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책 정보

· 제목 : 신기한 데스모스 액티비티 따라잡기 
· 분류 : 국내도서 > 대학교재/전문서적 > 사범계열 > 교육공학/수업설계
· ISBN : 9791191346169
· 쪽수 : 128쪽
· 출판일 : 2021-10-15

책 소개

코로나 19로 인한 온라인 수업에서 아무리 실시간 쌍방향으로 수업을 해도 학생들이 수업을 듣고 있는지, 얼마나 이해하고 있는지 알 수가 없다. 잘 구성된 데스모스 액티비티는 선생님들이 손쉽게 좋은 수업을 할 수 있도록 도와주며, 그러한 문제점들을 많이 해결할 수 있다.

목차

Ⅰ. 데스모스

1. 데스모스 ··························································································································· 9

가. 데스모스의 역사와 뜻 ···························································································· 11

나. 데스모스 회원가입 ·································································································· 12

다. 데스모스 교사 홈페이지 구성 ·············································································· 13

1) 언어설정 바꾸기 ··································································································· 13

2) Desmos 실험기능 체크 ······················································································ 14

3) 액티비티 탐색 ······································································································· 14

4) 사용자 지정 액티비티 ························································································· 16

라. 액티비티 수업에 사용하기 ···················································································· 16

1) 학생들 접속시키기 ······························································································· 16

2) 대시보드 사용방법 ······························································································· 18

마. 액티비티 번역하기 ·································································································· 19

바. 액티비티 새로 만들기 ···························································································· 20

1) 액티비티 제작페이지 둘러보기 ·········································································· 21

2) 구슬 굴리기 ··········································································································· 22

3) 카드 정렬 ··············································································································· 22

4) 그래핑 계산기 ······································································································· 22

Ⅱ. 그래핑 계산기 사용방법

가. 그래프 저장 및 붙여넣기 ······················································································ 25

1) 그래프 저장하기 ··································································································· 25

2) 그래프 복사하여 붙여넣기 ················································································· 26

나. 점 표현하기 ············································································································· 27

1) 변수를 사용하여 슬라이더로 조절할 수 있는 점 만들기 ····························· 27

2) 점의 스타일 바꾸기 ····························································································· 28

3) 리스트로 여러 개의 점 표현하기 ······································································ 30

<실습문제 1> ····················································································································· 31

다. 색깔 추가하기 ········································································································· 32

<실습문제 2> ····················································································································· 33

라. 다각형 표현하기 ····································································································· 33

1) polygon 함수 사용하기 ······················································································ 33

2) 변수에 따라 변하는 사각형의 넓이 표현하기 ················································ 34

<실습문제 3> ····················································································································· 35

마. 선분 표현하기 ········································································································· 36

1) polygon함수로 선분 표현하기 ··········································································· 36

<실습문제 4> ····················································································································· 37

2) 매개변수 를 사용하여 선분 표현하기 ······························································ 37

<실습문제 5> ····················································································································· 38

바. 원 표현하기 ············································································································· 38

1) xy 좌표평면에서 원 표현하기 ············································································ 38

2) 극좌표 방정식으로 원 표현하기 ········································································ 38

3) 매개변수 t 를 사용하여 원 표현하기 ······························································ 39

<실습문제 6> ····················································································································· 39

사. 조건이 걸린 함수 ··································································································· 40

1) 제한된 영역의 그래프 표현하기 ········································································ 40

2) 조건이 있는 세 함수를 하나의 함수로 표현하기 ·········································· 41

아. 여러 가지 함수 사용하기 ······················································································ 42

1) mod 함수 ·············································································································· 42

2) floor 함수 ·············································································································· 43

3) min 함수 ··············································································································· 43

<실습문제 7> ····················································································································· 43

<실습문제 8> ····················································································································· 44

<실습문제 9> ····················································································································· 44

Ⅲ. 버튼과 그래프

가. “클릭 전쟁” 따라잡기 ···························································································· 47

1) 행동버튼 탐색하기 ······························································································· 47

2) pressCount 사용방법 ························································································· 49

3) 버튼을 클릭할 때마다 높이가 0.2씩 커지는 직사각형만들기 ··················· 51

4) 클릭한 횟수 표현하기 ························································································· 52

5) 클릭한 지 5초 후에 버튼이 비활성화되게 하기 ············································ 54

6) 버튼의 레이블 바뀌게 하기 ··············································································· 57

7) 두 버튼을 클릭한 횟수 직사각형 높이에 반영하기 ······································ 57

나. “직사각형의 넓이와 반비례” 따라잡기 ······························································· 59

1) 넓이가 36으로 일정한 직사각형 만들기 ························································· 59

2) 변수에 의해 채워지는 직사각형의 내부 ·························································· 61

3) 변수와 timeSincePress 연결하기 ·································································· 63

4) when, otherwise 로 조건에 따라 변하는 문장 입력하기 ·························· 63

5) resetOnChange 로 버튼 기능 초기화 하기 ·················································· 67

6) 레이블에 조건 걸기 ····························································································· 67

Ⅳ. 수식입력란과 그래프

가. “과녁맞추기” 따라잡기 ·························································································· 71

1) 수식입력란 탐색하기 ··························································································· 71

2) parseOrderedPair 사용방법 ············································································· 73

3) 과녁만들기 ············································································································· 75

4) 수식입력란에 입력한 순서쌍을 그래프 화면에 점으로 나타내기 ··············· 76

5) correct, readOnly 사용방법 ·············································································· 78

나. “풍선으로 띄워요” 따라잡기 ················································································ 80

1) 풍선이미지 그래프에 업로드하기 ······································································ 81

2) 대응값이 수열리스트인 함수 ············································································ 82

3) 풍선 이미지 중심의 위치 이해하기 ·································································· 83

4) 이미지 회전시키기 ······························································································· 86

5) 풍선실의 끝이 원점을 향하게 하기 ································································ 87

6) 수식입력창의 숫자를 받아 풍선의 개수 결정하기 ········································ 90

7) 수식입력란의 제출을 누르면 풍선이 위로 올라가게 하기 ··························· 92

Ⅴ. 그림판과 그래프

가. “거북이 달리기 대회” 따라잡기 ·········································································· 96

1) 그래프에 달리기 대회 배경 만들기 ·································································· 96

2) 레인 위를 움직이는 캐릭터 나타내기 ······························································ 97

3) 그래프화면 동영상으로 만들기 ·········································································· 98

4) 그림판의 그림과 캐릭터의 움직임 연결하기 ·················································· 99

5) 캐릭터의 움직임 색깔별로 연결하기 ······························································ 102

6) 움직이는 거북이 표현하기 ··············································································· 103

나. “닮은 도형 그리기” 따라잡기 ············································································ 108

1) currentX, currentY 사용하기 ········································································· 108

2) currentStroke 사용방법 ·················································································· 109

3) currentStroke과 sketch 비교 ········································································ 111

4) 그림색깔 다르게 보이게 하기 ········································································· 112

5) 닮음 도형 그려주는 기계장치 표현하기 ························································ 114

부록

<부록1 : 실습문제 정답> ······························································································ 118

<부록2 : 그래핑 계산기 자료 안내 > ········································································· 125

<부록3 : 액티비티 제작에 관한 자료 안내 > ··························································· 126

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