• Title/Summary/Keyword: 창의성요소

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Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.390-401
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    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.

수학적 창의성의 평가에 대한 고찰 (II)

  • Kim, Bu-Yun;Kim, Cheol-Eon;Lee, Ji-Seong
    • Communications of Mathematical Education
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    • v.19 no.1 s.21
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    • pp.241-251
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    • 2005
  • 수학적 창의성의 평가에 대한 연구에 있어서 이를 직접 다루기보다는 주로 일반적 창의성에 기반을 두고 창의성의 증진이나 육성 방안의 검증을 위한 검사 문항의 연구가 대부분이었다. 따라서 본고에서는 수학적 창의성이 일반적 창의성과 다르게 가지는 요인을 언급하고, 수학적 창의성의 평가에 대한 모델을 제안하고자 한다. 평가목표를 제시하고 수학적 창의성의 하위 구성요소인 창의적 사고력과 창의적 태도에 대한 검사가 일관되게 연결되어, 궁극적으로 수학적 창의성의 평가가 이루어져야 한다. 본고에서는 우선 창의적 사고력에 대한 평가에 관하여 선행연구를 고찰하고, 평가에서 개방형 문제가 중요함을 역설하면서 계속적인 문항 개발이 필요함을 강조하고자 한다.

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Analysis of correlation between groundwater level fluctuation and aquatic ecosystem health in Korea (국내 하천 수생태계 건강성과 지하수위 변동 간 상관관계 분석)

  • Lee, Jae Beom;Jung, Bo Gwon;Kim, Do Yeon;Han, Yeon Kyeong;Yang, Jeong Seok
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.451-451
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    • 2022
  • 최근 기후변화로 인하여 발생하는 강우 사상의 변화와 산업화 및 지표면 개발로 인한 인위적인 유역 특성의 변화는 유역 내 지표수 유출 및 지하수 함양에 영향을 미치게 되고, 이는 유역 내 하천 수생태계의 변화를 야기 할 수 있다. 또한 수문순환 요소 간의 상호 영향으로 인하여 유역 내 수문순환 요소의 변화는 타 수문순환 요소의 변화에 영향을 미칠 수 있기 때문에 유역 내 생태수문순환의 변화를 분석하기 위해서는 수문순환 요소 간의 상관관계와 수문순환 요소와 생태요소 간 상관관계의 규명이 매우 중요하다. 이번 연구는 하천 수생태계 건강성 및 지하수위 모니터링 자료 간 상관관계를 분석함으로써 지하수위의 변화가 하천 수생태계 건강성에 미칠 수 있는 영향을 분석하였다. 연구 지역을 선정하기 위하여 국내 전국 시·군 단위 행정구역 별 하천 수생태계 건강성 및 강수, 하천수위, 지하수위 등 수문순환 요소의 모니터링 자료를 수집하고, 유역 내 유출 특성을 대표할 수 있는 지표를 선정하여 국내 전국 행정구역 별 생태수문순환 건전성 악화 예상 지역을 평가하였다. 대표 연구 대상 행정구역을 선정하고, 행정구역 내 대표 하천 별 수생태계 건강성 모니터링 자료와 국가지하수위 관측망 및 농촌지하수관측망 지하수위 모니터링 자료의 상관관계 분석을 통하여 수생태계 건강성과 지하수위 변동 간 상관관계 분석을 실시하였다. 본 연구의 결과는 비교적 연중 흐름이 일정하게 유지되며 하천의 흐름을 유지하는데 기여할 수 있는 지하수위의 수생태계 건강성 관리 및 확보 측면에 대한 중요성을 정량적으로 제시할 수 있다. 추후 연구에서는 데이터 분석 결과를 바탕으로 강우-유출, 지하수 흐름 해석 모형의 결합을 통해 관리 방안 적용에 따른 효과를 제시하고자 한다.

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Trained Creativity by the Teach Aloud (소리내어 가르치기 방법을 통해 훈련된 창의성)

  • 강석민;한광희
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.235-240
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    • 2000
  • 창의성 연구는 개인적, 사회적 맥락에서 고려해야 할 다양한 시사점을 가진 분야이다. 하지만 지금까지 창의성 연구는 창의성 자체에 대한 개념이 명확하지 않을 뿐 아니라, 창의성을 태어날 때부터 타고나는 고유한 영역이라는 인식 때문에 그에 대한 연구가 비교적 부족한 실정이다. 본 연구에서는 창의성이 새로운 정보를 기존 지식과 결합하여 이를 문제상황에서 적용하여 유용함을 입증하는 행위라는 전제하에, 각 개인에게 내재된 창의적 사고 능력이 특정한 지시 혹은 학습방법(소리내어 가르치기)의 경험을 통해 발현될 수 있으리라 보았다. 창의성의 핵심요소인 통합적, 분석적, 실용적 사고능력을 측정하여 창의성이 높고, 낮은 집단을 구분하고, 이를 근거로 게임 규칙을 소리내어 가르치기 경험을 한 집단과 통제집단(단순암기)으로 각각 구분하여 게임에서 승리, 즉 창의적 문제해결이 소리내어 가르치기 방법을 통해 실현될 수 있음을 알아보고자 했다. 창의적 사고능력은 소리내어 가르치기를 경험한 집단에서 유의미하게 발현되었다. 또한 소리내어 가르치는 경험을 한 실험참가자들은 프로토콜 분석에서 보다 정교화된 게임의 규칙을 생성하였으며, 게임의 규칙을 정확히 알고 있는 것으로 나타났다. 이는 가르치는 경험을 통해 새로운 정보를 보다 잘 조직화하고, 이를 실제 문제상황에 적용한 것으로 해석되었다.

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Cognitive Components Definition of Creative Problem-Solving Ability in Informatics Education (정보 교육에서 요구되는 창의적 문제해결능력의 인지적 요소 정의)

  • Kim, JongHye;Jeong, HoiGang;Kim, HanSung;Kim, HyeonCheol;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.11 no.2
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    • pp.1-12
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    • 2008
  • It is important to improve the creative problem- solving ability through subject matter education. Especially, Informatics education is important to improve the problem-solving ability by using computer as well as the general problem-solving ability. This paper identifies the creative problem- solving ability which is required in Informatics education. The cognitive components of the creative problem-solving ability are organized as the result of crossing the problem-solving ability and the creativity. This paper investigated the validity of the contents as judged by a panel of experts. The cognitive components of creativity are the elaboration, sensitivity, and reorganization in the step of 'Understanding and Analysis the Problem'. Also, The cognitive components of creativity are the fluency, flexibility, and originality in the step of the 'Exploring the Problem Solutions'. The cognitive components of creativity are elaboration in the step of the 'Design the Problem Solution' and 'Implementation'. Finally, the cognitive components of creativity are the flexibility and elaboration in the step of the 'Evaluation'.

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A Suggestion of Cognitive Model of Scientific Creativity (CMSC) (과학적 창의성 모델의 제안 -인지적 측면을 중심으로-)

  • Park, Jong-Won
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.375-386
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    • 2004
  • Creative thinking alone can not lead to scientific creativity. Scientific knowledge and scientific inquiry skills are needed for scientific creativity. Focused only on cognitive aspect, I suggested a cognitive model of scientific creativity (CMSC) consisting of 3 components: thinking for scientific creativity, scientific knowledge contents, and scientific inquiry skills. Recently, many researchers have emphasized the various thinking for creativity as well as divergent thinking. Therefore, I suggested three types of creative thinking - divergent thinking, convergent thinking, and associational thinking - and discussed its rationale. Based on this model, an example of activity material for the scientific creativity was suggested. In the further research, based on CMSC, various activity types related to scientific creativity and concrete learning materials for scientific creativity will be developed.

A design Elements and the Aesthetics element analysis of the design of the Creativity (창의적 디자인의 디자인 구성요소와 심미성요소 분석)

  • Hong, Jung-Pyo;Jeong, Su-Kyoung
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.387-396
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    • 2008
  • The paradigm of a product taking a sudden turn of technical development is due to a change of the needs of diversified user, and this shows that users emphasizes on the value of the sensitivity than the standardized form and usableness of the product, and the value of such a sensitivity can relate to the needs of the product, and it can be filled up eventually by the rapid completion of the product. The creativity will be the most important ability in the future society, it is an added value to all the profession workers which people can use that to increase their competitiveness ability. It is recognized the value of the sensitivity represents the feels psychological aspect of the user and it would be the future design trend, by doing this, products designed would be different from the existing products in the market. I am going to show you that this can be used in the design concept derivation process, there is several core design elements in the product development process, these elements can not only represent the basic user needs but also the user inner unconscious needs, at the same time it keeps the aesthetic concern.

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The Development Teaching Models for Creativity and Personality Education in Home Economics Education - Focusing on the Unit 'Clothing and self-expression'- (가정과교육에서의 창의.인성 수업 모델 개발 - '옷차림과 자기 표현' 단원을 중심으로 -)

  • Park, Mi-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.24 no.3
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    • pp.35-56
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    • 2012
  • The objective of this study investigated characteristics and developed the teaching models elements of creativity and personality education in home economics education based on its identity and nature. Above all, I investigated premises and assumptions of creativity and personality education in home economics education through literary consideration, and then found out eighteen creativity and personality elements. Thus, I proposed Practical Problem Solving Learning Model, Creative Problem Solving Learning Model, Inquiry Learning Model, and Role Playing Model(experience study) in 'Clothing and self-expression' unit. The study identified that creativity and personality education meets nature of home economics education and strengthens the basics of the creativity and personality education in home economics education. In the future, I recommend the activation of philosophical debating of the creativity and personality education, various class models of creative and personality education, and follow-up study of the creative and personality education.

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A Note on Factors of Mathematical Creativity Assessment through Problem Posing (문제설정에서의 수학적 창의성 평가 요소에 대한 소고)

  • Kim, PanSoo
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1053-1071
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    • 2014
  • Problem posing is used to develop the creativity program and adaption for the gifted, and to screen the gifted students in the selection process. However existing creativity assessment factors(fluence, flexibility, originality) has been recognized to have it's limitation to assess the mathematical creativity. To improve the creativity assessment, we propose new set of assessment factors for mathematical creativity test through problem posing. For this study, we let 19 mathematically gifted students to pose two good mathematical problems for a limited time after solving a certain problem so called a reference problem. A week late, we let the subjects, pre-service teachers, and experts to evaluate the problems posed by the subjects, and leave the reasons for evaluating highest mark and lowest mark. With this date, we propose fluence, flexibility, originality, anti-similarity, complexity, elaboration as the set of mathematics creativity assessment factors.

Development and Analysis of Various Activity Types for Teaching Scientific Creativity (과학적 창의성 지도를 위한 활동자료의 개발과 유형 분석)

  • Park, Jongwon;Kim, Jinkuk
    • Journal of The Korean Association For Science Education
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    • v.33 no.2
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    • pp.310-327
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    • 2013
  • This study aims to develop teaching materials for scientific creativity and to introduce it in more detail. To do this, based on the analysis of the previous studies, we developed about 80 activities in five categories. Main features of the developed materials are as follows: (1) it covers various areas of creativity, (2) each activity includes elements of scientistic creativity, (3) each activity includes guides for thinking creatively and instances of the guides, (4) these guides are categorized to be utilized in other situations for teaching creativity, (5) the activities can be transformed according to actual teaching situations. The teachers gave responses that materials were appropriate to teach scientific creativity and that they wanted to use the materials in schools. And based on the teachers' response about the advantages, disadvantages, and conditions for more effective use of the materials, we hope that further studies for actual use and revisions on the materials will be conducted. Finally, we suggested various methods to use the developed activities for different purposes and educational situations.