• Title/Summary/Keyword: 창의성 신장

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Analysis of Intended Competency in Authorized Elementary Mathematics Textbooks: Focusing on Creativity Convergence Competency (검정 초등 수학 교과용 도서에서 나타난 의도된 역량 분석: 창의·융합 역량을 중심으로)

  • Kim, Jinho;Yeo, Sheunghyun
    • Education of Primary School Mathematics
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    • v.26 no.1
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    • pp.1-13
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    • 2023
  • One of major goals of mathematics education is to cultivate human resources which equip creative problem-solving ability. Thus, the enhancement of creative and converging ideas has been emphasized in the national curriculum since the 2009 revised curriculum. In the current study, we analyzed authorized textbook series to examine how each curriculum material addresses the creativity convergence competency. The foci of the analysis were creativity (originality, fluency, flexibility, elaboration) and convergence (intrinsic connection, extrinsic connection). In addition, we analyzed the national textbook which was based on the 2015 revised curriculum to investigate the transition between the national textbook and the authorized textbooks. We found the tasks that focused on fluency were the most frequent type regarding creativity and the tasks that connected with everyday life situations (extrinsic connection) were prevalent across the three textbook series. We provided suggestions about the development of mathematics textbooks and their implementation.

An Application and Analysis of the Teaching-Learning Model to Enhance the Thinking Ability of Information-Gifted Using Recursion (Recursion을 활용한 정보 영재의 사고력 신장을 위한 교수-학습 모형에 대한 적용 및 분석)

  • Kim, Byung-Joe;Jung, Deok-Gil;Lho, Young-Uhg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.458-462
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    • 2008
  • 교육에서 수월성의 문제가 처음 제기된 문제는 아니지만 국가 간의 경쟁력이란 차원에서뿐만 아니라 교육환경의 개선이란 차원에서도 현대사회에서 창의적인 사고력을 지닌 학생의 교육이 무엇보다 강조되고 있다. 이 논문에서는 정보 영재의 교육 중에서 프로그래밍을 위한 사고력 신장에 적합한 교수-학습 모형 개발 및 적용에 목적을 두고 있다. 제안된 교수-학습 모형에서 자료구조로는 트리를 구성하고 제어구조로는 recursion 개념을 학습하도록 하고 있다. 정보 영재 지도에 도입할 수 있는 가능성을 모색하기 위해 교수-학습 모형을 현장에 적용하여 교육 프로그램 개발의 타당성을 검증한다. 예제로 선택한 하노이 타워를 트리로 구성하는 방법과 트리 탐색의 방법으로서 recursion 개념을 적용하는 교수-학습 활동으로 사고력 신장을 위한 교육 프로그램 개발의 타당성을 검증한다.

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The Effect of Climbing Learning Method on Mathematical Creativity and Attitude toward Mathematical Creativity (수학적 창의성과 태도 및 학업에 미치는 등산학습법의 적용과 효과)

  • Lee, Dong-Hee;Kim, Pan-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.1
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    • pp.23-41
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    • 2010
  • This research applies the climbing learning method that, a Japanese professor, Saito Noboru established and practiced, to fourth and sixth graders in an elementary school in order to analyze its effect on mathematical creativity, attitude toward mathematical creativity, so called CAS(Creative Attitude Scale) and academic achievement of the subject. The goal is to explore methods that can enhance students' mathematical creativity. To address these tasks, the research developed a teaching-learning scheme and learning structure chart that applies the climbing learning method. Next, the research organized two homogeneous groups among 124 students in fourth and sixth grades in S elementary school, located in the city of Busan. The experiment group went through classes that applied climbing learning method, while the control group received regular teaching. The following describes the research findings. After the experiment, the research conducted t-test for the independent sample based on the test result in terms of mathematical creativity, CAS and academic achievement of the subject. For mathematical creativity, all four constructing factor showed statistically significant differences at significance level of 5%. For CAS, statistically significant difference was revealed at significance level of 0.1%. However, in regard to a test of academic achievement for fourth and sixth graders, statistically significant difference was not detected at significance level of 5% even though the average score of the students in the experiment group was higher by 6 points. The research drew the following conclusion. Firstly, classes that apply climbing learning method can be more effective than regular classes in enhancing mathematical creativity of elementary school students. Secondly, the climbing learning method has positive impact on inclination for mathematical creativity of elementary school students. The research suggests that the climbing learning method can be an effective teaching-learning tool to improve students' mathematical creativity and inclination for mathematical creativity.

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Program development according to the Mathematically Gifted- Creative Problem Solving (MG-CPS) model (창의적 문제해결 학습 모형에 따른 초등학교 수학영재 프로그램 개발)

  • Nam, Heung Sook;Park, Moon Hwan
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.2
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    • pp.203-225
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    • 2012
  • The purpose of this study is to suggest a program for improvement of the mathematical creativity of mathematical gifted children in the elementary gifted class and to examine the effect of developed program. Gifted education program is developed through analyzing relevant literatures and materials. This program is based on the operation bingo game related to the area of number and operation, which accounts for the largest portion in the elementary mathematics. According to this direction, the mathematically gifted educational program has been developed. According to the results which examine the effectiveness of the creative problem solving by the developed program, students' performance ability has been gradually improved by feeding back and monitoring their problem solving process continuously.

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Contents-Development for Increasing Creativity based on Algorithm (알고리즘을 기반으로 하는 창의성 신장 콘텐츠 개발)

  • Kim, Eun-Gil;Kim, Jae-Hyung;Kim, Jin-Woo;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.271-280
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    • 2010
  • Education focus on cultivating creative talent in the rapidly changing knowledge and Information society. Algorithms of computer science students to logical thinking and problem solving to find the best solution is an effective learning content. But the algorithm often educate at the University of reality when considering the level of elementary school students' cognitive structure and it is very important for teaching. In this study, based on the principle of the algorithm with an educational content for students to understand the principles of their own problems as the best way to resolve the situation with the ability to want to kidney. Content that contains elements of the game interesting for students to participate actively interested in effective teaching methods to the understanding of the principles of the algorithm will be a big help.

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The Effects of Educational Activities Based on Oriental Mythology on Young Children's Creativity and Personality (동양신화에 기반한 통합 교육활동이 유아의 창의·인성에 미치는 영향)

  • Cho, Anna;Jung, Hyekyung;Lee, Kiyeong
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.236-249
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    • 2018
  • The purpose of this study is to examine the effects of educational activities based on oriental mythology on young children's creativity and personality. A total of 14 sessions were applied to 36 children (18 experimental group and 18 control group). For this study, myths in Shan-hai jing, The Classic of Mountains and Seas), which is the origin of oriental mythology, were used as basic data of class activities and developed to experimental groups. The collected data were analyzed using SPSS 21.0 statistical program and covariance analysis (ANCOVA) was conducted with covariance score of the group after the activity. The results of this study were as follows: First, integrated educational activities using oriental mythology had a positive effect on all children's creativity and all sub-factors. Second, integrated educational activities using Oriental mythology have a positive effect on children's personality. The expansion and transformation of educational texts to oriental mythology is not only helpful for young children's creativity and personality development, but also enables them to experience cultural balance through their new understanding of the Orient.

Case Study on Robot Education for Children in Lower-Income Group (저소득층 아동을 위한 로봇교육 사례연구)

  • Lee, Sun-Woo;Park, Ill-Woo;Han, Jeong-Hye;Jo, Mi-Heon;Kim, Jin-Oh
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.9-13
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    • 2010
  • Supported by the Ministry of Knowledge Economy, this research explored the potentiality of the use of hands-on robots in elementary school curriculum. On the basis of the analysis of prior research, we defined the meaning and the characteristics of hands-on robots. The priority was given to the development of lesson plans in attempting to activate the use of robots in elementary school curriculum. Also considering the difficulties faced in schools and the characteristics of robot-based instruction, we classified hands-on robots according to the shape and the goal of use.

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A study on the convergent approaches for creativity in elementary mathematics education -Focused on Korean elementary mathematics textbooks and Investigations in the US- (초등수학교육에서 창의성 신장을 위한 융합적 접근의 탐색 -한국 초등수학교과서와 미국 Investigations를 중심으로-)

  • Park, Mangoo
    • The Mathematical Education
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    • v.52 no.2
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    • pp.247-270
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    • 2013
  • The purpose of this research was to analyze the convergent approaches for creativity in elementary mathematics textbooks in Korean and the united States. Convergent approaches have emphasized since NCTM(2000) consistently includes 'connections' as an important factor in mathematics curriculum and KOFAC(Korea Foundation for the Advancement of Science & Creativity) initiated the STEAM(Science, Technology, Engineering, Arts, and Mathematics) in mathematics and science education. For this research, two elementary mathematics textbooks were analyzed focused on their contexts and contents: Korean National Elementary Mathematics Textbooks and Navigations in Numbers, Data, and Space. In both textbooks, it was not easy to find so called the convergent approach in a real sense, but they use some contexts for connections between mathematical concepts and real world phenomena. For the enhancement of convergent approaches in mathematics education, we need to have a broader sense in the convergent approaches and develop various meaningful materials.

A Case Study of project-based learning strategy in Blended learning environment (혼합 학습(Blended learning) 환경에서 프로젝트 학습법 실천 사례)

  • Lee, YoungMin
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.129-145
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    • 2006
  • The purpose of this study was to develop and apply the project-based learning strategy in blended learning environment to raise and enhance scientific thinking skill, creativity, and problem solving skills to students who would be teachers of an elementary school in the future. This study was conducted as an action research based on an educational university. The study included 25 participants in a class. Data were collected through observation, surveys, interview and students' artifacts. Results indicated the project-based learning strategy in blended learning environment allowed students to raise problem solving skill, critical thinking skill, and creativity. Finally implications of this study, obstacles to conduct this study, and recommendations to implement this strategy more effectively and efficiently were presented.

단계형 수준별 교육과정과 교재의 재구성 방안

  • Lee, Ui-Won;Kim, Jin-Sang;Lee, Myeong-Hui
    • Communications of Mathematical Education
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    • v.12
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    • pp.93-102
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    • 2001
  • 수학은 합리적이고 논리적으로 사고하는 양식(style)의 학문으로서 과학기술이 발전함에 따라 점진적으로 변화하고 확장되는 개념의 집합체이다. 불확실한 미래사회에 대비하기 위하여 문제해결, 추론 및 의사결정의 기법은 학교수학에서 더욱 강조되어야 한다. 이러한 사회환경의 변화에 적극적으로 대처하기 위하여 7차 교육과정의 기본 방향을 ‘자율적 ${\cdot}$ 창의적인한국인 육성’으로 설정한 교육부는 국민 공통 기본 교육과정의 수학을 ‘단계형 수준별 교육과정’으로 규정하고, 1학년에서 10학년까지를 20개의 소단계(1-가에서 10-나)로 세분하고 있다. 그러나 단계형 수준별 교육과정을 지나치게 의식하게 되면, 학생들의 개인차나 협동학습, 학습평가 등의 교수 ${\cdot}$ 학습의 여러 측면에서 자칫 혼란이 우려된다. 이에 본 연구에서는 수준별 교육과정을 운영하고 있는 뉴질랜드의 교육과정을 살펴보고, 학생들의 자율성과 창의성을 신장할 수 있는 방안으로서 교과서의 재구성 방안과 이에 따른 교사의 역할을 살펴보고자 한다.

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