• Title/Summary/Keyword: 수학친화 프로그램

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Development of Strategies to Reduce Anxiety toward Mathematics (수학불안 감소 방안에 관한 연구)

  • 최택영;김시주;김현태
    • Journal of the Korean School Mathematics Society
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    • v.6 no.2
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    • pp.127-142
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    • 2003
  • This study was done to research and analyze the reasons why students feel anxious about learning mathematics. The aim of this study are to learn how to decrease the anxiety toward mathematics, and to find ways to give the learners confidence in their ability to study as well as increase their mathematical competence. The research method used was the development of a mathematics program through which the learners could have easy access to the mathematics to be studied.

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The Development of a Math-Friendly Activity Program for the Alleviation of Mathematics Anxiety (수학불안 감소를 위한 수학 친화적 활동 프로그램 개발)

  • Yoon, Rak-Kyeong;Jeon, In-Ho
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.583-613
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    • 2010
  • Mathematics anxiety is likely to be a drag on mathematics learning if that is left alone, and it is important to grasp the cause of mathematics anxiety and devise how to get rid of it. The purpose of this study was to examine the cause of mathematics anxiety among elementary school children, to develop a math-friendly activity program geared toward easing mathematics anxiety and to check the effect of the developed program on the alleviation of mathematics anxiety. The subjects in this study were 32 students in a fourth-grade class in I elementary school located in Dongdaemoon-gu, Seoul. A math-friendly activity program was designed to alleviate the mathematics anxiety of the five subfactors-test anxiety, time constraints, comprehension, learning motivation and parent attitude-on which the students scored higher than their pretest collective averages. The mathematics anxiety pretest data, the objectives and content system of the current 7th national mathematics curriculum and the mathematics textbooks for 4-A and 4-B were analyzed to develop the math-friendly activity program that consisted of psychological remedy (positive thinking training) and non-psychological remedy (mathematics activities). After the program was implemented, we analyze the pretest and posttest mathematics anxiety data to determine the effect of the program. As a result, the collective averages of every student on math anxiety and its subfactors were lower in the posttest than in the pretest.

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The Effect of the Problem-Based Learning for Training 'Classroom Friendly Teachers' - Focusing on the Elementary School Mathematics Education ('교실친화적 교사' 양성을 위한 문제중심학습 적용 효과 - 초등수학교육을 중심으로)

  • Lee, Kwang-Ho
    • School Mathematics
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    • v.13 no.4
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    • pp.543-562
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    • 2011
  • In this research, the PBL program was developed in terms of 'classroom practice ability', 'self-develop ability', and 'teaching profession character' which classroom friendly teachers get ready and was applied to the classroom friendly elementary mathematics teachers for studying the effectiveness of the program. From the result elementary preservice teachers' disposition in terms of thought about mathematics, mathematics learning, and mathematics teaching was changed to the positive direction through the PBL. They could developed their classroom practice ability, self-develop ability, and teaching profession character through application of new knowledge and plan for problem solving and reflection after solving the problems.

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Analysis of pre-service teachers' cognition on a teacher education program in technology-friendly flipped classroom (공학 도구 친화적 거꾸로 수업에서 예비교사의 인식 분석)

  • Kim, Dong-Joong;Kim, Daesang;Choi, Sang-Ho
    • Communications of Mathematical Education
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    • v.32 no.4
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    • pp.455-475
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    • 2018
  • The purpose of this study is to investigate characteristics of pre-service teachers' cognition about learning through the use of technology by employing a teacher education program in the use of technology-friendly flipped classroom. For this purpose, 45 pre-service teachers participated in the study and they completed both pre- and post-surveys including questions about Technology Adopter Category Index(TACI) and Technological Pedagogical Content Knowledge(TPACK). They were also asked to write self-reflections on mathematics softwares(Geometer's Sketch Pad(GSP), Geogebra, Cabri 3D). Results show that the teacher education program in the use of technology-friendly flipped classroom affected pre-service teachers' cognitions of TACI and TPACK, and they perceived that technology integration helped students' mathematics learning process. Findings from this study indicate that ideas about how to develop a technology-friendly teacher education program are more specified..

창업자의 다중지능 영역별 발달 특성이 창업 행동 및 창업 분야에 미치는 영향 연구

  • Lee, Seon-Hui
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.31-34
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    • 2018
  • 다중지능은 하워드 가드너가 제시한 개념으로, 지능이 단일한 지적 능력을 나타내는 구조(construct)이라기 보다는 다차원적인 복수의 하위 능력들로 구성된 것이라는 의미를 담고 있다. Gardner는 다중지능의 구성을 음악지능이나 신체운동지능, 논리수학지능, 언어지능, 공간지능, 인간친화지능, 자기성찰지능 그리고 자연친화지능 등과 같은 상호독립적 능력으로 분류하고 있으며, 각 개인은 각 능력 영역에서 다른 발달 수준을 가지고 있다고 본다. 본 연구는 창업자의 다중지능의 영역별 발달 특성이 창업 실행 행동, 창업 분야, 창업 성과 만족도에 영향을 미치는지를 알아보는 것을 통해 예비 창업자들이 본인의 적성과 재능에 적합한 분야에서의 창업 가능성을 탐색하도록 돕는 지도자들에게 시사점을 제공하고, 향후 창업가 육성 프로그램의 구성 개선안을 마련하는 데에 기여하고자 한다. 이를 위해 본 연구에서는 2018년 중소기업진흥공단 청년창업사관학교에 입교한 만 39세 이하의 청년창업자 200인을 대상으로 다중지능검사와 인구통계학적 특성 및 창업 특성에 대해 묻는 설문조사를 실시한 후, Pearson 상관계수 및 다변량분산분석을 통해 수집된 자료를 분석할 예정이다. 연구목적을 달성하기 위하여 설정한 가설은 다음의 3가지이다. 가설 1. 창업자의 다중지능 영역별 발달 수준과 창업 실행에는 정적인 상관이 있을 것이다. 가설 2. 창업자의 다중지능 영역별 발달 수준에 따라 창업자가 선택한 창업 분야에 유의한 차이가 있을 것이다. 가설 3. 창업자의 다중지능 영역별 발달 수준에 따라 창업자의 창업 성과 만족도에 유의미한 차이가 있을 것이다.

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The effects of S-STEAM program on creativity and multiple intelligences of young children (과학 중심 융합인재교육(S-STEAM) 프로그램이 유아의 창의성 및 다중지능에 미치는 영향)

  • Song, Min-Seo;Kim, Hyoung-Jai
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.361-372
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    • 2016
  • The purpose of this study was to develop a STEAM-based science education program for children and to verify its effectiveness. An S-STEAM-based science education program for young children was developed through careful analysis of prior research on science education for young children and S-STEAM. The participants were 29 four-year-old children from daycare centers located in Seoul (an experimental group of 14 and comparative group of 15). The S-STEAM program was applied to the experimental group, while the control group went through a general science education course provided by the government. TTCT of Creative Thinking (TTCT: Figures A and B) was used as a research tool, and a multiple intelligence test tool was applied to teachers of the groups. Afterwards, analysis of covariance was implemented to find the S-STEAM program's effects. First, the results showed positive effects on overall creativity, as well as in fluency, originality, abstractness, elaboration, and openness components of creativity. Second, the results showed positive effects on overall multiple intelligences and its components of linguistic, musical, spatial, logical/mathematical, physical exercise, interpersonal, and naturalist intelligence.

Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.