• Title/Summary/Keyword: 수학게임

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Gender Equity in Mathematical Game Software for Elementary School (성 평등적 초등수학 학습용 게임 소프트웨어 평가 준거에 관한 연구)

  • 권오남
    • Education of Primary School Mathematics
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    • v.5 no.2
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    • pp.95-110
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    • 2001
  • What characteristics of computer games encourage persistence, engagement, and learning for both girls and boys\ulcorner The purpose in conducting this research was to identify characteristics of computer games that engage all children-girls and boys- in significant mathematical learning. A set of criteria for evaluating gender fair computer games was developed. Much of this research had involved observing children playing computer games in pairs and small groups. Two game softwares were analyzed by way of dialogues that occurred with the games.

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A Design and Implementation of Mathematics Education System based on XML (XML 기반 초등 수학 학습 사이트 설계 및 구현)

  • 김갑수;염용철
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.577-579
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    • 2000
  • 본 논문에서 제안하는 수학학습 시스템은 구성주의 원리에 입각하여 학습자 중심의 다양한 학습 방법을 통해 자발적이고 협동적인 학습이 가능하도록 설계하였다. 특히 XML 문서를 통해 수학과 교수학습 지도안의 표준을 지향하며 본 시스템을 통해 데이터가 공유될 수 있게 하였다. 본 시스템의 구성요소는 게임, 진단학습, Q/A, 그룹학습으로 구성되고 이들간의 상호 유기적인 관계를 구성하고 있다. 따라서, 본 시스템은 학습자가 스스로 학습할 수 있게 도와주는 다양한 학습방법에 의한 수학학습이 이루어질 수 있다.

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Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.21-32
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    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

Extended Script Structure for Advertisement Game Development (광고형 게임 개발을 위한 확장 스크립트 구조)

  • Park, Jung-Yong
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.53-60
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    • 2007
  • This paper proposes the knowledge structure of an extended script for advertisement style game embodiment. This approach is able to allow for developing game and advertisement module. Research to reconsider contradictory awareness about existent game have been evolving from game education system, advertisement style game and simulation game for training and so on. In this paper, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. And we describes with mathematical structure for proposed situation structure. Game unfolding utilizes with causality. Game reflects situation of a spatiotemporal real world. For this goal, we applied extended script to game world. Advertisement style module progresses by method to provide company's advertisement to user while game is gone. The advantage of proposed method are able to allows for novice to effectively insert banner image, video and so on into advertisement module. The proposed method was implemented in the "Shooting BaDuk" among games.

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Development and Utilization of Mathematics Teaching Materials for Gifted Class by the Use of Polyominoes and What if (not)? Strategy (폴리오미노에 What if (not)? 전략을 적용한 영재 학급용 수학 수업 소재 발굴과 활용)

  • Ku, Bon-Wang;Song, Sang-Hun
    • School Mathematics
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    • v.13 no.1
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    • pp.175-187
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    • 2011
  • The purpose of this study is to develop and utilize various kinds of mathematics teaching materials for gifted class in elementary school by utilizing polyominoes and a what-if-not strategy. Blokus is used to let students understand the characteristics of polyominoes, and omok is utilized to let them grasp interior point. Thus, the activities that utilized the new materials, blokus and omok, are developed to teach Pick's theorem. Besides, recreation activities were additionally prepared to provide education in an easy, intriguing and creative manner. The findings of the study is as follows: First, each of the materials was utilized in a different manner when the students engaged in basic and enrichment learning. Second, the mathematically gifted students were able to discover Pick's theorem in the course of utilizing the materials that contained recreational elements. Third, the students were taught to foster their problem-solving skills about area, girth and interior point by making use of the materials that were designed to be linked to each other. Fourth, existing programs were just designed to attain particular objects, to be conducted at a fixed time and to cater to particular graders. Fifth, when the students made problems by making use of the what if (not) strategy and the materials, they responded in diverse ways and were able to apply them.

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Case Analysis on the Signification Model of Three Signs in a Mathematically Gifted Student's Abstraction Process (수학 영재의 추상화 학습에서 기호의 의미 작용 과정 사례 분석)

  • Song, Sang-Hun;Shin, Eun-Ju
    • School Mathematics
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    • v.9 no.1
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    • pp.161-180
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    • 2007
  • The purpose of this study is to analyse how a mathematically gifted student constructs a nested signification model of three signs, while he abstracts the solution of a given NIM game. The findings of a qualitative case study have led to conclusions as follows. In general, we know that most of mathematically gifted students(within top 0.01%) in the elementary school might be excellent in constructing representamen and interpretant But it depends on the cases. While a student, one of best, is making the meaning of object in general level of abstraction, he also has a difficulty in rising from general level to formal level. When he made the interpretant in general level with researcher's advice, he was able to rise formal level and constructed a nested signification model of three signs. We suggested 3 considerations to teach the mathematically gifted students in elementary school level.

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수학 퍼즐을 이용한 영재학습 자료의 개발 - 공간 감각을 중심으로 -

  • Nam, Seung-In
    • Communications of Mathematical Education
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    • v.17
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    • pp.97-114
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    • 2003
  • 일선 교육 현장에서 영재를 지도함에 있어서 해결해야 할 당면 과제는 판별 도구와 학습 프로그램의 개발이다. 영재를 위한 수학 프로그램을 문제 해결형, 수학 탐구형, 과제 해결형의 3가지로 분류할 경우, 퍼즐은 문제 해결형과 수학 탐구형 프로그램의 특성을 공통적으로 갖고 있는 유형으로 수학적 지식의 통합과 연결성. 그리고 창의적 문제 해결력 신장 및 수학적 원리 ${\cdot}$ 법칙을 체험적으로 만들 수 있는 기회를 제공한다는 점에서 매우 가치있는 프로그램이다. 특히 조작퍼즐은 기존의 대수적 표현 체계로 학습하기가 힘든 관찰력이나 공간에 대한 인식과 표현력 친 공간 추론력을 기르는 데 유용하며, 게임적인 요소가 포함된 퍼즐은 지필에 의존해 왔던 수학학습에 대한 부정적인 인식을 해소하는 데 크게 기여할 것이다. 본 고에서는 수학 퍼즐의 종류 및 특성과 교육적 가치에 대해서 개괄적으로 살펴보고, 실제 프로그램 작성을 위한 정보를 제공과 영재들의 공감 감각을 기르기 위한 프로그램의 원을 이용한 수학 퍼즐의 개요를 제시한다.

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Performance Evaluation of Coalition and Bargaining Games for Efficient and Fair Bandwidth Allocation (효율적이고 공정한 대역폭 할당을 위한 제휴 게임과 협상 게임의 성능 평가)

  • Park, Jae-Sung
    • The KIPS Transactions:PartC
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    • v.17C no.4
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    • pp.385-390
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    • 2010
  • Fair and efficient bandwidth allocation methods using the coalition game theory and the bargaining game theory following the axiomatic approach have been proposed when sending nodes with different traffic input rate try to share the bandwidth. These methods satisfy the axiomatic fairness provided by the mathematical ground of the game theories. However, since the axioms of the two game models are different from one another, the allocated bandwidths to each sending nodes become different even in the same communication environments. Thus, in this paper, we model the bandwidth allocation problem with these game theories, and quantitatively compare and analyze the allocated bandwidth and loss rate of each sending nodes in various communication environments. The results show that the bargaining game allocates relatively less bandwidth to a node with a higher sending rate than that with a lower sending rate while coalition game allocates bandwidth according to the sending rate of each node.

Linear algebra algorithm for the optimal solution in the Blackout game (바둑판을 이용한 흑백 게임의 최적해를 구하는 선형대수학 알고리즘)

  • 이상구;박종빈;양정모;김익표
    • The Mathematical Education
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    • v.43 no.1
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    • pp.87-96
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    • 2004
  • For finding the optimal strategy in Blackout game which was introduced in the homepage of popular mono "Beautiful mind", we develope a mathematical proof and an algorithm with a software. We only use the concept of basis and knowledge of basic linear algebra. This process can be extended to the fullsize Go table problem and shows why we have to study mathematics at the college level.

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An Analysis on the Effects of Basic Computational Skills Using G-Learning Contents (기초셈하기 G-러닝 콘텐츠의 효과성 분석)

  • Park, Mangoo;Kim, Eunhye;Whang, Sungwhan;Lee, Donghee
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.2
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    • pp.225-243
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    • 2013
  • This study was to analyze the effects of basic computational abilities using G-learning contents, which was developed for mathematically slow learners. The participant students were 146 mathematically slow learners in grade 3-6 in Seoul. The researchers analyzed the difference between pre and post test scores to check their effectiveness. Also, teachers and parents as well as students responded survey items to check dispositions and satisfactions towards the program. The research results showed that the application of the G-learning contents on basic computation areas was effective to develop students' basic computational skills. In addition, students also showed that they were satisfied studying basic computations with the G-learning contents. They had increased beliefs about and decreased difficulties in mathematics. Parents and teachers also had satisfactions in using the G-learning programs in spite of some negative effects such as errors in the contents, use of computers, and concentration on the game itself. For the improvement of G-learning contents, we need to keep studying on G-learning contents with wide range of areas and long term studies.

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