• Title/Summary/Keyword: 초등 수학 수업연구

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Analyzing Studies on Teacher Professional Vision: A Literature Review ('수업을 보는 눈'으로서 교사의 전문적 시각에 대한 기존 연구의 특징과 쟁점 분석)

  • Yoon, Hye-Gyoung;Park, Jisun;Song, Youngjin;Kim, Mijung;Joung, Yong Jae
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.765-780
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    • 2018
  • The purpose of this study is to synthesize the theoretical perspectives, research methods, and research results of teachers' professional vision by reviewing and analyzing previous research papers and to suggest implications for science teacher education and research. Three databases were used to search peer reviewed journal articles published between 1997-2017, which include 'teachers' and 'professional vision' explicitly in abstracts and empirical studies only. 21 articles in total were analyzed and review results are as follows. First, researchers regarded professional vision as a new concept of teacher professionalism. Previous research viewed professional vision as integrated structure of teachers' knowledge or ability activated at specific moment. Second, the analytical framework of professional vision included two aspects; 'selective attention' and 'reasoning'. Several aspects of lessons or the desirable teaching and learning factors are suggested as the subcategories of selective attention. Hierarchical levels or independent reasoning ability factors are suggested as the subcategories of reasoning process. Third, research on teachers' professional vision focused more on middle school teachers than elementary teachers and on various subject areas. Most studies used video clips and more cases of using videos of non-participants were found. In case of measurement of professional vision, most quantitative scoring methods were whether the responses of experts and teachers on video clips were consistent. Last, most studies examined or assessed teachers' professional vision. It is reported that in-service teachers' professional vision was evaluated higher than novice teachers' and using video clips were effective to examine and improve teachers' professional vision.

Self-Directed MITS Based on the Web -The main theme is operation of numeral in primary school mathematics - (웹을 기반으로 한 자기 주도적 MITS -초등 수학 수와 연산 영역 중심-)

  • Kim, Dong-Hyuk;Goh, Byung-Oh;Choi, Eui-In
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.335-349
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    • 2004
  • Recently, there is change the environment of education due to development of Science Technology Specially, As education information on web increased by internet, using education web data by mean of medium that aids learning by computer. Also It studied method that used the Computer as learning medium through the CAI(Computer Assisted Instruction), ICAI(Intelligent CAI), and ITS(Intelligent Tutoring System). But legacy system are not support efficient method that learns to vary learner suitable learning method by individual level. Specially It is not suitable the education course to direct current course of education, and not consider different of student capability, aptitude, need, interesting, not maximized the individual growable power and effect of education. To solve the this problem, our paper suggest the web-based self-directed MITS(Multimedia ITS) that supply the needed the information on web, make the environment that can self-directed learning. To maximized effect of individual learning, our paper structured coursed, characterized, related learning contents in region of numeral at mathematics of primary school. And then integrated contents and class, design and implement the web-based MITS that consist of 4 module to escape from limitation of learner grade, learning time, learning place.

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On the Method of Using 1÷(divisor) in Quotitive Division for Comprehensive Understanding of Division of Fractions (분수 나눗셈의 통합적 이해를 위한 방편으로서 포함제에서 1÷(제수)를 매개로 하는 방법에 대한 고찰)

  • Yim, Jaehoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.22 no.4
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    • pp.385-403
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    • 2018
  • Fraction division can be categorized as partitive division, measurement division, and the inverse of a Cartesian product. In the contexts of quotitive division and the inverse of a Cartesian product, the multiply-by-the-reciprocal algorithm is drawn well out. In this study, I analyze the potential and significance of the method of using $1{\div}$(divisor) as an alternative way of developing the multiply-by-the-reciprocal algorithm in the context of quotitive division. The method of using $1{\div}$(divisor) in quotitive division has the following advantages. First, by this method we can draw the multiply-by-the-reciprocal algorithm keeping connection with the context of quotitive division. Second, as in other contexts, this method focuses on the multiplicative relationship between the divisor and 1. Third, as in other contexts, this method investigates the multiplicative relationship between the divisor and 1 by two kinds of reasoning that use either ${\frac{1}{the\;denominator\;of\;the\;divisor}}$ or the numerator of the divisor as a stepping stone. These advantages indicates the potential of this method in understanding the multiply-by-the-reciprocal algorithm as the common structure of fraction division. This method is based on the dual meaning of a fraction as a quantity and the composition of times which the current elementary mathematics textbook does not focus on. It is necessary to pay attention to how to form this basis when developing teaching materials for fraction division.

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An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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Development of Adventure-Game style Program for Figure Learning (도형 학습을 위한 어드벤처 게임형 학습 프로그램 개발)

  • Lee, Jae-Mu;Kim, Min-Hee
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.33-42
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    • 2006
  • This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.

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A Study on the Effects of Creative STEAM System Given by Center of Gravity Experiment (창의적 융합교육을 위한 무게중심 프로그램 개발과 적용사례 연구)

  • Kim, Su Geum;Ryu, Shi Kyu;Kim, Sun Bae
    • Journal of Educational Research in Mathematics
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    • v.24 no.3
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    • pp.333-357
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    • 2014
  • This study resulted from a study regarding creative STEAM System based upon an experiment with the center of gravity. The results of the study are constructed by a fusion of mathematics and physics, showing that they are the same as mathematical calculations. Also, students can find that center of gravity of an object is in equilibrium on a metal rod when the center of gravity exactly is placed on the rod. The fact that an experimental results are correspond to calculations can maximize the effectiveness of teaching. And also this study has the following effectiveness. First, the exact construction and calculations arouses good competition among students. Second, this experiment can give students a motivation for study and increase their thinking in classes because the theoretical background of center of gravity experiment is basically attributed to math and science classes in school. This study includes three different types of center-of-gravity experiments. One is a simple type of experiment in which center of gravity exists inside of an object. Another is a complicated one in which the center of gravity is also inside of an object. However, the third type is an experiment in where the center of gravity is outside of an object. Therefore, it gives students an opportunity to discuss how to confirm equilibrium on a metal rod when the object has its center of gravity outside. Having discussions in class will allow students to have a critical way of thinking. In addition, searching for a way to solve a problem will increase creativity of students as well. And the last type is finding the center of gravity of a big acrylic panel where multiple objects are on the panel. According to the survey and interview conducted by students who participated in this program, teaching based on creative STEAM system helps students to get a better understanding and more fast acquisition of knowledge. We can expect that a well-planned creative STEAM system through a continuous study will be both effective and efficient in educating critical and creative students.

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Development Convergence Education Program for Elementary and Middle School Using Design (디자인을 활용한 초‧중등 융합교육 프로그램 개발)

  • Lee, Jong-Hak;Yoon, Ma-Byong;Ryu, Sung-Rim;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.8 no.10
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    • pp.173-183
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    • 2017
  • The purpose of this study is to develop students' creativity and artistic sensitivity by developing a convergence education program that links various subjects, including mathematics, science, and art based on design. Design is done in almost every human activity that pursues beauty and implements cultural value through patterns and images. We have developed three programs for elementary school students and two programs for middle school students, taking into consideration the achievement standards and curriculum content appropriate for the 2015 revised curriculum. It was assessed by a panel of five educational experts during the development and demonstration courses to evaluate the feasibility of the development program. The development program can enhance the design literacy and design sense of elementary and junior high school students and can be used convergent educational contents that can be applied in the free-semester system activities of junior high school. Through this program, adolescents who will lead the future design society will be able to acquire the sense of design, literacy, and design ability as design consumers and producers.

A Case Study of Artificial Intelligence Education Course for Graduate School of Education (교육대학원에서의 인공지능 교과목 운영 사례)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.673-681
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    • 2021
  • This study is a case study of artificial intelligence education subjects in the graduate school of education. The main educational contents consisted of understanding and practice of machine learning, data analysis, actual artificial intelligence using Entries, artificial intelligence and physical computing. As a result of the survey on the educational effect after the application of the curriculum, it was found that the students preferred the use of the Entry AI block and the use of the Blacksmith board as a physical computing tool as the priority applied to the elementary education field. In addition, the data analysis area is effective in linking math data and graph education. As a physical computing tool, Husky Lens is useful for scalability by using image processing functions for self-driving car maker education. Suggestions for desirable AI education include training courses by level and reinforcement of data collection and analysis education.

A Study on the Development and Effect of Korean Language Education Program Based on Multiple Intelligences (다중지능에 기초한 국어교육 프로그램 개발 및 효과검증)

  • Ku, Ji-Hye;Park, Seong-Ok
    • Journal of Gifted/Talented Education
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    • v.19 no.1
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    • pp.69-94
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    • 2009
  • The purpose of this study was to develop and apply a Korean language education program based on multiple intelligences in a bid to foster the multiple intelligences, self-efficacy and achievement motivation of elementary schoolers in regular language arts class. It's basically meant to create the educational conditions for every child to exert his or her abilities. Two research questions were posed: 1. What should be the objectives, content and teaching-learning methods of a Korean language education program based on multiple intelligences? 2. What effect does a Korean education program based on multiple intelligences have on children's multiple intelligences, self-efficacy and achievement motivation? The subjects in this study were 58 Students in two different third-grade classes in M elementary school in the city of Daejeon. A Korean language education program based on multiple intelligences was implemented during a 4month period of time, and an inclusive approach of multiple intelligences and cooperative learning were applied. The major findings of the study were as follows: First, in order to develop a Korean education program based on multiple intelligences, the kinds of themes that could cover multiple intelligences in an inclusive way were selected in consideration of the learning objectives of the major units of a third-grade language arts textbook(second semester) of the 7th national elementary language arts curriculum. And then an inclusive Korean education program was prepared, which consisted of four stages: problem awareness, problem-solving planning, problem solving, and reflection/application/development. Second, the Korean education program based on multiple intelligences had a positive effect on the children's multiple intelligences, self-efficacy and achievement motivation and suggested some of new directions for school education that typically stressed linguistic and logical-mathematical intelligences only.