• Title/Summary/Keyword: 수학 콘텐츠

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Effects of Math Instruction Using Clip-Type Contents on Elementary Students' Mathematical Learning (클립형 콘텐츠를 활용한 수학 수업이 초등학생의 수학 학습에 미치는 영향)

  • Kim, Youn-Kyoung;Oh, Youngyoul
    • Journal of Elementary Mathematics Education in Korea
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    • v.18 no.2
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    • pp.357-377
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    • 2014
  • The purpose of this study is to identify whether math class with clip-type contents has a significant impacts on the academic achievement and attitude of students. To answer the questions, two classes of 4th graders at Sinlim Elementary School in Gwanak-gu, Seoul were selected as subjects; they were divided into experimental group and comparative group. They were confirmed as a homogeneous group at the significance level of 0.05 during a pre-test. The findings are as follows. First, math class with clip-type contents had positive influence on the academic achievement. Second, math class with clip-type contents had positive influence on the attitude towards learning. Furthermore, proper clip-type contents for class boost their understanding and enhance their mathematical thinking with multiple views. It led to their self-confidence in learning math, developing a positive attitude towards math. The benefits of the present research can be summarized as follows. First, the math class with clip-type contents benefited both teachers and students. For teachers, it helped them boost the quality of their teaching. For students, it helped them understand the class better, improving their academic achievement. Second, the diverse, interesting contents had a positive impact on the following of the students: self-concept of math; attitude towards math; learning habits.

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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.

Development of Mathematics Learning Contents based on Storytelling for Concept Learning (초등학교 수학과 개념학습을 위한 스토리텔링 기반학습 콘텐츠 개발)

  • Oh, Young-Bum;Park, Sang-Seop
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.537-545
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    • 2010
  • The purpose of this paper is to develop mathematics learning contents for elementary school 3rd graders and to verify the educational effectiveness of contents developed. An ADDIE model was applied to develop mathematics learning contents based on storytelling for concept learning. After extracting 54 concepts from the mathematics curriculum, researchers designed strategies using concepts that were combined with context which is familiar to young students. Researchers implemented a survey and interview to students and teachers to verify the effectiveness of contents. As a result, the understanding, interest, concentration, and expectation of students toward the contents developed were very high, and teachers also mentioned that these contents could be very useful teaching materials for motivation.

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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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An Analysis of Operating System and Contents Connection of NRICH Web Site (영국 NRICH 웹사이트 운영과 콘텐츠 연계 방식 고찰)

  • Park, Ji hwan;Song, Myeong-Seon;Hong, Gap ju
    • Education of Primary School Mathematics
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    • v.18 no.3
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    • pp.217-234
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    • 2015
  • Computer technology and internet environment have been adapted to teaching and learning in Korean educational context. However, there are several problematic areas in operating web site for teaching and learning mathematics. This study aims to investigate the operating system, such as designing web site, contents information, and contents connection of NRICH web site that has been operated as a part of 'Millennium Mathematics Project' of Cambridge University since 1997. Based on these categories, this study also gives the implications for how to develop theme-centered contents, accumulation of continuous and long-term data, induction of user's participation, and various cooperation project.

Mathematics & coding mobile contents for secondary education (텍스트 코딩을 활용한 중등수학 모바일 콘텐츠 개발 연구)

  • Lee, Sang-Gu;Lee, Jae Hwa;Nam, Yun
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.231-246
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    • 2024
  • In this paper, we present the development and a case study on 'Mathematics & Coding Mobile Contents' tailored for secondary education. These innovative resources aim to alleviate the burden of laborious calculations, enabling students to allocate more time to engage in discussions and visualize complex mathematical concepts. By integrating these contents into the curriculum, students can effectively meet the national standards for achievement in mathematics. They are empowered to develop their mathematical thinking skills through active engagement with the material. When properly integrated into secondary mathematics education, these resources not only facilitate attainment of national curriculum standards but also foster students' confidence in their mathematical abilities. Furthermore, they serve as valuable tools for nurturing both computational and mathematical thinking among students.

Design and Development of White-box e-Learning Contents for Science-Engineering Majors using Mathematica (이공계 대학생을 위한 Mathematica 기반의 화이트박스 이러닝 콘텐츠 설계 및 개발)

  • Jun, Youngcook
    • Journal of the Korean School Mathematics Society
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    • v.18 no.2
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    • pp.223-240
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    • 2015
  • This paper deals with how to design and develop white-box based e-learning contents which are equipped with conceptual understanding and step-by-step computational procedures for studying vector calculus for science-engineering majors who might need supplementary mathematics learning. Noting that rewriting rules are often used in school mathematics for students' problem solving, the theoretical aspects of rewriting rules are reviewed for developing supplementary e-learning contents for them. The software design of step-by-step problem solving requires careful arrangement of rewriting rules and pattern matching techniques for white-box procedures using a computer algebra system such as Mathematica. Several modules for step-by-step problem solving as well as producing dynamic display of e-learning contents was coded by Mathematica in order to find the length of a curve in vector calculus after implementing several rules for differentiation and integration. The developed contents are equipped with diagnostic modules and immediate feedback for supplementary learning in terms of a tutorial. At the end, this paper indicates the strengths and features of the developed contents for college students who need to increase math learning capabilities, and suggests future research directions.

Development of a CAS-Based Virtual Learning System for Personalized Discrete Mathematics Learning (개인 적응형 이산 수학 학습을 위한 CAS 기반의 가상 학습 시스템 개발)

  • Jun, Young-Cook;Kang, Yun-Soo;Kim, Sun-Hong;Jung, In-Chul
    • Journal of the Korean School Mathematics Society
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    • v.13 no.1
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    • pp.125-141
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    • 2010
  • The aim of this paper is to develop a web-based Virtual Learning System for discrete mathematics learning using CAS (Computer Algebra System), The system contains a series of contents that are common between secondary und university curriculum in discrete mathematics such as sets, relations, matrices, graphs etc. We designed and developed web-based virtual learning contents contained in the proposed system based on Mathematia, webMathematica and phpMath taking advantages of rapid computation and visualization. The virtual learning system for discrete math provides movie lectures and 'practice mode' authored with phpMath in order to enhance conceptual understanding of each movie lesson. In particular, matrix learning is facilitated with conceptual diagram that provides interactive quizzes. Once the quiz results are submitted, Bayesian inference network diagnoses strong and weak parts of learning nodes for generating diagnostic reports to facilitate personalized learning. As part of formative evaluation, the overall responses were collected for future revision of the system with 10 university students.

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Development of an Adaptive e-Learning System for Engineering Mathematics using Computer Algebra and Bayesian Inference Network (컴퓨터 대수와 베이지언 추론망을 이용한 이공계 수학용 적응적 e-러닝 시스템 개발)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.276-286
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    • 2008
  • In this paper, we introduce an adaptive e-Learning system for engineering mathematics which is based on computer algebra system (Mathematica) and on-line authoring environment. The system provides an assessment tool for individual diagnosis using Bayesian inference network. Using this system, an instructor can easily develop mathematical web contents via web interface. Examples of such content development are illustrated in the area of linear algebra, differential equation and discrete mathematics. The diagnostic module traces a student's knowledge level based on statistical inference using the conditional probability and Bayesian updating algorithm via Netica. As part of formative evaluation, we brought this system into real university settings and analyzed students' feedback using survey.

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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