• Title/Summary/Keyword: project based math learning

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Design and application of project based mathematics learning on students' attitude toward mathematics and career awareness (수학에 대한 태도 및 진로인식 함양을 위한 프로젝트기반 수학수업 설계 및 적용)

  • Lee, Soo Hyun;Kim, Min Kyeong
    • Journal of the Korean School Mathematics Society
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    • v.19 no.4
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    • pp.329-356
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    • 2016
  • The purpose of the study was to develop project based math learning using future prospective jobs to find out its effects on elementary school student's attitude toward mathematics and career awareness. Also, this study aims at implementation of this project based math learning program in school math education. The project based math learning using future prospective jobs was conducted through 19 lessons for 7 weeks. As a result, the project based math learning using prospective jobs is turned out to be effective on developing attitudes on mathematics and career awareness positively.

A study on the history of project approach and its application for improving mathematical problem solving skill (수학문제해결력 증진을 위한 프로젝트 활용의 역사와 그 적용의 분석)

  • HAN, Sun Young;LEE, Jang Joo
    • Journal for History of Mathematics
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    • v.28 no.6
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    • pp.333-348
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    • 2015
  • Problem sovling skill is one of the core skills in mathematics education. To improve students' problem solving skill, the project approach or project based learning has been developed and applied. A teaching and learning strategy utilizing 'project' encourages students to understand the problem embedded in the project, find and reflect the solution, which might be effective in improving students' problem solving skill. The present study systematically reviews literature regarding project based learning and analyzes the characteristics of project. The findings from the systematic review illuminate an appropriate approach to apply project based learning in mathematics classrooms.

The Effect of Math Project Learning Using Chat-bot on Artificial Intelligence Literacy (챗봇 활용 수학 프로젝트 학습이 인공지능 리터러시에 미치는 영향)

  • Ryu, Hee Jung;Ko, Ho Kyoung
    • East Asian mathematical journal
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    • v.39 no.2
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    • pp.229-250
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    • 2023
  • The purpose of this study is to investigate the impact of project learning using chatbots on artificial intelligence literacy. The subjects of the study were a total of 41 students from 1st to 3rd grade of general high school in Gyeonggi-do. Classes were held after school for a total of 6 hours, and the contents of the classes consisted of the concept and characteristics of artificial intelligence, the concept and expression of knowledge, OBT application for Kakao i open builder, guidance on how to create chatbots, and chatbot production practice. As a result of the pre- and post-test of the experimental group, the quantitative value of artificial intelligence literacy increased in all three grades. In the case of second-year students who set up a comparison group, when compared with the results of the comparison group, there was a significant positive effect on the AI literacy result, and female students were found to be more effective than male students.

A Study on the Teaching-Learning Methods for Improvement of Creativity on Information Science Applying Project-based Learning (정보과학 창의성 향상을 위한 프로젝트 기반 교수-학습 방법에 대한 연구)

  • Kim, Hosook;Kim, Hyoungseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.529-540
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    • 2014
  • We propose an efficient information science teaching-learning method to improve information-scientific creativity of mathematically and scientifically gifted students. The students are able to improve their creative problem solving and team-work abilities through team project work to resolve a variety of application problem in real world. In the pursuit of this purpose, we designed a new two-stage information science learning method consisted of the standard stage and the application stage, and a new systemic project process. Moreover, we applied small-scale cooperation learning strategies and a multi-dimensional assessment system. The analysis on our proposed model shows that there is a remarkable achievement of educational objectives on cognitive capability, social and affective ability of information science creativity.

Designing Content Elements of the Programming Curriculum as a Instrumental Subject for Gifted Science High School (과학영재 고등학교 도구교과로서의 프로그래밍 교육과정 내용요소 설계)

  • Kim, JongHye
    • The Journal of Korean Association of Computer Education
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    • v.17 no.4
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    • pp.1-11
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    • 2014
  • In this study, contents of programming curriculum were designed as instrumental subjects for scientifically gifted students, not for IT gifted ones. Firstly, the programming curriculum consisted of 3 sections; Programming Understanding, Object-Oriented Programming, and Simulation Programming as a result of two semesters. Then, the lectures including project-based and problem-solving tasks were given to scientifically gifted students in a high school during one semester to verify whether they could apply the contents to studies and researches in math or science or not. As a result of this study, the students could improve numerical analysis and simulation program development capabilities in math or science as well as the problem-solving ability based on computational thinking. Moreover, it was proved that the students changed their perception about programing learning. They started to think that programing learning was necessary to studies and researches in math or science. The results of this study propose guideline to design programming curriculum as instrumental subjects for scientifically gifted students.

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The cognitive load of middle school students according to problem types in collaborative learning for solving the function problems (함수 영역 문제해결 협력학습 과정에서 문제 유형에 따른 중학생의 인지부하 분석)

  • Kim, Seong-Kyeong;Kim, Ji Youn;Lee, Sun Ji;Lee, Bongju
    • The Mathematical Education
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    • v.57 no.2
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    • pp.137-155
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    • 2018
  • From the assumption that an individual's working memory capacity is limited, the cognitive load theory is concerned with providing adequate instructional design so as to avoid overloading the learner's working memory. Based on the cognitive load theory, this study aimed to provide implications for effective problem-based collaborative teaching and learning design by analyzing the level of middle school students' cognitive load which is perceived according to the problem types(short answer type, narrative type, project) in the process of collaborative problem solving in middle school function part. To do this, this study analyzed whether there is a relevant difference in the level of cognitive load for the problem type according to the math achievement level and gender in the process of cooperative problem solving. As a result, there was a relevant difference in the task burden and task difficulty perceived according to the types of problems in both first and second graders in middle schools students. and there was no significant difference in the cognitive effort. In addition, the efficacy of task performance differed between first and second graders. The significance of this study is as follows: in the process of collaborative problem solving learning, which is most frequently used in school classrooms, it examined students' cognitive load according to problem types in various aspects of grade, achievement level, and gender.

A Study on Evaluation in College Mathematics Education in the New Normal Era (뉴노멀(New Normal) 시대 대학수학교육에서의 과정중심 PBL 평가 - '인공지능을 위한 기초수학' 강좌 사례를 중심으로 -)

  • Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.421-437
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    • 2020
  • Problem/Project based learning(PBL) is a student-centered teaching method in which students collaboratively solve problems and reflect their experiences. According to the results of PBL study and the experiences of the authors in PBL instruction, this paper introduced the necessities, output and significance of learning process PBL evaluation method and sums up our PBL evaluation process. The issue of appropriate and fair evaluation has been raised in untact (non-contact) university mathematics education due to the novel coronavirus (COVID-19) of the year 2020. To this end, when we had the course on for the summer semester held at S University in the summer of 2020. To ensure the fairness in evaluation and to improve the quality of our college math education, the PBL evaluation method was fully adapted. As a result, most of the students who took the lecture have learned a wide range of related knowledge without a single exception, and students agreed it is an ideal, fair, rational, and effective evaluation method applicable to other online courses in the era of untact education. This case was summarized in detail and introduced in this paper.

Design and Implementation of IoT based Low cost, Effective Learning Mechanism for Empowering STEM Education in India

  • Simmi Chawla;Parul Tomar;Sapna Gambhir
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.163-169
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    • 2024
  • India is a developing nation and has come with comprehensive way in modernizing its reducing poverty, economy and rising living standards for an outsized fragment of its residents. The STEM (Science, Technology, Engineering, and Mathematics) education plays an important role in it. STEM is an educational curriculum that emphasis on the subjects of "science, technology, engineering, and mathematics". In traditional education scenario, these subjects are taught independently, but according to the educational philosophy of STEM that teaches these subjects together in project-based lessons. STEM helps the students in his holistic development. Youth unemployment is the biggest concern due to lack of adequate skills. There is a huge skill gap behind jobless engineers and the question arises how we can prepare engineers for a better tomorrow? Now a day's Industry 4.0 is a new fourth industrial revolution which is an intelligent networking of machines and processes for industry through ICT. It is based upon the usage of cyber-physical systems and Internet of Things (IoT). Industrial revolution does not influence only production but also educational system as well. IoT in academics is a new revolution to the Internet technology, which introduced "Smartness" in the entire IT infrastructure. To improve socio-economic status of the India students must equipped with 21st century digital skills and Universities, colleges must provide individual learning kits to their students which can help them in enhancing their productivity and learning outcomes. The major goal of this paper is to present a low cost, effective learning mechanism for STEM implementation using Raspberry Pi 3+ model (Single board computer) and Node Red open source visual programming tool which is developed by IBM for wiring hardware devices together. These tools are broadly used to provide hands on experience on IoT fundamentals during teaching and learning. This paper elaborates the appropriateness and the practicality of these concepts via an example by implementing a user interface (UI) and Dashboard in Node-RED where dashboard palette is used for demonstration with switch, slider, gauge and Raspberry pi palette is used to connect with GPIO pins present on Raspberry pi board. An LED light is connected with a GPIO pin as an output pin. In this experiment, it is shown that the Node-Red dashboard is accessing on Raspberry pi and via Smartphone as well. In the final step results are shown in an elaborate manner. Conversely, inadequate Programming skills in students are the biggest challenge because without good programming skills there would be no pioneers in engineering, robotics and other areas. Coding plays an important role to increase the level of knowledge on a wide scale and to encourage the interest of students in coding. Today Python language which is Open source and most demanding languages in the industry in order to know data science and algorithms, understanding computer science would not be possible without science, technology, engineering and math. In this paper a small experiment is also done with an LED light via writing source code in python. These tiny experiments are really helpful to encourage the students and give play way to learn these advance technologies. The cost estimation is presented in tabular form for per learning kit provided to the students for Hands on experiments. Some Popular In addition, some Open source tools for experimenting with IoT Technology are described. Students can enrich their knowledge by doing lots of experiments with these freely available software's and this low cost hardware in labs or learning kits provided to them.

Development and Effectiveness of STEAM Outreach Program based on Mathematics (수학을 기반으로 하는 STEAM 아웃리치 프로그램 개발과 효과성)

  • Hwang, Sunwook;Kim, Namjun;Son, Jeongsuk;Song, Wonhee;Lee, Kapjung;Choi, Seongja;Lew, Kyounghoon
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.389-407
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    • 2017
  • Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.