• Title/Summary/Keyword: Solving Puzzle

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Relations Between Qualities of Constructive Play and Problem Solving (구성놀이 질과 문제해결력 간의 관계)

  • Han, Suk-Sil;Park, Ju-Hee
    • Korean Journal of Child Studies
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    • v.28 no.5
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    • pp.143-159
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    • 2007
  • This study examined the relation between the quality of constructive play and convergent and divergent problem solving. The subjects were 48 five-year-old children. Unit blocks were used to test the quality level of constructive play; a 40 piece puzzle and pattern blocks were used to test convergent problem solving; the pattern blocks also were used to test divergent problem solving. Children's block play was videotaped and pictures were taken of constructions made by children. Data were analyzed by correlation and stepwise multiple regression. Results showed statistically significant correlations between the quality of constructive play and convergent and divergent problem solving. Among the sub variables of constructive play, social play patterns affected convergent problem solving; diversity affected divergent problem solving.

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A Development and Application of Puzzle-Based Computer Science Learning Contents for Pre-service Teachers (초등 예비교사를 대상으로 한 퍼즐 기반 컴퓨터과학 학습 내용 개발 및 적용)

  • Oh, Jungcheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.391-400
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    • 2014
  • In this study, we reviewed educational trend of Puzzle-Based Learning Contents and case studies at domestic and international, and have developed Puzzle-Based Learning Contents with the contents using fundamental concepts of computer science. Thirty one prospective elementary school teachers were applied to this contents, total thirty two sessions for four months, and Torrance Tests of Creative Thinking(TTCT) verbal and figural tests were performed to evaluate the changes in creativity. The result showed that there were significant improvements in two subscales of verbal creativity, verbal creativity index, and three subscales of figural creativity, figural creativity index. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Learning Contents as the alternative computer science education.

Development of Auto-generation Algorithm for Korean Crossword Puzzle (한글 크로스워드 퍼즐 자동 생성을 위한 알고리즘 개발)

  • Lee Seung-Hee;Kwon Hyuk-Chul;Cho Hwan-Gue
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.52-61
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    • 2006
  • A crossword puzzle is one of the popular word games around the world in which you work out the answers and write them in the white squares of a pattern of small black and white squares. As the technology of computers develops, some people worked about making and solving crossword puzzle games, which led them to a commercial use. However, almost all of these commercial programs are ones where you do ready-made puzzles with a fixed size because it is very difficult to make puzzles in a certain size, picking up some among a great number of words to fit for them. Furthermore, these programs are only for a very few languages, such as English, French, not for Korean. Accordingly, ore took a look at what should be considered to make an automatic puzzle-generating program for Korean, and in this paper we implemented Korizzle, a system making the puzzles automatically. We introduce the algorithm used for Korizzle and evaluate the its performance.

Analysis of the Algebraic Generalization on the Mathematically Gifted Elementary School Students' Process of Solving a Line Peg Puzzle (초등수학영재들이 페그퍼즐 과제에서 보여주는 대수적 일반화 과정 분석)

  • Song, Sang-Hun;Yim, Jae-Hoon;Chong, Yeong-Ok;Kwon, Seok-Il;Kim, Ji-Won
    • Journal of Educational Research in Mathematics
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    • v.17 no.2
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    • pp.163-177
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    • 2007
  • Studies on mathematically gifted students have been conducted following Krutetskii. There still exists a necessity for a more detailed research on how these students' mathematical competence is actually displayed during the problem solving process. In this study, it was attempted to analyse the algebraic thinking process in the problem solving a peg puzzle in which 4 mathematically gifted students, who belong to the upper 0.01% group in their grade of elementary school in Korea. They solved and generalized the straight line peg puzzle. Mathematically gifted elementary school students had the tendency to find a general structure using generic examples rather than find inductive rules. They did not have difficulty in expressing their thoughts in letter expressions and in expressing their answers in written language; and though they could estimate general patterns while performing generalization of two factors, it was revealed that not all of them can solve the general formula of two factors. In addition, in the process of discovering a general pattern, it was confirmed that they prefer using diagrams to manipulating concrete objects or using tables. But as to whether or not they verify their generalization results using generalized concrete cases, individual difference was found. From this fact it was confirmed that repeated experiments, on the relationship between a child's generalization ability and his/her behavioral pattern that verifies his/her generalization result through application to a concrete case, are necessary.

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Self-Regulation of the Child During Mother-Child Interaction (모-자(母-子) 상호작용에 있어서 아동의 자기-조정에 관한 연구)

  • Park, Chan Hwa
    • Korean Journal of Child Studies
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    • v.8 no.1
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    • pp.1-14
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    • 1987
  • The purpose of the present research was to study the self-regulation of the child during mother child interaction. That is. this study focused on how mothers regulated children's problem solving efforts before children began to function as independent agents capable of self-regulation. The emphasis was on the "regulation-by-others" that preceded "self-regulation". The subjects of this study were 30 mother-child dyads. The dyads were divided into 3 groups of 10 dyads each on the basis of the child's age (2, 3, and 4 years of age). The instrument used for this study was the "truck puzzle" devised by Wertsch, McNamee, Mclane and Budwig (1980). The problem solving task in this study required the dyad to make a puzzle in accordance with the model puzzle. The interaction of 30 mother-child dyads was observed and analyzed flH verbal and non-verbal behavior used by the mother to regulate the child's behavior. One-way ANOVA, Scheffe post hoc comparision and Spearman's rank-difference correlation were used for the statistical analysis of the data. The results revealed that there were significant age trends in regulation-by-others and self regulation in joint cognitive activity; that is, there were developmental transitions from regulation by-others to self-regulation in connection with crucial strategic behavior (looking at the model). Significant differences were found in mothers' interventions after children's gaze at the model in joint cognitive activity; that is, the mean proportion of mothers' intervention for the 2-year-old group was the highest and that of the 4-year-old group was the lowest. There were no significant age-related differences in mothers' use of referential perspectives in joint cognitive activity. Children's regulation- by-others increased and children's self-regulation decreased in proportion to mothers' use of referential perspectives.

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Optimized Encoding of Sudoku Puzzle for SAT Solvers (SAT 처리기를 위한 수도쿠 퍼즐의 최적화된 인코딩)

  • Kwon, Gi-Hwon
    • Journal of KIISE:Software and Applications
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    • v.34 no.7
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    • pp.616-624
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    • 2007
  • Sudoku can be regarded as a SAT problem. Various encodings are known for encoding Sudoku as a Conjunctive Normal Form (CNF) formula, which is the standard input for most SAT solvers. Using these encodings for large Sudoku, however, generates too many clauses, which impede the performance of state-of-the-art SAT solvers. This paper presents an optimized CNF encodings of Sudoku to deal with large instances of the puzzle. We use fixed cells in Sudoku to remove redundant clauses during the encoding phase. This results in reducing the number of clauses and a significant speedup in the SAT solving time.

Educational Application of Puzzles for Algorithm Learning of Informatics Gifted Elementary School Students (초등 정보 영재의 알고리즘 학습을 위한 퍼즐의 교육적 활용)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.151-159
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    • 2015
  • The algorithm in computer science includes skills to design a problem solving process for solving problems efficiently and effectively. Therefore all learners who learn computer science have to learn algorithm. Education for algorithm is effective when learners acquire skills to design algorithm as well as ability to use appropriate design skills solving problems. Especially since it is heightened people awareness to cultivating informatics gifted students who have potential of significant impact on society, many studies on how to teach them have been in progress. Therefore in this study we adopted puzzles to help informatics gifted students learn skills to design algorithm and how to use them to solve problems. The results of pre and post test compared to traditional algorithm learning, we identified that puzzled based algorithm learning gave a positive impact to students. Students had various problem solving experience applying algorithm design skills in puzzle based learning. As a result, students of learning and learning transfer has been improved.

Young Children's Problem-solving : The role of representation and evaluation (아동의 문제해결능력 : 표상과 평가능력의 역할)

  • 김경미
    • Journal of Gifted/Talented Education
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    • v.5 no.2
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    • pp.17-36
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    • 1995
  • The present study examined preschooler's (3-5yrs) representation and evaluation skills in a puzzle completion task. The puzzle contained panels of four children dressed for each seacon and the key to success was using a body scheme to reconstruct the panels (head, torso, legs, feet and sky on top). Baseline data (Study 1) revealed a developmental pattern of increasing bydy scheme representation along with more careful attention to season consitent construction. Spontaneous verbalization also shifted from more guiding statements (where'the head?) to move evaluative statements (this isn't right). Study 2 examined different intervention techniques for increasing representation (verbal laveling) and evaluative processes (error detection practice), along with a control group that had unassisted practice. Three year olds benefited from verbal labeling, four year olds from both types of training. Verbalizations also showed appropriated shifts toward increasing evaluation, particularly for the older children. These findings are discussed in terms of a developmental hypothesis that representation precedes evaluation skills and that training techniques should take into account the relative balance between representation and evaluation skills in the individual for the task at hand.

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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.

Effect on Preprocessing in SAT with Sudoku Puzzle (수도쿠 퍼즐을 통해서 살펴본 SAT에서 전처리 효과)

  • Kwon, Gi-Hwon
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.127-135
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    • 2008
  • The concept of preprocessing is widely used in various computer science area such as compiler and software engineering for the purpose of macro processing and optimization. In addition, preprocessing is also used in SAT solvers in order to eliminate redundant literals and clauses to speed up its solving time before searching the state space. However, there is an unexpected run-time error such as stack-overflow during this step, in case the size of a given set of clauses is huge which impedes SAT solvers. In this case, the preprocessing should be applied at the encoding time to optimize its size. In this paper this idea is applied to several Sudoku problems. As a result, significant improvements are obtained with respect to the number of variables and clauses as well as the solving time compared to the previous works.