• Title/Summary/Keyword: microworld

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Dynamic Representations of Parabolas in a Microworld (포물선의 동적 표현과 마이크로월드)

  • Kim, Hwa-Kyung
    • The Mathematical Education
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    • v.47 no.1
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    • pp.49-59
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    • 2008
  • In this paper, we discuss two representations of a curve. One is a static representation as set of points, the other is a dynamic representation using time parameter. And we suggest needs of designing a computer microword where we can represent a curve both statically and dynamically. We also emphasize the importance of translation activity from a static representation to a dynamic representation. For this purpose, we first consider constructionism and 'computers and mathematics education' as a theoretical backgrounds. We focus the curve of a parabola in this paper since this is common in mathematics curriculum and is related to realistic situation such as throwing ball. And we survey the mathematics curriculum about parabola representation. And we introduce JavaMAL microworld that is integrated microworld between LOGO and DGS. In this microworld, we represent a parabola using a dynamic action, and connect this dynamic parabola action to recursive patterns. Finally, we remake a parabola for a realistic situation using this dynamic representation. And we discuss the educational meaning of dynamic representation and its computer microworld.

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Computers and Mathematics Education (컴퓨터와 수학교육)

  • 조한혁
    • The Mathematical Education
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    • v.42 no.2
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    • pp.177-191
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    • 2003
  • In this paper, we present the theory of computers and mathematics education based on the concept of microworlds for mathematics education. We lust look back some previous papers published in the journal of the Korea society of mathematical education series A and else where. Then we present the new view points regarding mircroworlds and mathematics curriculems, microworlds and mathematics teaching and teaming, microworld based problem centered teaming, and microworld based diagnostics and debuggings. We use JavaMAL microworld that is designed to make LOGO and dynamic geometry system in one microworld to give some examples to explain the necessary mathematics educational needs fur designing microworlds for mathematics education. The JavaMAL microworld is a web based microworld that is programmed using JAVA, and the user on use script language, menus, keyboard, and mouse interaction to use the environment.

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Development of Covariational Reasoning in a LOGO-Based JavaMAL Microworld

  • Cho, Han-Hyuk;Shin, Dong-Jo;Woo, Ahn-Sung
    • Research in Mathematical Education
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    • v.16 no.1
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    • pp.1-13
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    • 2012
  • This paper explores gifted students' reasoning abilities. Three tests were developed in order to assess and analyze their reasoning abilities building on previous research on covariational reasoning. Giving consideration to the arising problems in the tests, we constructed a LOGO-based JavaMAL microworld environment which engages students in an active learning environment. This environment was designed by applying 'instrumental approach' in microworld. Based upon the post test results, the role of activity in microworld environment as 'instrument mediated activity' is also discussed.

On the Design of Logo-based Educational Microworld Environment

  • Cho, Han-Hyuk;Song, Min-Ho;Lee, Ji-Yoon;Kim, Hwa-Kyung
    • Research in Mathematical Education
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    • v.15 no.1
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    • pp.15-30
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    • 2011
  • We study to design educational Logo-based microworld environment equipped with 3D construction capability, 3D manipulation, and web-based communication. Extending the turtle metaphor of 2D Logo, we design simple and intuitive symbolic representation system that can create several turtle objects and operations. We also present various mathematization activities applying the turtle objects and suggest the way to make good use of them in mathematics education. In our microworld environment, the symbolic representations constructing the turtle objects can be used for web-based collaborative learning, communication, and assessments.

Designing a Microworld for Recursive Pasterns and Algebra (재귀적 패턴과 거북 마이크로월드 설계)

  • Kim Hwa-Kyung
    • The Mathematical Education
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    • v.45 no.2 s.113
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    • pp.165-176
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    • 2006
  • In this paper, we consider changes of algebra strands around the world. And we suggest needs of designing new computer environment where we make and manipulate geometric recursive patterns. For this purpose, we first consider relations among symbols, meanings and patterns. And we also consider Logo environment and characterize algebraic features. Then we introduce L-system which is considered as action letters and subgroup of turtle group. There are needs to be improved since there exists some ambiguity between sign and action. Based on needs of improving the previous L-system, we suggest new commands in JavaMAL microworld. So we design a microworld for recursive patterns and consider meanings of letters in new environments. Finally, we consider the method to integrate L-system and other existing microworlds, such as Logo and DGS. Specially, combining Logo and DGS, we consider the movement of such tiles and folding nets by L-system commands. And we discuss possible benefits in this environment.

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Fluency in Technology for Mathematics Education (수학교육에서 컴퓨터 환경이 지니는 유창성의 의미)

  • Kim, Hwa-Kyung
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.229-248
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    • 2006
  • In creative society, fluency in technology means the ability to reformulate knowledge, to express oneself creatively and appropriately, to produce and generate information in computer environment. Fluency in technology is essential for mathematics education with a point of constructivist view. In this paper, we study the meaning of fluency in technology, related to mathematics education. For this purpose, we suggest Papert's constructionism as a theoretical background and consider the principle of 'Learning through design' for fluency in technology. And we consider some principles for designing a mathematical microworld and implement a mathematical microworld for fluency in technology. With this microworld, we consider the after-school-program where students have participated a design activity.

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Representation Systems of Building Blocks in Logo-based Microworld

  • Lee, Ji-Yoon;Cho, Han-Hyuk;Song, Min-Ho;Kim, Hwa-Kyung
    • Research in Mathematical Education
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    • v.15 no.1
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    • pp.1-14
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    • 2011
  • Logo has influenced many researchers and learners for the past decades as a 20 turtle geometry environment in the perspective of constructionism. Logo uses the metaphor of 'playing turtle' that is intrinsic, local and procedural. We, then, design an environment in which the metaphor of 'playing turtle' is applied to construct 3D objects, and we figure out ways to represent 3D objects in terms action symbols and 3D building blocks. For this purpose, design three kinds of representation systems, and asked students make various 3D artifacts using various representation systems. We briefly introduce the results of our investigation into students' cognitive burden when they use those representation systems, and discuss the future application measures and the design principles of Logo-based 3D microworld.

Designing a Environment in Computers and Mathematics Education (컴퓨터와 수학교육에서 환경의 설계)

  • Kim, Hwa-Kyung
    • Journal of Educational Research in Mathematics
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    • v.15 no.4
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    • pp.489-504
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    • 2005
  • In this paper, we design a environment in computers and mathematics education. For this purpose, we study two different points of view about relations between computers and mathematics education. As theoretical background, we also study constructionism and microworld. Next, we introduce functionization as a basic principle for computers and mathematics education. The concept of functionization focuses on the variation of mathematical objects, and it is a basic concept of both mathematics and computer science. We consider the concept of functionization as a paradigm for the research and practice of the computers and mathematics education. We also present the concept of functionization as a principle for designing a computer environment. Finally, we use the concept of functionization to integrate two famous microworlds, LOGO and DGS by introducing such objects as tiles and folding nets. Combining LOGO and DGS, we design a new microworld that can be used under the internet environment. We present tiles and folding nets to introduce how the concept of functionization is used to design a new microworld and to integrate two microworids.

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A Study on Learning and Teaching Environments for Computers and Mathematics Education ('컴퓨터와 수학교육' 학습-지도 환경에 관한 연구)

  • Kim, Hwa-Kyung
    • Journal of Educational Research in Mathematics
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    • v.16 no.4
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    • pp.367-386
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    • 2006
  • There are two strands for considering tile relationships between education and technology. One is the viewpoint of 'learning from computers' and the other is that of 'learning with computers'. In this paper, we call mathematics education with computers as 'computers and mathematics education' and this computer environments as microworlds. In this paper, we first suggest theoretical backgrounds ai constructionism, mathematization, and computer interaction. These theoretical backgrounds are related to students, school mathematics and computers, relatively As specific strategies to design a microworld, we consider a physical construction, fuctiionization, and internet interaction. Next we survey the different microworlds such as Logo and Dynamic Geometry System(DGS), and reform each microworlds for mathematical level-up of representation. First, we introduce the concept of action letters and its manipulation for representing turtle actions and recursive patterns in turtle microworld. Also we introduce another algebraic representation for representing DGS relation and consider educational moaning in dynamic geometry microworld. We design an integrating microworld between Logo and DGS. First, we design a same command system and we get together in a microworld. Second, these microworlds interact each other and collaborate to construct and manipulate new objects such as tiles and folding nets.

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The Mediation of Embodied Symbol on Combinatorial Thinking

  • Cho, Han-Hyuk;Lee, Ji-Yoon;Lee, Hyo-Myung
    • Research in Mathematical Education
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    • v.16 no.1
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    • pp.79-90
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    • 2012
  • This research investigated if the embodied symbol using a turtle metaphor in a microworld environment works as a cognitive tool to mediate the learning of combinatorics. It was found that students were able to not only count the number of cases systematically by using the embodied symbols in a situated problem regarding Permutation and Combination, but also find the rules and infer a concept of Combination through the activities manipulating the symbols. Therefore, we concluded that the embodied symbol, as a bridge that connects learners' concrete experiences with abstract mathematical concepts, can be applied to introduction of various mathematical concepts as well as a combinatorics concept.