• Title/Summary/Keyword: Mathematical Puzzle

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Activity of a Gifted Student Who Found Linear Algebraic Solution of Blackout Puzzle

  • Lee, Sang-Gu;Park, Jong-Bin;Yang, Jeong-Mo
    • Research in Mathematical Education
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    • v.8 no.3
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    • pp.215-226
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    • 2004
  • The purpose of this paper is to introduce an activity of student who found purely linear algebraic solution of the Blackout puzzle. It shows how we can help and work with gifted students. It deals with algorithm, mathematical modeling, optimal solution and software.

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A Study on the Effect of playing Number Puzzle to Develop Mathematical Creativity and Creative Attitude in Mathematics for 6th Grader (숫자퍼즐 활동이 초등학교 6학년 학생들의 수학적 창의성과 수학에서의 창의적 태도에 미치는 영향)

  • Baek, Tae Jin;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.21 no.2
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    • pp.93-109
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    • 2018
  • The purpose of this study is to develop the number puzzle program and the mathematical creativity test and to analyze the effects of the mathematical creativity and the creative attitude in mathematics. To accomplish this aim, the six-grade students elementary school of thirty-six participated and this students participated Magic square, Sudoku, KenKen Puzzle activities in to the morning activity time for 30 minutes every morning and the pre-test of before activity and the post-test of after activity were collected. The number puzzle activity helps improve the mathematical creativity and the creative attitude in mathematics of the elementary school students and improve the mathematical creativity of for female students rather than for male students.

A Mathematical Puzzle Program on Internet (인터넷상에서 수학 퍼즐 프로그램의 연구)

  • Lee Jeong Jae
    • Journal of Elementary Mathematics Education in Korea
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    • v.7 no.1
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    • pp.95-101
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    • 2003
  • Information-oriented society will be developed more rapidly with internet. In this trend, many foreign countries support research on mathematics education using information technology that is also needed in this country. This article shows a mathematical puzzle database related to mathematics education using Java script to be activated on internet service.

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Analysis of Students' Mathematical Thinking Characteristics Appeared in the Process of Searching for All type of Triangle that Can be Made with Sphinx Puzzle (스핑크스퍼즐로 모든 삼각형 해법 찾기 과제에서 나타나는 학생들의 수학적 사고 특성 분석)

  • Bang, Sin Young;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.17 no.1
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    • pp.165-184
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    • 2013
  • In order to utilize Sphinx Puzzle in shape education or deductive reasoning, a lesson employing Dienes' six-stage theory of learning mathematics was structured to be applied to students of 6th grade of elementary school. 4 students of 6th grade of elementary school, the researcher's current workplace, were selected as subjects. The academic achievement level of 4 subjects range across top to medium, who are generally enthusiastic and hardworking in learning activities. During the 3 lessons, the researcher played role as the guide and observer, recorded observation, collected activity sheet written by subjects, presentation materials, essays on the experience, interview data, and analyzed them to the detail. A task of finding every possible triangle out of pieces of Sphinx Puzzle was given, and until 6 steps of formalization was set, students' attitude to find a better way of mathematical deduction, especially that of operational thinking and deductive thinking, was carefully observed and analyzed.

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Developing a Subset Sum Problem based Puzzle Game for Learning Mathematical Programming (수리계획법 학습을 위한 부분집합총합문제 기반 퍼즐 게임 개발)

  • Kim, Jun-Woo;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.680-689
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    • 2013
  • In recent, much attention has been paid to the educational serious games that provide both fun and learning effects. However, most educational games have been targeted at the infants and children, and it is still hard to use such games in higher education. On the contrary, this paper aims to develop an educational game for teaching mathematical programming to the undergraduates. It is well known that most puzzle games can be transformed into associated optimization problem and vice versa, and this paper proposes a simple educational game based on the subset sum problem. This game enables the users to play the puzzle and construct their own mathematical programming model for solving it. Moreover, the users are provided with appropriate instructions for modeling and their models are evaluated by using the data automatically generated. It is expected that the educational game in this paper will be helpful for teaching basic programming models to the students in industrial engineering or management science.

Development and Application of a Program Using Sphinx Puzzle for the Mathematically Gifted Elementary Students (초등수학영재를 위한 스핑크스 퍼즐 프로그램 개발과 적용사례)

  • Hwang, Ji Nam
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.37-57
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    • 2017
  • In terms of making more various geometrical figures than existing Tangram, Sphinx Puzzle has been used as a material for the gifted education. The main research subject of this paper is to verify how many convex polygons can be made by all pieces of a Sphinx Puzzle. There are several previous researches which dealt with this research subject, but they did not account for the clear reasons on the elementary level. In this thesis, I suggest using unit area and minimum area which can be proved on the elementary levels to account for this research subject. Also, I composed the program for the mathematically gifted elementary students, regarding the subject. I figured out whether they can make the mathematical justifications. I applied this program for three 6th grade students who are in the gifted class of the G district office of education. As a consequence, I found that it is possible for some mathematically gifted elementary students to justify that the number of convex polygons that can be made by a Sphinx Puzzle is at best 27 on elementary level.

Revisiting Tangram and Similar Tangrams based on Mathematics Curriculums (수학과 교육과정에 비추어 본 탱그램과 유사탱그램의 재조명)

  • Song, Sang-Hun
    • Journal of Educational Research in Mathematics
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    • v.18 no.3
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    • pp.391-405
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    • 2008
  • There are some studies on tangram a kind of jigsaw(silhouette or dissection) puzzle. And Korean national curriculums mention about tangram. But the past studies and the textbooks are not so related to curriculums. So this study is focused on some problems and limitations of tangram activities related to curriculum. This study gives some educational suggestions using tangram: (1) alternate drawing of tangram (2) making mathematical figures instead of shapes (3) proper activities related to the national curriculum (especially, polygons and angles) and mathematical thinking (4) examples of exploring mathematical figures and angles coming in and out of national curriculum In addition to, this study suggests some mathematical activities of using similar tangrams (especially sphinx puzzle).

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A Case Study for Developing the Mathematical Creativity in CNUE of Korea

  • Kim Soo-Hwan
    • Research in Mathematical Education
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    • v.9 no.2 s.22
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    • pp.175-182
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    • 2005
  • This paper will present two activity cases for developing mathematical creativity at The Center for Science Gifted Education (CSGE) of Chongju National University of Education of Korea. One is 'the magic card mystery'; the other is 'mathematicians' efforts to solve equations'.

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How to Present Math Puzzles in Classroom (어떻게 수학퍼즐을 제시할 것인가)

  • Hong, Gap-Ju
    • Education of Primary School Mathematics
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    • v.14 no.1
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    • pp.57-67
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    • 2011
  • The purpose of this study is to discuss the way and the purpose of presenting math puzzles in classroom. Firstly, the characteristics of math puzzles are discussed and the various uses of math puzzles are looked for. Secondly, The author illustrates models of classroom teaching with puzzles. Thirdly, The author discusses what subjects of mathematics could be dealt with in the math puzzle classroom. Finally, The author indicates that the teaching with math puzzles give chance of feeling 'mathematical composure' not only to students but also to teachers.

A Dynamic Defense Using Client Puzzle for Identity-Forgery Attack on the South-Bound of Software Defined Networks

  • Wu, Zehui;Wei, Qiang;Ren, Kailei;Wang, Qingxian
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.846-864
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    • 2017
  • Software Defined Network (SDN) realizes management and control over the underlying forwarding device, along with acquisition and analysis of network topology and flow characters through south bridge protocol. Data path Identification (DPID) is the unique identity for managing the underlying device, so forged DPID can be used to attack the link of underlying forwarding devices, as well as carry out DoS over the upper-level controller. This paper proposes a dynamic defense method based on Client-Puzzle model, in which the controller achieves dynamic management over requests from forwarding devices through generating questions with multi-level difficulty. This method can rapidly reduce network load, and at the same time separate attack flow from legal flow, enabling the controller to provide continuous service for legal visit. We conduct experiments on open-source SDN controllers like Fluid and Ryu, the result of which verifies feasibility of this defense method. The experimental result also shows that when cost of controller and forwarding device increases by about 2%-5%, the cost of attacker's CPU increases by near 90%, which greatly raises the attack difficulty for attackers.