• Title/Summary/Keyword: interests in mathematics

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A Note on the Problems and Improvements in Statistical Education of Elementary School (초등 통계 교육의 문제점 및 그 해결방안)

  • Kim, Sang-Lyong
    • Education of Primary School Mathematics
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    • v.12 no.2
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    • pp.133-143
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    • 2009
  • In this thesis, we conduct a comprehensive analysis of the current situation and the inherent problems found in modern statistics education in Elementary School. There are statistical curriculum, 7th textbook of elementary school level, practise of statistics class, connection of real life etc. Through analysis of these given problem, we explore the future direction of statistical education. Therefore, the statistical learning to make statistical situations and pose problems based on students' interests and students-related situations should be an effects on positive mathematical attitude and statistical thinking which could develop understanding statistical problems and thinking.

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A Study on the Application of Context Problems and Preference for Context Problems Types (유형별 맥락문제의 적용과 그에 따른 유형별 선호도 조사)

  • Kim, Sung-Joon;Moon, Jeong-Hwa
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.141-161
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    • 2006
  • In this study, we classified word problems related to real life presented in elementary mathematics textbooks into five types of context problems(location, story, project, scrap, theme) suggested by Freudenthal(1991), and applied context problems to mathematics class to analyze the influence on students' mathematical belief and attitude. Also, we examined the types of context problems preferred according to academic performance and the reasons of preference within a group experiencing context problems. The results of the study are as follows. First, almost lessons in the mathematics textbook presents word problems related to real life, but the presenting method is inclined to a story type. Also, the problems with a story type are presented fragmentarily. Therefore, although these word problems are familiar to the students, they don't include contextual meanings and cannot induce enough mathematical motives and interests. Second, a lesson using context problems give a positive influence on their mathematics belief and attitude. It is also expected to give a positive influence on students' mathematics learning in the long run. Third, the preferred types of context problems and the reasons of preference are different according to the level of academic performance within the experimental group.

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A Case Study on Why Students Dislike Math (수학을 싫어하는 학생의 사례 연구)

  • 라병소
    • Education of Primary School Mathematics
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    • v.2 no.2
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    • pp.75-83
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    • 1998
  • The present study investigated why students do not like math using deep-level interview method. The reasons of why students dislike math were classified into three: socio-cultural, and individual factors, and math itself. Socio-cultural factors include the environments where students are reared, family, and school culture. Individual factors mean competitive disposition, preconception of math, active disposition, and conflicts with friends or teachers. Finally, students seem to dislike math because math itself is a difficult subject. In addition, textbook and instruction are also difficult, or they are lack of fundamental math knowledge. There may be other reasons of why students do not like math subject. In spite of those reasons, there should be some efforts to analyze why students dislike math and to help the students have interests in math.

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An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.

A Qualitative Case Study about Mathematics Pre-Service Teachers' Ways of Dealing with Math and Linguistic Expressions on Infinity (중등 수학 예비교사의 수학을 다루는 방식과 무한에 관한 언어적 표현 양상에 대한 질적 사례 연구)

  • Jun, Youngcook;Shin, Hyangkeun
    • School Mathematics
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    • v.15 no.3
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    • pp.633-650
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    • 2013
  • The aim of this paper is to explore and understand, using in-depth interviews, the participant's interests and discourse analytic expressions in studying the notion of infinity and limit. In addition we tried to understand how the participant's ways of dealing with math and thinking patterns on the polygons whose boundary is infinite but area is finite as they brought up such examples. Further follow-up questions are posed on the infinite sum of a smallest number close to 0 and the sum of infinite sets of different smallest numbers close to 0. Larger aspects of two pre-service teachers' subjective thinking patterns and colloquial discourses were sketched by contrasting the three posed tasks. Cross case discussions are provided with several suggestions for the future research directions.

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Development and Students' Perceptions after Application of a Subject Substitute STEAM Program - Focusing on Energy Unit in 6th Grade Curriculum - (교과대체형 STEAM(융합인재교육) 프로그램 개발 및 적용 후 학생들의 인식 분석 - 6학년 에너지 관련 단원을 중심으로 -)

  • Lim, Sung-Man;Chae, Dong-Hyun;Kim, Eun-Jeong;Hyun, Dong-Geul;Kim, O-Beom;Han, Je-Jun
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.119-132
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    • 2014
  • In recent years, Korea encourages teachers to do STEAM education(Science, Technology, Engineering, Arts & Mathematics), which includes Arts to STEM education to train creative science technology talent. Related to this, we developed a subject substitute STEAM program for the 6th grade students in elementary school and applied it in a field. The STEAM program which substitutes contents in curriculum related to Energy unit was developed and it was taught to twenty four sixth grade students during regular classes. During the classes, all activities of students were observed and they were written in recording notes during the observation. After all STEAM program ended, how students recognize the subject substitute STEAM program compared to general class, understand learning contents and think about the program before and after the STEAM classes were analyzed through questionnaire and interviews. The results were as follows. First, some students had difficulty in reconciling different ideas in group, creative thinking and crafts but most students liked the STEAM classes because many activities are fun and it is easy to understand. Second, learners regarded practical use of knowledge, learning different subjects together and interests as the reasons they can understand learning contents easily during STEAM program. Third, learners recognized STEAM classes are good to understand knowledge, think creative ideas and improve social skills after the STEAM classes while they showed anticipation, worry and fear before taking the classes. It is found that a subjective substitute STEAM program is helpful to increase learners' interests in learning, understand learning contents, increase creativity and have a good personality through a qualitative research.

Redesigning of STEAM Learning/Teaching Program for Robot (로봇 STEAM 교수학습 프로그램 제안)

  • Park, HyunJu;Baek, Yoon Su
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.3-10
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    • 2015
  • The purpose of this study was to analyze STEAM learning/teaching program that relates robots and to develop and redesign STEAM teaching/learning program with a robot for elementary and secondary schools. 'Learning with a robot' is considered as one of the best candidates for STEAM education. This article mainly concerns a robot that can be helpful to improve students' interests in learning science and mathematics in schools. As the results of the STEAM learning/teaching program analyzing, the program for elementary schools contained more contents of liberal arts and fine arts, and the program for secondary schools contained more contents of science, technology, and math. In the middle school program, context for learning, class activities of creative design and emotional touch, evaluation, and job and career information were evenly implemented. In the elementary and high school program, there were few information about robotics career. We extracted all robot utilizable subjects and units from school curriculums, and redesigned contents which can be applicable to regular classes for schools. As the result of this study, we conclude that 'learning with a robot' can encourage students' interests in STEM area.

Establishing a Theoretical Rationale for Mathematical Problem Solving in Early Childhood Education (유아 수학에서의 문제해결에 대한 이론적 고찰)

  • Kim, Eun-Jung;Lee, Jeongwuk
    • Korean Journal of Child Studies
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    • v.28 no.4
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    • pp.319-331
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    • 2007
  • This review of literature establishes a contemporary meaning of mathematical problem solving including young children's mathematical problem solving processes/assessments and teaching strategies. The contemporary meaning of mathematical problem solving involves complicated higher thinking processes. Explanations of the mathematical problem solving processes of young children include the four steps suggested by $P{\acute{o}}lya$(1957) : understand the problem, devise a plan, carry out the plan, and review/extend the plan. Assessments of children's mathematical problem solving include both the process and the product of problem solving. Teaching strategies to support children's mathematical problem solving include mathematical problems built upon children's daily activities, interests, and questions and helping children to generate new approaches to solve problems.

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A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.