• Title/Summary/Keyword: 창의성과

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A Case Study of Artificial Intelligence Convergence Education using Entry in Elementary School (초등학교에서의 엔트리를 활용한 인공지능 융합 교육 사례)

  • Han, Kyujung;Ahn, Hyeongjun
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.197-206
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    • 2021
  • This study is a case of convergence education using the AI model of entry in elementary schools. The subject is English, and the class was conducted based on the image learning model among the convergence activities with the art department drawing and the AI model of the entry. In order to effectively achieve the learning goals of speaking and writing in English education. The class was designed by combining art and SW. Students experienced communication using AI, improved confidence, and were able to improve creativity and communication skills by expressing not only listening and speaking but also expressing through various media such as pictures and photos. In addition, in order to find out the effectiveness of the class, a survey was conducted on students and the results were analyzed. As a result of the analysis, it was found that it had a positive effect on students' participation rate, degree of understanding AI after class, interest in AI, satisfaction with AI classes.

An Analysis of Mathematical Thinking and Strategies Appeared in Solving Mathematical Puzzles (수학퍼즐 해결과정에서 나타나는 수학적 사고와 전략)

  • Kim, Pansoo
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.295-306
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    • 2019
  • Despite the popularity and convenient accessibility of puzzles, the variety of puzzles have led to a lack of research on the nature of the puzzle itself. In guiding certain skills, such as abstractness, creativity, and logic, a teacher should have the thinking skill and strategy that appear in solving puzzles. In this study, the mathematical thinking that appears in solving puzzles from the perspective of experts is identified, and the strategies and characteristics are described and classified accordingly. For this purpose, we analyzed 85 math puzzles including the well-know puzzles to the public, plus puzzles from a popular book for the gifted student. The research analysis shows that there are 6 types of mathematics puzzles in which require mathematical thinking.

Empirical Research on the Interaction between Visual Art Creation and Artificial Intelligence Collaboration (시각예술 창작과 인공지능 협업의 상호작용에 관한 실증연구)

  • Hyeonjin Kim;Yeongjo Kim;Donghyeon Yun;Hanjin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.517-524
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    • 2024
  • Generative AI, exemplified by models like ChatGPT, has revolutionized human-machine interactions in the 21st century. As these advancements permeate various sectors, their intersection with the arts is both promising and challenging. Despite the arts' historical resistance to AI replacement, recent developments have sparked active research in AI's role in artistry. This study delves into the potential of AI in visual arts education, highlighting the necessity of swift adaptation amidst the Fourth Industrial Revolution. This research, conducted at a 4-year global higher education institution located in Gyeongbuk, involved 70 participants who took part in a creative convergence module course project. The study aimed to examine the influence of AI collaboration in visual arts, analyzing distinctions across majors, grades, and genders. The results indicate that creative activities with AI positively influence students' creativity and digital media literacy. Based on these findings, there is a need to further develop effective educational strategies and directions that incorporate AI.

EEPERF(Experiential Education PERFormance): An Instrument for Measuring Service Quality in Experiential Education (체험형 교육 서비스 품질 측정 항목에 관한 연구: 창의적 체험활동을 중심으로)

  • Park, Ky-Yoon;Kim, Hyun-Sik
    • Journal of Distribution Science
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    • v.10 no.2
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    • pp.43-52
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    • 2012
  • As experiential education services are growing, the need for proper management is increasing. Considering that adequate measures are an essential factor for achieving success in managing something, it is important for managers to use a proper system of metrics to measure the performance of experiential education services. However, in spite of this need, little research has been done to develop a valid and reliable set of metrics for assessing the quality of experiential education services. The current study aims to develop a multi-item instrument for assessing the service quality of experiential education. The specific procedure is as follows. First, we generated a pool of possible metrics based on diverse literature on service quality. We elicited possiblemetric items not only from general service quality metrics such as SERVQUAL and SERVPERF but also from educational service quality metrics such as HEdPERF and PESPERF. Second, specialist teachers in the experiential education area screened the initial metrics to boost face validity. Third, we proceeded with multiple rounds of empirical validation of those metrics. Based on this processes, we refined the metrics to determine the final metrics to be used. Fourth, we examined predictive validity by checking the well-established positive relationship between each dimension of metrics and customer satisfaction. In sum, starting with the initial pool of scale items elicited from the previous literature and purifying them empirically through the surveying method, we developed a four-dimensional systemized scale to measure the superiority of experiential education and named it "Experiential Education PERFormance" (EEPERF). Our findings indicate that students (consumers) perceive the superiority of the experiential education (EE) service in the following four dimensions: EE-empathy, EE-reliability, EE-outcome, and EE-landscape. EE-empathy is a judgment in response to the question, "How empathetically does the experiential educational service provider interact with me?" Principal measures are "How well does the service provider understand my needs?," and "How well does the service provider listen to my voice?" Next, EE-reliability is a judgment in response to the question, "How reliably does the experiential educational service provider interact with me?" Major measures are "How reliable is the schedule here?," and "How credible is the service provider?" EE-outcome is a judgmentin response to the question, "What results could I get from this experiential educational service encounter?" Representative measures are "How good is the information that I will acquire form this service encounter?," and "How useful is this service encounter in helping me develop creativity?" Finally, EE-landscape is a judgment about the physical environment. Essential measures are "How convenient is the access to the service encounter?,"and "How well managed are the facilities?" We showed the reliability and validity of the system of metrics. All four dimensions influence customer satisfaction significantly. Practitioners may use the results in planning experiential educational service programs and evaluating each service encounter. The current study isexpected to act as a stepping-stone for future scale improvement. In this case, researchers may use the experience quality paradigm that has recently arisen.

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CoP characteristics and performance in the National R&D Organizations (국가연구개발조직에서의 CoP 운영특성과 CoP 성과와의 관계 연구)

  • Hong, Kil-Pyo;Choi, Jong-In;Jang, Seung-Kwon
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.314-318
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    • 2009
  • CoP(Community of Practices)란 구성원간 새로운 정보 및 지식의 상호학습 및 문제해결방안을 모색하기 위해 활동하는 공동체를 지칭하는 것으로, 통상 학습공동체 또는 실천공동체 등으로 지칭된다. 연구개발조직은 통상 내부 구성원간의 상호학습은 물론 외부 전문가와의 정보교류 및 상호학습을 촉진하는 CoP 활성화를 토대로 구성원의 역량개발은 물론 해당 조직의 연구개발 성과를 향상시키려고 노력한다. 본 연구는 대전에 소재한 4개 국가연구개발조직의 151명 연구원을 대상으로 한 설문조사 결과를 바탕으로 응답자들이 참여한 CoP 운영특성과 해당 CoP 창출 성과와의 관계를 실증적으로 연구하고 있다. 실증연구 결과, 신규멤버 증대, 외부연계 도전적 풍토, 다양성지향 자율적 풍토와 같은 실질적인 CoP 운영특성이 CoP 성과에 긍정적 영향을 미치는 것으로 나타났다. 이에 비해 참가자수나 모임횟수와 같은 외형적 운영특성의 영향력은 유의성이 낮은 것으로 나타났다. 이 조사결과는 참여한 구성원의 역량개발은 물론 해당 조직의 성과 향상에 기여하는 CoP를 활성화 하기 위해 CoP의 수, 참가자 규모, 운영횟수와 같은 외형적 특성에만 치중하기보다, CoP의 운영내실화를 기하고, 창의적 조직풍토를 강화하는 노력이 보다 효과적일 수 있음을 시사한다.

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A Study on the Determinant Factors of Newspaper Headlines : Focused on News Influence Variables, Editor's Role Orientation and Professionalism (신문기사 제목의 결정요인에 관한 연구 : 뉴스 영향변인.편집자의 역할지향성과 전문직업관을 중심으로)

  • Kang, Hyun-Jig
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.347-365
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    • 2012
  • This study was carried out to enlighten on the factors by which newspaper headlines are determined and to empirically explore how news influence variables, editor's role orientation and professionalism have impact on deciding headlines. It turned out from the survey of 345 journalists working in the editorial departments of 17 major national daily and economic newspapers that 7 determinant factors have impact on editors deciding headlines: creativity, standardized expression, fairness, consideration for a readers, reflection of company policy, summarization and intriguer. In addition, the determinant factors of headlines were analyzed to have correlation with news influence variables such as the government-sponsors, readers and colleagues, and company policy and the management. In the awareness of role, also, it was shown that the editors who considered social integration as important place weighted on the reflection of company policy, fairness and creativity; those editors who placed power monitoring on priority took fairness and creativity seriously; and the editors who believed that delivering information was important thought of fairness, consideration for a readers and summarization as important. In addition, the organization-oriented editors turned out compliant to a system, positive on the governmental policies and sought for social stability; those editors who put a premium on a sense of objective balance and neutrality showed a strong aspect of a professional in social reform, check against government and the social governance by the privileged.

A Study on Development of Program connecting with math-story books and web 2.0map(Google map) (수학교양도서와 웹 2.0지도(구글맵) 매쉬업을 통한 수학 이야기 지도 만들기 프로그램 개발)

  • Kim, Sang-Mi;Kwon, Oh-Nam
    • Journal of the Korean School Mathematics Society
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    • v.14 no.4
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    • pp.443-458
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    • 2011
  • There has been a lively discussion on improving Korean students' academic achievement and the imbalance in their recognition of the value of mathematics. In this context, there is a need for a program that enables the majority students who regards mathematics as a subject for the entrance examination to recognize the practicality and historicity of mathematics. Educational books on mathematics in everyday life or the history of mathematics are also expected to serve as an effective tool. In addition, Web 2.0 Map is another means of representing mathematics in everyday life and the history of mathematics in connection with the practical context. The active storytelling process in which mathematics in the practical context in mathematical educational books is represented in Web 2.0 Map is expected to help to understand in depth the practicality and historicity of mathematics. Nevertheless, mathematical educational books and Web 2.0 Map may lead to a considerable variety of outcomes and speeds if carrying out tasks depending on the student's competence and may have practical difficulties in being operated in class. These concerns, however, can be resolved through the creative activity programs adopted in conformance with the 2009 revised curriculum. Therefore, this study intends to develop a program for creating mathematical story maps through mathematical educational books and the Mashup of Web 2.0 Map in accordance with the process of developing activity programs. This study also intends to determine its effectiveness in enabling students to recognize the practical and historical values of mathematics.

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A Study for Encouragement of Rublic System in Designing with Programming Classes (설계과목 프로그래밍 수업을 중심으로 루브릭 시스템 정착을 위한 연구)

  • Jo, Mi-Kyung;Park, Hyun-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.81-90
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    • 2009
  • It is inevitable for college students to be confused when they first face university education, which requires them to be self-reliant and responsible, after finishing their course of education, which is passive under control of period and environment, in primary, middle, and high schools. Introduction to college courses, which require students to be subjective and responsible, to be taken after chronically and environmentally controlled primary and secondary education, are but confusing. In this stage, college education should provide ground for educational system so that students can escape from repetitively enforced way of studying of fixed curriculums and study creatively and subjectively while befitting each individual's aptitude. For instance, in programming classes in engineering school, students scholastic achievements are closely interrelated with the professor's educational principles. A change in method of education, from one previously focused on theoretical contents to one centered on practices and experiments, can reap good results. Also, as the need arose for introduction of practice-focused evaluation system, from recognition-centered professor evaluating system to enablement of actively developing creative and self-reliant way of learning, we applied the Rublic System. It is a feedback system that all or most students become the evaluators, of which the indicators of evaluation such as category, standard, and score are public. We have looked into whether or not there has been an improvement in GPAs of students, and if there exists an improvement then what efforts should be made to solidify the system.

CoP operational characteristics and CoP performance in Government Research Institutes (국가연구개발조직에서의 CoP 운영특성과 CoP 성과와의 관계 연구)

  • Choi, Jong-In;Hong, Kil-Pyo;Jang, Seung-Kwon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.3
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    • pp.177-191
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    • 2011
  • A community of practice (CoP) is a group of people who share an interest, a craft, and/or a profession. The group can evolve naturally because of the members' common interest in a particular domain or area, or it can be created specifically with the goal of gaining knowledge related to their field. It is through the process of sharing information and experiences with the group that the members learn from each other, and have an opportunity to develop themselves personally and professionally. This study focus on the 151 researchers of four government research institutes(GRIs) and research empirically an operational characteristics and performanceof CoP. Results show that characteristics like a new member increase, external linkage oriented- challenging climate, diversity oriented- autonomous climate affect a CoP performance. But external factors such as the number of participants, meeting frequency are not related with the CoP performance.

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The Effects of Science Lessons Applying STEAM Education Program on the Creativity and Interest Levels of Elementary Students (STEAM 프로그램을 적용한 과학수업이 초등학생의 창의성과 과학교과 흥미도에 미치는 영향)

  • Kim, Deok-Ho;Ko, Dong Gook;Han, Myeong-Jae;Hong, Seung-Ho
    • Journal of The Korean Association For Science Education
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    • v.34 no.1
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    • pp.43-54
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    • 2014
  • According to trends in scientific technical competition, many countries around the world are interested in and focused on the STEAM integrated education. By observing the fact that the goal of our country's science education is to cultivate creative workers who have scientific knowledge, the need for STEAM integrated education cannot be denied. Therefore, the purpose of this study was to develop the STEAM integrated program focused on themes that considered activities and interest in the grade 6 science subject in order to identify its influence on the creativity and interest levels of elementary students. The STEAM integrated education program in this study was developed so that it can be applied as a unit review or reinforcement activities in the closing activities per unit in grade 6. The focus was placed on heightening students' creativity and interest in science subject learning through a program focused on activities per theme. As a result of applying the developed STEAM integrated program in prior and post conditions on 3 elementary school's students in J Province, it was discovered that significant improvement was found in the creativity and scientific interest of elementary students in the experimental group, compared to the control group. Therefore, continuous and systematic development of the STEAM integrated education program is required, and moreover, it must be developed for all elementary grade levels and efforts should be put into actively applying the program in the field of education.