• Title/Summary/Keyword: math game

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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.

Development of Distance Education Programs Utilizing Diffy Game for the Math Gifted Students in Elementary School (디피(Diffy) 게임을 활용한 원격교육용 초등수학영재 프로그램 개발)

  • Lee, Youn Young;Song, Sang Hun
    • School Mathematics
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    • v.15 no.1
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    • pp.121-136
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    • 2013
  • The purpose of study was to develop distance education programs that combine the characteristics of the programs for the math gifted students. To this end, the first is to establish the standards for the development of distance programs for the math gifted students. The second is to develop the distance education programs for the elementary school math gifted students according to the program procedure models for distance education. The third is to apply the programs developed to actual distance education field and analyze the results to verify the validity of the programs. This program can increase high-level mathematical thinking power even though it is the distance education, not the face-to-face education. Second, this program make contributions to active mathematical communication through newsgroup or reflective journals. Third, the use of Diffy Game facilitates the selection of in-depth contents, which will in turn enable the development of intensive programs.

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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.

EQUIVALENCE BETWEEN SYMMETRIC DUAL PROGRAM AND MATRIX GAME

  • Kim, Moon-Hee
    • Journal of applied mathematics & informatics
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    • v.25 no.1_2
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    • pp.505-511
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    • 2007
  • Recently, the equivalent relations between a symmetric dual problem and a matrix game B(x, y) were given in [6: D.S. Kim and K. Noh, J. Math. Anal. Appl. 298(2004), 1-13]. Using more simpler form of B(x, y) than one in [6], we establish the equivalence relations between a symmetric dual problem and a matrix game, and then give a numerical example illustrating our equivalence results.

3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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Design & development of e-learning game contents in elementary math class (초등 수학교과의 게임형 콘텐츠 설계 및 개발 사례)

  • Cho, Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.35-38
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    • 2006
  • The purpose of this study is to design and develop internet-based game content in elementary mass class. The design of Internet-based learning game content should be different from general game contents in terms of achieving learning goal, challenging learning steps, and learning motivation. This study presents the design and development strategies in the second grade multiply mass class. This study concludes that internet-based game content should consider the importances of the process of game, accumulations of game results to remind learners of what to achieve during the internet class not to enjoy the game itself.

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Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

On the Attractive Teaching Methods of Mathematics for High School students in Island's region (도서지역 고등학생을 위한 흥미로운 수학지도 방안)

  • Park, Hyung-Bin;Lee, Heon-Soo
    • Journal of the Korean School Mathematics Society
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    • v.8 no.4
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    • pp.481-494
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    • 2005
  • In this study, the goal is to spread profound knowledge and theory through providing with accumulated methods in mathematics education to the students who are relatively neglected in educational benefits. The process is divided into 3 categories: mathematics for obtaining common sense and intelligence, practical math for application, and math as a liberal art to elevate their characters. Furthermore, it includes the reasons for studying math, improving problem-solving skills, machinery application learning, introduction to code(cipher) theory and game theory, utilizing GSP to geometry learning, and mathematical relations to sports and art. Based on these materials, the next step(goal) is to train graduate students to conduct researches in teaching according to the teaching plan, as well as developing interesting and effective teaching plan for the remote high school learners.

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Construction Method and Mathematics Educational Aspect of the Wooden Die for Drinking Game(14-face Die) (목제주령구(木製酒令具)의 제작기법 및 수학교육적 의미)

  • Lee Kang-Sup
    • Journal for History of Mathematics
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    • v.19 no.3
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    • pp.43-56
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    • 2006
  • This paper aims to introduce a construction method for the 'Wooden Die for Drinking Game' and to find some geometrical structures and mathematics educational viewpoints. As the results, we get two methods which are eventually same with Figure 5 and Figure 6-3. We proved the ground that classical probability of this Die's each side showing up is one out of fourteen and introduced few other empirical probabilities with Table 1 to Table 3. Also, some Chinese characters were corrected and re-interpreted. In fact, 象人打鼻 changed to 衆人打鼻, and 醜物 is interpreted as 'ugly animal' such as frog, toad, earthworm or pine caterpillar.

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