Today's math education basic syllabus gives an ever increasing emphasis to Geometry and Patterns. Curricula also advocate an approach that allows student to understand the concepts involved supported by dynamical com...Today's math education basic syllabus gives an ever increasing emphasis to Geometry and Patterns. Curricula also advocate an approach that allows student to understand the concepts involved supported by dynamical computer tools. However, there is not much research work joining these paradigms. Therefore, a case study was developed, with 9th grade students (14-15 years old), to evaluate the impact of a creative approach to isometries and symmetries-friezes, rosaceas (rosettes) and wallpapers-centered in patterns (reproduction, continuation, completion, description and creation) and using Geometer's Sketchpad software to solve, mainly in pairs, and discuss, with the whole class, the challenging tasks proposed, involving the formulation of hypothesis, argumentation and justification of the reasoning. The statistical analysis of the quantifiable data and content analysis of the qualitative data, collecting trough enquiry, direct observation and documental analysis (involving questionnaires, field notes, logbook, pre-tests and post-test, other works of the students including those computer related, and internal documents of the school) enable to conclude positively regarding the main research question underlying the study. In fact, it led to the conclusion that the teaching strategy implemented has contributed to deepen the student's knowledge and skills on geometry, mathematical communication and autonomy as well as to develop a closer relation with the field of geometry itself. This article focuses on one of the cases studied. The pair was selected due to be representative of most students and due to their communication skills.展开更多
Both mathematics and art consistently reflect the spirit of the age in which they arise. Consequently, the mathematics in China and in Korea during the Joseon Dynasty, in contrast to the deductive western mathematics,...Both mathematics and art consistently reflect the spirit of the age in which they arise. Consequently, the mathematics in China and in Korea during the Joseon Dynasty, in contrast to the deductive western mathematics, does not function on the basis of proving something deductively. Rather, the Chinese mathematics from this period was based upon making observations about problems by combining patterns with specific examples. In this paper, this author attempts to compare the differences in mathematics between the East and the West, and also to study the different perspectives in art between the East and the West, in order to identify the relationship between civilization, culture and the spirit of the age. This will explain the reason why the Western 'One Point Perspective' had spread in China and the Chosen Dynasty, yet could not be permanently established in these countries.展开更多
Great Animation not just drawing sequence of images or just combining images into frame by frame whatever motion will be, but Great Animation actually based on Physics, Biology and Lip sync. 2D Animation Hybrid Techni...Great Animation not just drawing sequence of images or just combining images into frame by frame whatever motion will be, but Great Animation actually based on Physics, Biology and Lip sync. 2D Animation Hybrid Technique is combination of Traditional Technique and Digital Technique, but the motion also based on analytical motion and physics. Traditional technique using mostly stop motion technique and experiment in any material animated objects, such as celluloid, sand, pebble, clay, doll, flour, or any objects that can be animated. This day digital technique is widely used mostly using computer hardware and software, and a lot of 2D animation software out there that can be used to create 2D animation. 2D Animation Hybrid Technique is a new technique that combining the traditional 2D animation technique but not using stop motion technique and with digital technique using computer and software, this technique become possible using image scanning technology that can digitizing any image from photo to hand drawn image. Then the sequence hand drawn animation edited in frame by frame also layer by layer using certain software in computer to create illusion of motion. The motion itself not just using any sense of art but also using physics, biology especially anatomy when needed to create such realism motion or perhaps funny motion in cartoon style animation.展开更多
文摘Today's math education basic syllabus gives an ever increasing emphasis to Geometry and Patterns. Curricula also advocate an approach that allows student to understand the concepts involved supported by dynamical computer tools. However, there is not much research work joining these paradigms. Therefore, a case study was developed, with 9th grade students (14-15 years old), to evaluate the impact of a creative approach to isometries and symmetries-friezes, rosaceas (rosettes) and wallpapers-centered in patterns (reproduction, continuation, completion, description and creation) and using Geometer's Sketchpad software to solve, mainly in pairs, and discuss, with the whole class, the challenging tasks proposed, involving the formulation of hypothesis, argumentation and justification of the reasoning. The statistical analysis of the quantifiable data and content analysis of the qualitative data, collecting trough enquiry, direct observation and documental analysis (involving questionnaires, field notes, logbook, pre-tests and post-test, other works of the students including those computer related, and internal documents of the school) enable to conclude positively regarding the main research question underlying the study. In fact, it led to the conclusion that the teaching strategy implemented has contributed to deepen the student's knowledge and skills on geometry, mathematical communication and autonomy as well as to develop a closer relation with the field of geometry itself. This article focuses on one of the cases studied. The pair was selected due to be representative of most students and due to their communication skills.
文摘Both mathematics and art consistently reflect the spirit of the age in which they arise. Consequently, the mathematics in China and in Korea during the Joseon Dynasty, in contrast to the deductive western mathematics, does not function on the basis of proving something deductively. Rather, the Chinese mathematics from this period was based upon making observations about problems by combining patterns with specific examples. In this paper, this author attempts to compare the differences in mathematics between the East and the West, and also to study the different perspectives in art between the East and the West, in order to identify the relationship between civilization, culture and the spirit of the age. This will explain the reason why the Western 'One Point Perspective' had spread in China and the Chosen Dynasty, yet could not be permanently established in these countries.
文摘Great Animation not just drawing sequence of images or just combining images into frame by frame whatever motion will be, but Great Animation actually based on Physics, Biology and Lip sync. 2D Animation Hybrid Technique is combination of Traditional Technique and Digital Technique, but the motion also based on analytical motion and physics. Traditional technique using mostly stop motion technique and experiment in any material animated objects, such as celluloid, sand, pebble, clay, doll, flour, or any objects that can be animated. This day digital technique is widely used mostly using computer hardware and software, and a lot of 2D animation software out there that can be used to create 2D animation. 2D Animation Hybrid Technique is a new technique that combining the traditional 2D animation technique but not using stop motion technique and with digital technique using computer and software, this technique become possible using image scanning technology that can digitizing any image from photo to hand drawn image. Then the sequence hand drawn animation edited in frame by frame also layer by layer using certain software in computer to create illusion of motion. The motion itself not just using any sense of art but also using physics, biology especially anatomy when needed to create such realism motion or perhaps funny motion in cartoon style animation.