• 제목/요약/키워드: 학교 수학

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방향 센서를 활용한 좌표 및 면적 측정 안드로이드 애플리케이션 개발 (Development of Android-based Application for Measure a Space Coordinate and an Area using of Orientation Sensor)

  • 김은길;염미령;김종훈
    • 정보교육학회논문지
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    • 제15권3호
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    • pp.439-447
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    • 2011
  • 본 논문에서는 스마트 기기의 방향 센서를 활용하여 현재 기기가 놓인 상황을 파악하고 카메라를 통해 표현되는 실제 사물이 위치한 공간 좌표를 계산하여 넓이를 측정할 수 있는 애플리케이션을 개발함으로써 수학 교과의 인식론적 장애를 해소하고자 한다. 또한 개발한 애플리케이션의 현장 적용 가능성, 교육적 효과 등을 초등학교에서 넓이를 지도하는 담임 교사로 구성된 전문가 평가를 통해 검증하였으며, 검증 결과 교육적 활용 면에서 긍정적으로 분석되었다.

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예상과 확인 전략을 사용하는 초등학교 5학년 학생들의 인지적 특성 연구 (Study on Cognitive Characteristics of 5th Graders who use Expectation and Confirmation Strategies)

  • 최일석;강정기;노은환
    • East Asian mathematical journal
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    • 제31권4호
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    • pp.393-420
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    • 2015
  • The expectation and confirmation emerging as one of problem-solving strategies in the elementary school is a strategy that does not limited in the elementary school but used in the middle and high school. This strategy inevitably requires a process of adjustment that affected by the earlier expectation. Such an adjustment raised expectation and confirmation to one of effective problem-solving strategies. The adjustment is especially important to carry out the strategy effectively. The aim of this study was to conduct basic research on cognitive characteristics appearing to students when they carried out the expectation and confirmation strategy. We investigated and analyzed this in term of adjustment of expectation. To do this, we examined 50 5th graders' response in three kinds of word problems and interviewed with 4 participants who is using the expectation and confirmation strategy. The interview was conducted by using the items or solutions used in the test. From this, we tried to check students' cognitive characteristics and recognition on it's value. Furthermore we proposed the pedagogical implications associated with these results.

수학과 과학을 통합 지도한 초등학교 '물체의 속력' 수업에서 학생의 학습 성취 분석 (An Analysis on the Students' Achievement in the 'Speed of Objects' Chapter based on the Integrated Science and Mathematics Classes for Elementary School Students)

  • 정하나;전영석
    • 한국초등과학교육학회지:초등과학교육
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    • 제34권4호
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    • pp.372-381
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    • 2015
  • Mathematics and science are very closely related. Among the science areas, physic is strongly linked with mathematics. As the related mathematics skills were alloted later than the science contents in the national curriculum, students often suffer from science classes. Accordingly, an opinion have been claimed to teach the related mathematics skills prior to the science classes. However, it would be hard to arrange all science and mathematics contents in order. Instead of that, in this research, we taught students mathematics contents that are crucial for learning speed through science classes. We called that teaching strategy an integrated science and mathematics class. Then, we examined students' achievement in science as well as skills of mathematics to know the effectiveness of the strategy. We found that the average mathematics score of the whole class went up meaningfully. We also found that their science achievement was above than basic level. Moreover, the homeroom teacher of the students observed 3 aspects which showed the students were better than previous students. Finally, we divided the students into 4 groups by their science and mathematics achievement score and interviewed each group. As a result, we knew that interesting and confidence in science and mathematics quite exerted influence on their achievement.

수학여행중 국민학교학생의 포도구균식중독 발생에 대한 역학적조사 (Investigation of a Staphylococcal Food Poisoning Outbreak Among School Children)

  • 노인규
    • Journal of Preventive Medicine and Public Health
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    • 제5권1호
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    • pp.111-114
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    • 1972
  • There was an outbreak of food poisoning on the 17 October, 1970 among the primary school children who came from a rural area, Yeongi-gun, Choongcheongnam-do to Seoul City on an educational trip. Of the 199 children participating in the trip, 149 cases of food poisoning developed a 74.9% attack rate. The acute onset of symptoms, of abdominal pain, diarrhea, vomiting and headache which occurred 1-5 hours after eating their lunch suggests that the outbreak was due to staphylococcal food poisoning. The common source of food was identified as the lunch packed in a chip-box which were eaten on October 17 during the trip. Most probable kind of food of the lunch as the cause was the favoured fish paste. The lunch were prepared at restaurant A in Seoul City. One of the personnel of the restaurant had a unhealed cut wound on the third finger tip of the left hand, from which it was considered that the food was contaminated with Staphylococcus during preparation. The chance of multiplication of Staphylococcus to produce enterotoxin in the food might be existed during flavouring the food with some degree of heat, and also during about 10 hours elapsed before serving the food after preparation.

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XML기반 문제은행 시스템의 설계 및 구현 ((Design and Implementation of XML-based Item Bank Systems))

  • 김영기;이철환;한선관;한희섭
    • 한국컴퓨터산업학회논문지
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    • 제3권9호
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    • pp.1215-1222
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    • 2002
  • 본 논문은 XML을 이용하여 통합적인 문제를 생성, 검색 및 교육에 적용할 수 있는 XML기반 문제은행 시스템의 설계 및 구축에 관한 연구이다. 표준화된 문제를 학습자에게 제공하기 위하여 문제의 표준 유형을 분석하고 이를 XML DTD로 설계하였다. 설계된 표준안을 적용하여 초등학교 수학 교육용 문제를 추출하였으며 관계형 DB를 이용하여 문제은행을 구축하였다. 또한 XML파서와 문제 해석기를 구현하여 표준화된 문제를 온라인으로 학습자에게 제공하였다. 시스템의 활용 결과 온라인 교육에 필요한 평가용 문항을 학습자에게 적절하게 제공하고 웹 상의 비표준화된 문제들을 통합시키는데 매우 효율적으로 적용시킬 수 있음을 보였다.

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스토리텔링 기반의 교수-학습 과정안 구안 및 현장적용 가능성 탐색 - 고등학교 수학과 집합단원을 중심으로 - (Development of Lesson Plan based on Storytelling and Searched the Possibility of Application)

  • 강한균;김회용;김두규
    • 수산해양교육연구
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    • 제23권2호
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    • pp.302-318
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    • 2011
  • The object of this study is to provide easily-understandable mathematics class to highschool students, who usually take no interest in mathematics, by apply teaching strategy based on storytelling to real lessons. The approaching methods for the mathematics education are emphasizing the mathematical education during making storytelling-studying plans, inducing the interest of the students by applying the mathematical situations in the story. The effects of the storytelling such as induction of the interest, persistency, perception of the practicality, smooth communication between teachers and students coincides with the way national mathematical education orients. This study contains the definition of the storytelling based on education, and applicability to the students, and application to the real lessons, and verification of the effects by focus-group interview with the students and observing teachers. I made the lesson plan based on storytelling for achievements to the object of the highschool mathematical study, and searched the best way to apply the lesson plan to the real lessons. I studied designing lesson strategy based on dissertations and books and reports directly related this study, and did focus-group interview to find advantages and disadvantages of the strategy. And finally I could make the well-applicable lesson plan.

웹 기반 협력학습에서 GLAS 유형이 학습결과에 미치는 효과 (The Effects of GLAS Type on the Learning Achievement in Web-based Collaborative Learning)

  • 김지일;장상필
    • 정보교육학회논문지
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    • 제10권1호
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    • pp.93-104
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    • 2006
  • 이 연구는 선행 연구들이 지적했던 스캐폴딩 제공의 문제점인 학습전이의 저해, 인지부하의 증가, 자율적학습동기의 감소가 스캐폴딩 유형에 따라 어떻게 달라지는지 알아보고자 하였다. 이를 위해 문헌 고찰을 통하여 스캐폴딩에 대한 설계원리를 제시하고, GLAS 유형(지원적, 성찰적, 내재적)에 따른 웹 기반 협력학습환경을 설계하였다. 그리고, 무선적으로 선정된 초등학교 6학년 학생들을 대상으로, 4주간 수학을 주제로 GLAS 유형별 웹 기반 협력학습을 실시하였다. 그 결과, 학습전이에 대한 스캐폴딩의 영향, 성찰적 스캐폴딩의 인지부하 문제, 학습동기에 영향을 주는 내재적 스캐폴딩에 대하여 결론을 얻을 수 있었다.

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

  • 김은길;김종훈
    • 정보교육학회논문지
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    • 제15권4호
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    • pp.551-560
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    • 2011
  • STEAM 교육은 과학 기술 공학 예술 수학 교과의 연계 지도를 통해 학습자의 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결능력을 배양할 수 있도록 주제 중심의 학습 내용으로 교육과정을 재구성하여 가르치는 것이다. 따라서 본 논문에서는 초등학교에서 운영할 수 있는 STEAM 교육과정을 프로젝트 기반 학습 형태로 설계하고 운영에 필요한 교수 학습 자료를 제작하였다. 또한 STEAM 교육에서 IT 기술이 모의실험 도구로 활용될 수 있는 방안을 모색하여 프로젝트 기반 학습의 교육 효과를 높이고자 안드로이드 기반에서 애플리케이션을 개발하였다.

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

  • 위정현
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.69-78
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    • 2014
  • 본 논문의 목적은 STEAM 기반 태블릿 G러닝 콘텐츠 개발 과정을 분석하는 것이다. STEAM이란 Science(과학), Technology(기술), Engineering(공학), Art(예술), Mathematics(수학)를 뜻한다. STEAM은 이들 분야를 하나로 융합하여 교육함으로써 과학기술에 대한 학생들의 흥미와 이해를 높이고 융합적 사고와 문제해결 능력을 신장시키는 것을 목적으로 하고 있다. 본 논문에서는 초등학교에서 운영할 수 있는 3D STEAM 교육과정을 G러닝과 융합한 플랫폼 개발 과정을 분석하였다. STEAM 학습 주제 분석을 통해 선정된 5학년 과학 '태양계와 별'에 대한 학습자의 흥미와 몰입도를 높이기 위해 단순 IT기반 온라인 학습 콘텐츠가 아닌 G러닝과 융합된 학습 콘텐츠를 새로이 개발하였다. 학생들은 콘텐츠에 대해 높은 흥미와 몰입을 보여주었다.

초등학교 5학년 학생의 자연수 혼합계산에서 나타난 오류에 관한 연구

  • 백선수;김원경;문승호
    • East Asian mathematical journal
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    • 제24권5호
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    • pp.547-564
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    • 2008
  • The purpose of this study was to investigate 5th graders' performance for mixed operational problem. For this purpose. two kinds of studies were conducted: a descriptive study by pencil and paper tests(32 problems) and a clinical study by interviews. The conclusions drawn from the results obtained in this study were as follows: First, students were highly scored in pencil and paper tests(M=85.25%). But that score is not up to scratch. Because the problem was composed of simple calculations and if students calculate problems from only let side, they gel 75% right answer, etc. Second, most of students solved mixed operational problems by text-based way, but some students solved flexibly. There are several error types. The main error type is students' following the wrong order of calculations. Some students have obstacles to express their thought with numerical expressions. So they make errors. Third, students solve mixed operational problems with various strategies. For examples, they solve problems by describing calculation procedures, drawing lines to indicate the order of calculations, carrying out two numerical expressions, etc.

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