• Title/Summary/Keyword: 수학문제해결능력

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The Development of Self-Directed CAI Using Web - The main theme is the figure part of mathematics - (웹을 이용한 자기 주도적 CAI 개발 - 수학과 도형영역 중심 -)

  • Kang, Seak;Ko, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.33-45
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    • 2001
  • In order to adapt ourselves to the Informationalization Society of twenty-first century, it is required to have ability to find quickly the necessary information and solve the problem of our own. In the field of school, it should be educated to develop learner's ability that can cope with the Informationalization Society. When a learner can study in such direction, he or she will be able to plan the learning of his own as the subject of education, and develop his ability to solve the problem by collecting and examining various information. It is self-leading learning that can make education like this possible. Through computer, especially Web site, self-directed learning can develop can develop the individuality and creativity of learners. They can collect and utilize autonomously information and knowledge. To do such an education, the program that can work out self-directed learning is needed. Therefore the program I want to develop is to reconstruct the 'figure' part of mathematics in elementary school into five steps by utilizing Web site. In the first step is to learn the concept of various shape. This step enable learners to know what figure is and how it can be utilized in our real life. The second step of dot, line and angle makes it possible that learners can consolidate the foundation of the study about figure and recognize the relation between angle and figure. In the third step of plane figure, we can study how to calculate the relation of plane figures and the area of figure with various shapes by cutting and adding them. The fourth step is about congruence and symmetry. Learners can learn to know the figure in congruence, reduction and enlargement and how it is used in our real life. In the fifth step of solid figure, we can learn the relation among the plane figure, solid figure, the body of revolution, corn and pyramid etc. controling the speed of learning on the basis of his ability. In the process of the program, it is also possible to develop learner's ability of self-leading learning by solving the problem by himself. Because this program is progressed on the Web site, it is possible to learn anytime and anywhere. In addition to it, a learner can learn beyond the grade as well as do the perfect learning by controling the pace of learning on the basis of his ability. In the process of the program, it is also possible to develop learner's ability of self-leading learning by solving the problem by himself.

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Latent Profile Analysis on Vocational Competency of Students in Vocational High Schools and Vocational Program of General High School (직업계 고교생의 직업기초능력 잠재프로파일분석)

  • Lim, Jung-yeon;Lee, Young-min
    • Journal of vocational education research
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    • v.37 no.4
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    • pp.23-44
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    • 2018
  • The purpose of the study was to examine the vocational competency of students enrolled in vocational high schools including specialized vocational high school and meister vocational high school, and vocation program of general high school. We analyzed their vocational competency, based upon the vocational competency data of KCCI (Korea Chamber of Commerce & Industry). The results were as follow. First, latent profiles of subjects were categorized into four folds: general cognition-low adaption, cognition adaption general, pursuit of job adaption, low cognition-job mal-adaption. Each percentage of four groups was 39%, 30%, 11%, and 20%. Second, mainly, specialized vocational high school pattern is matched with vocational high schools' pattern. However, the cognitive competency of students in meister vocational high school was higher than that of student in vocation program of general high school. Third, latent profile group was clarified in terms of non-cognition aspect. Fourth, The higher the job adaption is, the higher the career decision level. We suggested some policy implications for improve the vocational competency.

Development and Effectiveness of STEAM Outreach Program based on Mathematics (수학을 기반으로 하는 STEAM 아웃리치 프로그램 개발과 효과성)

  • Hwang, Sunwook;Kim, Namjun;Son, Jeongsuk;Song, Wonhee;Lee, Kapjung;Choi, Seongja;Lew, Kyounghoon
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.389-407
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    • 2017
  • Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.

Investigating Secondary Mathematics Teachers' Capacity to Select and Pose Cognitively Demanding Tasks (중등 수학교사의 과제 이해 및 변형 능력 : 인지적 노력 수준 중심으로)

  • Kim, Jung Eun;Lee, Soo Jin;Kim, Ji Soo
    • School Mathematics
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    • v.17 no.4
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    • pp.633-652
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    • 2015
  • The purpose of the present study is twofold: one is to understand secondary mathematics teachers' capacity to sort out given tasks based on Stein & Smith(1998)'s Cognitive Demands of Mathematical Task Framework; the second is to examine how the teachers assess the levels of cognitive demand indicated in students' reponses and how they modify the tasks to elicit the students' higher levels of cognitive activity. The analysis of 45 teachers' responses to the survey indicates that the teachers, in general, could select appropriate tasks for the given goal of the lessons but some made the decision merely by their appearances. Even though the teachers chose a particular level with different reasons amongst each other, most teachers could correctly evaluate the levels of cognitive demand of the students' responses. Finally, teachers could pose cognitively demanding tasks using various methods, but a number of them felt challenged in creating word problems that were realistic and aligned with curriculum.

Analysis on the New Zealand Mathematics Curriculum: Focused on the Connectivity between Standards into Curriculum (뉴질랜드 수학과 교육과정 분석 - 교육과정 성취기준의 연계성을 중심으로 -)

  • Cho, Seongmin;Park, Ji Hyun;Choi, Inseon
    • School Mathematics
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    • v.19 no.3
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    • pp.423-441
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    • 2017
  • New Zealand had reformed their national curriculum with competence and are applying the revised curriculum. As the 2015 revised national curriculum is clothed with competency-based curriculum, New Zealand may have important implications for the study of the Korean revised curriculum. In this study, we examine characteristics of the education system and the national curriculum in New Zealand. In addition, we analyze the standards into the New Zealand national curriculum in terms of 'curriculum connectivity' that is one of important curriculum criteria for improving the quality of education. For this, we look an overview of the relation between the New Zealand curriculum and NCEA, which is the core of the student-centered education system in New Zealand, and analyze the correspondence between the New Zealand curriculum and the Korean curriculum. And we establish analysis framework of curriculum connectivity based on these comparison analysis contents, and analyze Korean mathematics standards with corresponding levels from among the New Zealand mathematics curriculum. According to the results of this study, the New Zealand curriculum includes the most of standards which Korean high school students who want to enter university of natural sciences of engineering need to require. In addition, the New Zealand curriculum highlights statistical research activities for developing problem-solving ability in real life. From perspective of curriculum connectivity, 'in-depth contents' adding on to repeating mathematical concepts or contents are included in the New Zealand curriculum.

The Effect of Activities using Hands-on Robots on Logic-Mathematical Knowledge and Creative Problem-Solving Ability of Young Children (교구로봇을 활용한 활동이 유아의 논리-수학적 지식과 창의적 문제해결능력에 미치는 영향)

  • Kim, Sang-Un;Kim, Sang-Hee;Jang, Jee Eun
    • The Journal of Korea Robotics Society
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    • v.12 no.3
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    • pp.287-296
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    • 2017
  • Robots are used in early childhood education as a new instructional media, and educational activities using robots have been increased. So the purpose of this study is to investigate the effect of educational activities using hands-on robots on logic-mathematical knowledge and creative problem-solving ability of young children. The total number of subjects was 43, and they were all five-year-old children. The experimental group and control group did activities with hands-on robots and general free activities, respectively. Results using ANCONA have shown that the activities with hands-on robots positively affected logic-mathematical knowledge and creative problem-solving ability of young children. These meaningful results have shown the possibility of early childhood educational use as the effectiveness of hands-on robots has come out.

A study on teaching methodology for improving problem-solving skills in high school mathematics (고등학교 문제해결 능력 신장을 위한 교수 학습 방법 연구)

  • 김용규
    • Journal of the Korean School Mathematics Society
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    • v.1 no.1
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    • pp.165-174
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    • 1998
  • This is the study on a teaching method for improving problem-solving ability in mathematics. If this method is performed step by step in solving problems, learners can approach problems in a variety of ways. This step-by-step teaching method will create some changes among learners. The purpose of this experiment was to determine what effects resulted from this method, especially which effects arose in the affective areas of learning math. For the experiment, learning materials were divided into 73 parts. And the subjects, who are low-leveled and have negative attitudes towards mathematics, were divided into two groups. One group was exposed to this method for four months (treatment group), and the other group(control group) was not. According to the result, though there were few changes, the treatment group came to be more interested in math than before and also negative attitudes towards math were reduced gradually, as compared with the control group. In this study, three factors were investigated: interest in math, attitudes toward math, and learning -achievement in math. Significant changes were found in two factors: interest in math and learning-achievement in math. No significant changes were found in the area of attitudes towards math. In conclusion, if this method is adopted and performed regularly, it is likely that the problem-solving skills will be improved and the negative attitudes towards math will be reduced.

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Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

Design and Implementation of a Web Based Courseware by Level Differentiated Curriculum for learning Number 0 to 5 (5까지의 수 학습을 위한 수준별 웹 코스웨어 설계 및 구현)

  • Kim Soon-Ok;Lin Chi-Ho
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.89-97
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    • 2002
  • A web based courseware was designed and implemented for teaching number 0 to 5 to students of first grade in elementary school. The leveled learning program, according to the difference of learning abilities between learners, provides them with the contents and problems of leveled learning. This study shows the proper feedback to learners after considering their answers and provides them the effective learning situation where children learn without any restrictions of time and space. Therefore, the leveled and differentiated learning has been realized and this courseware enhanced students' interests in learning and desire for achievement. Also, it led them who can attend just for a short time to attend continuously and to participate eagerly in learning.

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