• Title/Summary/Keyword: 수학게임

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Mathematical Study on the Removal of the Go Stones (바둑돌 줍기에 관한 수학적 연구)

  • Lee, Gwang Yeon;Cho, Seong Hoon;Yang, Seung Bum
    • Journal for History of Mathematics
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    • v.25 no.4
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    • pp.101-119
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    • 2012
  • The removal of the Go Stones is a game that anyone can play through simple rules. It is not only an interesting game but also a mathematical game that requires comprehensive knowledge of several mathematical theories. Through analyzing the rules and theories of this game, students can get a new mathematical perspective and recognize something that they didn't realize as important before. Furthermore, this game is given to students as a mathematical problem unconsciously. This helps them get a mathematical approach to understanding the actual concept of the problem as well as the basic principle of the problem.

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.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

Mathematical Elaboration Process of the Elementary Gifted Children's Board Game Re-creation in Group Project (모둠별 게임 변형을 통한 초등수학영재들의 수학적 정교화 과정 분석)

  • Sung, Ye Won;Song, Sang Hun
    • School Mathematics
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    • v.15 no.3
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    • pp.619-632
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    • 2013
  • One area where research is especially needed is their elaboration process and how they elaborate their idea as a group in a mathematical board game re-creation project. In this research, this process was named 'Mathematical Elaboration Process'. The purpose of this research is to understand how the gifted children elaborate their idea in a small group, and which idea can be chosen for a new board game when they are exposed to a project for making new mathematical board games using the what-if-not strategy. One of the gifted children's classes was chosen in which there were twenty students, and the class was composed of four groups in an elementary school in Korea. The researcher presented a series of re-creation game projects to them during the course of five weeks. To interpret their process of elaborating, the communication of the gifted students was recorded and transcribed. Students' elaboration processes were constructed through the interaction of both the mathematical route and the non-mathematical route. In the mathematical route, there were three routes; favorable thoughts, unfavorable thoughts and a neutral route. Favorable thoughts was concluded as 'Accepting', unfavorable thoughts resulted in 'Rejecting', and finally, the neutral route lead to a 'non-mathematical route'. Mainly, in a mathematical route, the reason of accepting the rule was mathematical thinking and logical reasons. The gifted children also show four categorized non-mathematical reactions when they re-created a mathematical board game; Inconsistency, Liking, Social Proof and Authority.

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A Study on the Development and Effect of Number-Operation Games for Mathematical Creativity of Gifted Students (초등 수학 영재의 창의성 향상을 위한 수 연산 게임 개발 및 적용에 관한 연구)

  • Kim, Yong Jik;Cho, Minshik;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.19 no.4
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    • pp.313-327
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    • 2016
  • The purpose of this study is to develop the number-operation games and to analyze the effects of the games on mathematical creativity of gifted elementary students. We set up the basic direction and standard of mathematical gifted creativity program and developed the 10 periods games based on the mathematically gifted creative problem solving(MG-CPS) model. And, to find out the change of students' creativity, the test based on the developed program and one group pretest-posttest design was conducted on 20 gifted students. Analysis of data using Leikin's evaluation model of mathematical creativity with Leikin's scoring and categorization frame revealed that gifted students's creativity is improved via the number-operation games.

Math Mobile Applications Affect Arithmetic Fluency and Learning Motivation of Underachieving Students in Math (수학 모바일 애플리케이션이 수학 학습부진아동의 연산 유창성과 수학 학습동기에 미치는 영향)

  • Shin, Sunae;Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.95-104
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    • 2014
  • In this research, we investigated the effect of arithmetic learning utilizing mathematical mobile application on arithmetic fluency and learning motivation of underachieving students in math. 24 4th grade math underachievers were divided into control and experimental groups. Arithmetic learning utilizing mathematical mobile application was conducted for experimental group and arithmetic learning utilizing learning worksheets was conducted for comparative group. After three weeks, the experimental group showed increase in math fluency and motivation compared to control group. Implications are discussed.

Design & development of e-learning game contents in elementary math class (초등 수학교과의 게임형 콘텐츠 설계 및 개발 사례)

  • Cho, Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.35-38
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    • 2006
  • The purpose of this study is to design and develop internet-based game content in elementary mass class. The design of Internet-based learning game content should be different from general game contents in terms of achieving learning goal, challenging learning steps, and learning motivation. This study presents the design and development strategies in the second grade multiply mass class. This study concludes that internet-based game content should consider the importances of the process of game, accumulations of game results to remind learners of what to achieve during the internet class not to enjoy the game itself.

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Development of Learning Program for Elementary Mathematics Using Web-Based Game (웹 기반 게임형 초등수학 학습 프로그램 개발)

  • 이지선;김희숙;정성태
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.664-666
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    • 2001
  • 학생들에게 흥미와 관심을 가지게 하면서 수학수업을 효과적으로 할 수 있는 방법론에 대한문제는 수학교육의 관심사중 하나이다. 그러나 실상 교사들이 현장에서 쉽게 이행할 수 있는 학습자료의 개발이나 그 활용은 미진한 상태이다. 본 연구에서는 아동들의 발달수준에 맞는 적절한 경험을 제공하여야 한다는 입장엣 수학적 힘을 기르기 위해 수준별, 개인별 수학학습에 바탕을 두고 학습자 중심의 학습능력을 키울 수 있는 웹 기반 게임형 초등 수학 학습 프로그램을 개발한다. 이 시스템은 학습자 진단평가로 학습자 수준을 판단한 다음 단계로 수준 결과에 따라 Story 학습을 통하여 단계별 학습내용의 기본원리를 설명한다. 그 다음에는 story학습에서 배운 기본원리를 응용하여 학습할 수 있도록 설계된 게임학습을 하게 함으로써 학습자는 능동적인 학습참여와 다양한 수학적 사고를 육성시킬 수 있고, 보다 쉽게 학습목표에 도달할 수 있다.

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Game Based Online Contents Development in Middle School Mathematics (중학교 수학교과의 온라인 게임형 콘텐츠 개발)

  • Cho, Eun-Soon;Kim, In-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.248-256
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    • 2007
  • The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.

A Case Analysis of Inference of Mathematical Gifted Students in the NIM Game (NIM 게임에서 수학 영재의 필승전략에 대한 추론 사례)

  • Park, Dal-Won
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.405-422
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    • 2017
  • Nim games were divided into three stages : one file, two files and three files game, and inquiry activities were conducted for middle school mathematically gifted students. In the first stage, students easily found a winning strategy through deductive reasoning. In the second stage, students found a winning strategy with deductive reasoning or inductive reasoning, but found an error in inductive reasoning. In the third stage, no students found a winning strategy with deductive reasoning and errors were found in the induction reasoning process. It is found that the tendency to unconditionally generalize the pattern that is formed in the finite number of cases is the cause of the error. As a result of visually presenting the binary boxes to students, students were able to easily identify the pattern of victory and defeat, recognize the winning strategy through game activities, and some students could reach a stage of justifying the winning strategy.

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