout game which was introduced in the homepage of popular movie "Beautiful mind", we have developed and generalized a mathematical proof and an algorithm with a couple of softwares. It did require only the concept of basis and knowledge of basic linear algebra. Mathematical modeling and analysis were given for the square matrix case in(Lee,2004) and we now generalize it to a generalized $m{\times}n$ Blackout game. New proof and algorithm will be given with a visualization.

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An Implementation of SDG Program for English, Mathematics Cooperative Study (SDG기반의 영어, 수학 협동학습 프로그램의 구현)

  • Kim, Myung-Gwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.139-144
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    • 2010
  • In this study, we have propose an english, math education program to the children of elementary school and Single Display Groupware (SDG) technique was applied to implement the program. By SDG-based program, learners will be performed at the same time learning cooperatively. Finally, we have implement a prototype of SDG system and take a usability test with elementary school children.

Effects of Content Reviews using Mathematical Games on Students' Mathematical Disposition (수학 게임을 활용한 복습 활동이 학생의 수학적 성향에 미치는 영향)

  • Jang, Myeong Seok;Noh, Jihwa
    • East Asian mathematical journal
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    • v.38 no.4
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    • pp.517-532
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    • 2022
  • This study looked at how content reviews with mathematical games in class would influence the mathematical disposition of middle school students. In doing so, three games adapted from prior research were used as a supplementary instruction after school hours over three months. The mathematical topics of the games involved concepts of probability and trigonometry at the middle school level. The results of the pre- and post-survey on mathematical disposition indicate that incorporating mathematical games appeared to have some positive impacts on whether students might be more eager to learn mathematics and actually put more effort in learning materials.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

A Card-Game for Exercising Abbreviations of the Multiplication Sign ${\times}$ and the Division Sign ${\div}$ in Calculating Expressions (곱셈과 나눗셈 기호의 생략 규칙 학습을 위한 카드 게임의 고안과 활용)

  • Do, Jong-Hoon;Heo, Sun-Hee
    • Journal of the Korean School Mathematics Society
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    • v.13 no.3
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    • pp.345-356
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    • 2010
  • Variables and expressions are essential for doing mathematics. Especially abbreviations of the multiplication sign ${\times}$ and the division sign ${\div}$ are current rules that we usually follow. In this paper, we devised a Card-Game for exercising abbreviations of the multiplication sign ${\times}$ and the division sign ${\div}$ in calculating expressions, designed a teaching unit for the calculation of expressions using the Card-Game in the variables and expressions strand, and discussed the implications of using the Card-Game for motivating students, cooperative learning, diagnosis and correction of errors, and so on.

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Design and Application of a Visual Experience Game in Game Mathematics (게임수학 시각체험 게임 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1504-1512
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    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.