• 제목/요약/키워드: puzzle education

검색결과 67건 처리시간 0.026초

바둑돌 게임의 교수학적 활용 (Didactical Applications of the Baduk Pieces Game)

  • 김부윤;이지성
    • 한국수학사학회지
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    • 제20권3호
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    • pp.43-58
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    • 2007
  • 혼자 즐겨서 하는 놀이의 하나로서 동양에서는 징검돌 게임이나 원앙놀이가 있었고, 서양에서는 페그 퍼즐이나 솔리테르가 있었다. 본 논문에서는 이들 중 가장 기본적인 게임을 바둑돌 게임으로 부르고, 학생들에게 문제의 다양한 해결 전략을 경험할 수 있는 기회를 제공하기 위해 바둑돌 게임을 교수학적으로 활용하는 방안을 제시하고자 한다. 먼저, 바둑돌 게임의 가장 기본 형태인 (3, 3)으로 시작하여, 단순화, 일반화, 확장의 단계로 문제를 제시한 후, 해결 전략으로서 시행착오를 통한 조작, 다이어그램이나 기호의 활용, 패턴 찾기와 일반화, 발산적 사고와 확장 등을 살펴본다.

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$m{\times}n$ 크기의 일반적인 흑백 게임의 최적해와 타일링 (Analysis of optimal solutions and its tiling in $m{\times}n$ size Black-Out Game)

  • 김덕선;이상구
    • 한국수학교육학회지시리즈E:수학교육논문집
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    • 제21권4호
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    • pp.597-612
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    • 2007
  • For finding the optimal strategy in Blackout game which was introduced in the homepage of popular movie "Beautiful mind", we have developed and generalized a mathematical proof and an algorithm with a couple of softwares. It did require only the concept of basis and knowledge of basic linear algebra. Mathematical modeling and analysis were given for the square matrix case in(Lee,2004) and we now generalize it to a generalized $m{\times}n$ Blackout game. New proof and algorithm will be given with a visualization.

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학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구 (A Study of Mathematical Game and Puzzles With Learners)

  • 김상룡
    • 한국초등수학교육학회지
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    • 제14권3호
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    • pp.567-581
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    • 2010
  • 본 논문에서는 수학게임과 관련한 장 단점, 수학게임 적용 시 유의사항 등을 살펴보고, 몇 가지 수학게임의 적용 실제 또는 수학적 사고 능력 함양의 새로운 가능성을 탐구하고자 한다. 이러한 과정을 현장에 적용하여 학습자의 수학적 사고의 발달과 수학적 성향을 개선시키는데 조금이나마 보탬이 되고자 하는데 그 목적이 있다.

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초등학생을 위한 흡연예방 프로그램의 개발 및 효과에 관한 연구 (Development and Effectiveness of a Smoking Preventive Program for Elementary Students)

  • 이은혜;김일옥
    • 한국간호교육학회지
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    • 제9권2호
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    • pp.264-275
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    • 2003
  • The purpose of this study were to develop a smoking preventive education program for elementary students and evaluate it's effectiveness. This study was a quasi experimental study under the nonequivalent control group with pretest-posttest design. The subjects of this study were 62 who are attending elementary school(31 for each group), 2 different district elementary school. The subjects were matched by grade, similar in anti-smoking educational background of smoking, as well as their residence and income level of their families. The instruments used in this study was 18 criterion referenced test items modeled by Dick & Carey that were developed by researchers for evaluating the subjects' knowledge and attitude about smoking. A pretest was administered a week before treatment The program given to the experimental group is composed of the texts explaining the poisonous substances in tobacco, social and cultural harmfulness of smoking to the body and psychology, indirect smoking, smoking of pregnant women, motives of smoking, refusal skills of smoking; and for the subjects' understanding and the better results of study - pictures, role play, discussion, text through computer based multi-media, puzzle searching for hidden pictures, cross-word puzzle, and finally compensation. The data were collected for 50 days form mid- September to the end of October in the year of 2000, composed of formative evaluation, pre-test and summative evaluation via 2 sessions. Accordingly, the collected data were analysed by t-test, paired t-test, repeated measure ANOVA by the SAS program. This research summarize the findings as follows; 1. There was a significant difference in knowledge between the experimental group(after 1 wks t=10.4680, p=.0001; after 4 wks t= 9.310, p=.0001) and control group(after 1 wks t=0.0420, p= .9669; after 4 wks t= -0.378 p=.7079) in between the results of 1 and 4 week after education in summative evaluation (F=27.45, P=.0001). 2. There was non statistical significant difference in attitude between the experimental group (after 1 wks t=1.2292, p=0.2286 ; after 4 wks t=1.330, p=0.1935) and control group (after 1 wks t=0.1819, p=0.8569 ; after 4 wks t=0.2970, p=0.7685) in between the results of 1 and 4 week after education in summative evaluation(F=0.71, P=0.494). To sum up, the statistics of conclusive analysis evaluative for the children under school age of the 'knowledge acquisition' about smoking harmfulness. On the other hand, as there was already sound attitude about smoking, the evaluation of attitude was non significant difference between control group and experimental group, just there was partially significant difference.

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대학생을 위한 블렌디드 러닝 기법의 성 교육 프로그램 개발 및 효과 (Development and Effects of a Sex Education Program with Blended Learning for University Students)

  • 김일옥;염계정;김미정
    • Child Health Nursing Research
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    • 제24권4호
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    • pp.443-453
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    • 2018
  • Purpose: This study was describes the development and implementation a sex education program with a blended learning method for university students. Methods: Sixty-eight university students were recruited either to the experimental group (n=35) or the control group (n=33). This program was developed based on the analysis, design, development, implementation, and evaluation model. The analysis phase consisted of a literature review, focus group interview, expert consultations, and target group survey. In addition, learning objectives and structure were designed, and a printed text-book, presentation slides, cross-word puzzle, and debate topics were developed. In the implementation phase, the program was conducted 3 times over the course of 3 weeks. The evaluation phase involved verification of the effects of the program on sex-related knowledge, sexual autonomy, and justification of violence, as well as an assessment of satisfaction with the program. Results: The experimental group had significantly higher scores on sex-related knowledge (t=5.47, p<.001), sexual autonomy (t=2.40, p=.019), and justification of violence (t=2.52, p=.015) than the control group. Conclusion: The results indicate that this sex education program with blended learning was effective in meeting the needs of university students and can be widely used in this context.

정사각형 칠교판의 일곱 조각으로 만들 수 있는 볼록 다각형의 탐색 (An Inquiry into Convex Polygons which can be made by Seven Pieces of Square Seven-piece Puzzles)

  • 박교식
    • 대한수학교육학회지:수학교육학연구
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    • 제17권3호
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    • pp.221-232
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    • 2007
  • 현재 학교수학에서는 탱그램의 몇 조각을 변끼리 서로 깔끔하게 붙여 특정한 다각형을 만드는 활동을 소개하고 있다. 이 연구는 이러한 활동을 심화하는 것에 초점을 맞추고 있다. 이 연구에서는 탱그램 뿐만 아니라, 그것과 유사한 정사각형 칠교판인 청소납언(淸少納言)의 칠교판과 피타고라스 퍼즐의 각각의 일곱 조각으로 만들 수 있는 볼록 다각형을 피크의 정리와 화 초(和 草)(2007)의 방법으로 모두 구하고 있다. 먼저 피크의 정리를 이용하여, 다음에는 화 초(和 草)(2007)의 방법을 변의 길이 조건을 만족하는 정사각형 칠교판의 경우로 일반화시켜, 정사각형 칠교판의 일곱 조각으로 만들 수 있는 볼록 다각형은 20개를 넘을 수 없다는 것을 보였다. 실제로 확인한 결과, 탱그램, 청소납언(淸少納言)의 칠교판, 피타고라스 퍼즐의 각각의 일곱 조각으로 만들 수 있는 볼록 다각형은 각각 13개, 16개, 12개이다.

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친환경 패션산업 동향과 쓰레기 발생 감량화(Zero Waste)를 위한 실험적 디자인 사례 연구 (Eco-Fashion Industry Trend and Creative Fashion Design Technic for Zero-Waste)

  • 박혜원
    • 패션비즈니스
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    • 제16권4호
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    • pp.29-45
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    • 2012
  • The purpose of this study is for providing not only the latest design technique trend for zero waste fashion, but information about creative fashion design education through eco-fashion industry trend in globally and domestic which is focusing on eco-fashion labelling. The research were processed with literature related eco, sustainable, green fashion books, former articles, newspapers, and web sites. The results as follows; The certification about eco-fashion product is moving to 'Life Cycle Assessment' from focused on primary process like material, finishing, dyeing. Especially simplicity of process means reducing the wastes. And fabric wastage for adult outwear was estimated 15% percent of total fabric used in general design studios. Three cases for Zero waste fashion were as follows; First, Jigsaw puzzle by Timo Rissane and Mark Liu were different zero waste methods, but the result was same. Rissene's method was based on traditional cutting like 'cut and sew' but traditional cutting can lead to design that have an abundance of fabric and drape. Jigsaw of Rissene was approached with description a pattern-cutting technique in which all piece interlock with each other generating no waste from design production. Another Jigsaw by Liu was related with innovative textile design. DTP makes the possibilities for zero waste garment production almost endless. The dress intricately cut from 10 pieces, wastes none of the fabric required to make it. Second, Subtraction Cutting by Julian Roberts provides unexpected fluid, organic forms and zero waste fabric. Utilizing Roberts plug(tunnel) technique enables any part of the garment that is removed for fit or aesthetics to be reincorporated into the design of garment. Third was 'Bio Couture' by Suzanne Lee. She has created garments from cellulose bacteria which grow in a bathtub using only green methods addressing in such as way ecological issues and exploring the future of fashion design in conjunction with technology.

디피의 머리 (The Head of Diffy)

  • 김홍찬
    • 한국수학교육학회지시리즈A:수학교육
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    • 제45권4호
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    • pp.481-491
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    • 2006
  • Diffy is a simple mathematical puzzle that provides elementary-school students with subtraction practice. The idea appears to have originated in the late nineteenth century with E. Ducci of Itali. Thirty years ago Professor J. Copley of the University of Houston introduced the diffy game to teachers in elementary schools and it widely spreaded out. During the diffy activity we naturally guess many interesting conjectures. First, does diffy always end? Second, does the head of diffy always exist? Third, for an arbitrary given natural number n, is there any possible method to find the diffy with the given length n? In this study I give the necessary and sufficient condition for the existence of the head of diffy. Using this condition I classify all possible heads of diffy and provide an algorithm to find the diffy with any given length n. With this algorithm I find four natural numbers with diffy length 200. To ensure my numbers are correct, I make a diffy program for Mathematica and check they are correct. I suggest the diffy game is good for enlarging the mathematical thinking to all graded students, especially gifted and talented students, It will produce rational consideration and synthetic judgement.

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교육수준이 선거기권에 미치는 영향: 다운스의 합리적 선택론을 중심으로 (Modified Rational Choice Model for the Effects of Education on Election Participation in Korea)

  • 장원호
    • 한국조사연구학회지:조사연구
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    • 제4권2호
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    • pp.23-45
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    • 2003
  • 서구의 선거에서 일관성 있게 발견되는 교육과 투표율의 양의 관계가 한국에서는 음의 관계로 나타나는 하나의 수수께끼와 같은 현상이 있다. 본 연구는 다운스의 합리적 선택론에 공약실천확률(p')이라는 새로운 개념을 첨가하여 이 문제를 풀고자 하였다. 본 연구에서는, 한국과 같이 정치가나 선거제도에 관한 신뢰가 낮은 사회에서는 교육수준이 높을수록 공약실천에 대한 불신감이 높고 결국 기권할 가능성이 높다는 가설을 제시하고 이를 경험적으로 검증하고자 하였다. 이를 위해 본 연구는 사회인구적 특성으로 기권자들을 직접 설명하는 기존의 연구와는 달리. 합리성 요인이라는 매개변수를 추가하여 설명함으로써 한국의 기권자들을 보다 종합적으로 분석하였다. 이러한 본 연구의 설명은 다운스의 합리적 선택론에 기반한 것이다.

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

  • 한석실;박주희
    • 아동학회지
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    • 제28권5호
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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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