• Title/Summary/Keyword: 퍼즐

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중학교 학생들의 창의적 성향 활성화를 위한 수학 학습 자료 개발에 관한 연구

  • Sin, Hyeon-Yong;Han, In-Gi
    • Communications of Mathematical Education
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    • v.12
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    • pp.171-183
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    • 2001
  • 본 연구는 2000년도 교육부 학술 연구 조성비 지원에 의하여 1년간 연구되었으며, 본 연구에서는 창의성에 대한 국내외 문헌 연구, 창의적 성향의 활성화를 위한 방안 모색, 중학교 학생을 위한 창의적 성향 활성화를 위한 교수-학습 자료 개발 등이 이루어졌다. 특히, 본 연구에서는 중학교 일반 학생들을 대상으로 창의적 성향의 활성화를 위한 퍼즐 학습 자료와 수학 교과 내용에 대한 다양한 접근 방법들이 모색되었다.

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소마큐브와 T자형 퍼즐 중심의 LOGO프로그램을 활용한 수학 영재 교육

  • Kim, Yeong-Gi;Han, So-Yeong
    • Communications of Mathematical Education
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    • v.14
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    • pp.395-403
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    • 2001
  • 컴퓨터를 이용한 수학교육의 개선을 위한 여러 가지 집중적인 노력에도 불구하고 아직까지 컴퓨터가 수학 교육과정에서 차지하는 위상에 대한 구체적이고 체계적인 연구가 이루어지지 못하고 있다. 따라서 본 연구를 통하여 최근의 관심이 되고 있는 교육 프로그램인 LOGO 프로그램을 수학 영재 교육에 어떻게 도입하여야 하는지 그 방법적인 측면의 구체적인 자료를 제공하고자 한다.

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Electric Power_Power Interview - 한국중부발전(주) 보령화력본부 김관행 본부장

  • 대한전기협회
    • JOURNAL OF ELECTRICAL WORLD
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    • s.429
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    • pp.90-93
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    • 2012
  • 지난 8월 22일, 보령화력본부 접견실. 김관행 본부장과의 인터뷰 내내 '안전' 이란 단어가 맴 돌았다. 1호기 화재사고로 인해 뼈에 각인된 아픔을 되풀이 하지 않겠다는 결연한 의지의 표출이리라. 또 하나 화두처럼 인용된 단어가 '기본'. 미래성장 동력 창출 등 발전지향적인 사고와 실천이 시기적으로 필요하지만, '근본'을 더욱 중요시하고 이를 우선시하겠다는 것이 김 본부장의 확고한 방침이다. 핵심 퍼즐조각처럼 줄곧 인용되던 안전, 기본이란 반복어들은 인터뷰 말미 '전화위복', '안정적인 전력공급', '도약' 이란 큐빅으로 조합되면서 인터뷰는 마무리됐다.

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Solving Sudoku as Constraint Satisfaction Problem (Sudoku 퍼즐의 구속조건만족문제 해법)

  • Lee, Seung-Won;Choi, Ho-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.55-58
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    • 2006
  • This paper presents solving the Sudoku puzzle as a constraint satisfaction problem (CSP). After introducing the rules and characteristics of the puzzle, we formulate the puzzle as a CSP and develop various methods of solving the problem. Blind search, minimum remaining value (MRV) heuristic, and some advanced methods are investigated, and their algorithms are implemented in this undergraduate project. The performance comparisons of these methods are discussed in the paper.

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An anonymous asymmetric public key traitor tracing scheme (익명성을 보장하는 (비대칭) 공개키 공모자 추적)

  • 최은영;황정연;이동훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04a
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    • pp.311-313
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    • 2003
  • 본 논문은 , 내용 은닉 서명[1]과 시간-잠금 퍼즐[2]을 이용해서 익명성을 보장하는 [3]의 공모자 추적 스킴이 사실상 익명성을 갖지 않는다는 것에 대해서 보인다. 그 다음, 신뢰 기관을 이용하여 익명성을 보장하는 두개의 스킴을 제시한다. 첫 번째 스킴은 게시판과 [4]의 영지식에서의 증명을 이용해서 [3]에 제시된 스킴을 변형시켜 익명성을 보장한다. 두 번째 스킴은 [5]의 비대칭 공모자 추적 스킴을 이용해서 익명성을 보장하는 공개키 공모자 추적 스킴을 제공한다.

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UX Device Analysis Of Match 3 Puzzle Games For Color Blindness People (색각이상자를 위한 매치3 퍼즐 게임 UX장치 분석)

  • Kim, won-jae;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.449-450
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    • 2019
  • 전 세계 인구 중 약 4.5%의 사람들은 유사한 색의 구분을 하지 못하는 색각이상자이다. 이들은 보통 95.5%를 고려한 디자인 속에서 살고 있으며, 많은 불편을 겪고 있다. 이는 게임에서도 쉽게 찾아볼 수 있는 현상이며, 특히 같은 색의 블록들을 찾아야하는 매치3 게임에서는 원활한 게임 진행 자체가 힘들게 된다. 본 논문에서는 색각이상자들이 매치 3 게임을 하며 겪는 경험에 대한 이해와 그 이해를 바탕으로 기존 게임들이 적용한 UX장치들에 대해 분석한다.

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Designing of Block-Type Puzzle Assembly Robot Education System without Computer (언플러그드 블록형 퍼즐 조립 로봇교육 시스템 설계)

  • Song, Jeong-Beom
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.183-190
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    • 2013
  • Many researchers in the 21st century has found that robot education is effective to develop the learners' creativity and problem-solving ability. However, the robot education can only be applied to the students whose computer skills are high. Also it can be taught in the well-prepared computer classroom. Students have to learn machine language to control their robots, and robots are controlled by different types of software. Therefore this study has constructed command-based programming blocks to do a robot programming without computers. It also presents a prototype of the programming process and a technological method to combine the command and the programming blocks. We used the blocks which are similar with something in flow chart: to support intuition, and to help students transfer what they learned. And types of blocks and details are described for the Robot Programing Education. Combination of command blocks is made by RS-485 connection method and, it is designed to intercommunicate with connected blocks. It also presents a prototypes: of the programming process using designed command blocks, and of the possibility of Unplugged Robot Education System.

Pedagogical Methodology of Teaching Activity-based Flow Chart for Elementary School Students (초등학생 대상의 활동 중심 순서도 교육 방법)

  • Lee, Yong-Bae;Park, Ji-Eun
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.489-502
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    • 2012
  • Today computer education puts an emphasis on algorithm education. There are little researches about how to express the given problem in algorithm and how to interpret the expressed algorithm. In this study play-based learning methods dealing with flow chart which is one of the expressing tools of algorithm are developed for lower graders of elementary school. Then we diagnosed the learning possibility of the tool after applying the methods in a classroom environment. There are four types of learning game activities; sequential play, selective play, repetitive play and puzzle play. Puzzle play is a game that students need to reconstruct the learned content to a real flow chart by using flow chart cards. The result of an achievement test after teaching students flow chart showed that the group who took the play-based lesson got their average score with about 7.5% higher than the group who took the ICT-based lesson. Both the groups got their average scroe of more than 9 out of 10 after the lesson. This result shows that flow chart lessons are adaptable for the lower graders of elementary school. It also shows that play-based education can be exceptionally effective.

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A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.

Mobile digital storytelling using Hamel (하멜을 이용한 모바일 디지털 스토리텔링)

  • Ko, Seok-Ha;Lim, Ji-Hoon;Kim, Seong-Baeg;Moon, Hae-Gyoung;Hyun, Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.172-175
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    • 2006
  • Hamel has a scholastic value as the first person, who announces Jeju and Korea to Europe. However, there has been little research on developing digital contents except a few books about Hamel. We develop an educational game on PDA using Hamel, based on Hamel character, Jeju's unique culture, multimedia technology, and so on. Compared with the previous games, it is different from the form of gathering points and has various game scenarios through interactions between Hamel character and game space. The structure of this game, which connects Jeju culture and cyber space together, represents the form of a digital storytelling. You can study through this game. It uses quizzes about Jeju culture, crossword puzzles, finding a sequence, finding differences between two pictures to teach users, and fixing pieces of a figure, etc. When we made the game, we divided it into some independent modules to make new game series easily using contents of the other provinces.

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