• Title/Summary/Keyword: 창의성 향상

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The Development of Teaching Strategy for the Enhancement of the Creative Problem Solving Thinking Skills and the Effects of Its Applications in Middle School(III) (창의적 문제 해결력 신장을 위한 중학교 과학 수업 전략의 개발 및 적용 효과(제III보))

  • Yun, Hyun-Jung;Hong, Hye-In;Bang, Dam-I;Park, Ji-Eun;Kang, Soon-Hee
    • Journal of the Korean Chemical Society
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    • v.55 no.6
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    • pp.1056-1073
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    • 2011
  • The purpose of this study was to develop teaching materials using Pyramid model of divergent thinking, Inverse pyramid model of convergent thinking and Diamond model of divergent-convergent thinking. And the teaching materials was implemented to 120 students in middle school over 10 weeks. Results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills, especially in fluency and flexibility(p<.05). Also the teaching materials contributed to improve critical thinking skills, especially in inquiry process of recognizing problems, making conclusion and generalization(p<.05). Moreover, academic achievement was improved(p<.05). But, there was no significant improvement in creative personality(p<.05).

The Performance of the National Authorization System of Private Qualification (강건설계방법을 활용한 창의적 문제해결 실습과정)

  • Kim, Tai-Oun
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.64-75
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    • 2008
  • A new product development and product realization process (PRP) is a circulating and feedback process by generating ideas through creative problem solving process. The early stages of PRP correspond to conceptual design and product development, in which a large portion of product life cycle cost can be saved. The optimal design method for this stage is a robust design suggested by Taguchi. Quality must be 'engineered in' since it can not be 'inspected out.' A robust design is an engineering methodology to improve the quality of a product by minimizing the efforts of variations without eliminating the causes. The objective of this study is to propose a scheme and a case study of robust design for exploring design parameters, and introduce a creative problem solving process. Major research subjects include a creative problem solving process, robust design procedure and their implementation. For the experiment of Taguchi method, a toy catapult is adopted. For the creativity development, a short project is assigned to devise a similar tool with the toy catapult. A reference model is suggested to compare and evaluate their ideas.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

The Nuri Process Educational Insect Robot(Bee) which Equips a Link Structure (링크구조를 갖춘 누리과정 교육 곤충(나비)로봇)

  • Park, Young-Suk;Park, Dea-Woo;Shin, Jae-Han
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.149-153
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    • 2012
  • The common process of full 5 three infantile department of pedagogy nurtures of 2012 department of pedagogy department is world process. For the early rising department of pedagogy originality education of the national talented man it uses the educational robot. The research is necessary in about development and production of the world process educational robot which equips a duplex link structure. Development it produces the world process educational insect robot which equips a link structure from the present paper. The present paper research it leads and early rising department of pedagogy originality education of the national talented man leads and will contribute in the national competitive power improvement which a national education development and the robot renovation of the nation leads.

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Relationship among necessity, importance of creative teaching methods, and strengthening core competencies

  • Choi, Hye-Jung;Park, Jung-Hyun;Kim, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.169-176
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    • 2022
  • This study was conducted to find out the relationship between the perception of the necessity and importance of creative teaching methods and core competencies in universities. A total of 142 people who voluntarily agreed to participate in the study were selected and surveyed using the Naver online questionnaire. It was found that the necessity and importance of creative teaching methods was related to the sub-factors of core competencies such as practical field competency, problem-solving competency, convergence competency, communication competency, job ethics, community consciousness. University education should actively introduce and apply creative teaching methods such as action learning and PBL, focusing on improving core competencies, which are actual abilities to be performed in the field.

Exploratory study on a psychological traits changes by entrepreneurship short-term education (단기 창업교육이 예비창업자의 심리적 특성 변화 영향에 대한 탐색적 연구)

  • Lee, Seung-Jae;HwangBo, Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.1
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    • pp.19-44
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    • 2010
  • This study intend to analyze effect on a change mental feature of founder received entrepreneurship short-term education called the successful foundation package. In other words, what kind of change the mental feature of founder before and after entrepreneurship education. The founder of the psychological characteristics include the locus of control, risk-taking propensity, need for achievement, ambiguity tolerance and specially new psychological trait, that is, creativity. The result of paired T-test and ANCOVA on pre-founders who received Entrepreneurship short-term education which called successful business start-up package is that need for achievement, ambiguity tolerance and creativity among pre-founders' psychological characteristics are enhanced by Entrepreneurship short-term education. However ANCOVA shows that there are no psychological characteristics changes according to age, education, the number of Entrepreneurship education.

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The Effects of 4D-Frame Teaching upon Mathematically Gifted Elementary Students' Mathematical Creativity and Spatial Sense (4D 프레임 활용 학습이 초등 수학영재학생의 공간감각 및 수학적 창의성에 미치는 영향)

  • Lee, Ju Yong;Choi, Jae Ho
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.1-20
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    • 2013
  • The aim of this study was to develop a gifted educational program in math-gifted class in elementary school using recently developed 4D-frame. This study identified how this program impacted on spatial sense and mathematical creativity for mathematically gifted students. The investigation attempted to contribute to the developments for the gifted educational program. To achieve the aim, the study analysed the 5 and 6th graders' figure learning contents from a revised version of the 2007 national curriculum. According to this analysis, twelve learning sections were developed on the basis of 4D-frame in the math-gifted educational program. The results of the study is as follows. First, a learning program using 4D-frame for spatial sense from mathematically gifted elementary school students was statistically significant. A sub-factor of spatial visualization called mental rotation and sub-factors of spatial orientations such as sense of distance and sense of spatial perception were statistically significant. Second, the learning program that uses 4D-frame for mathematical creativity was statistically significant. The sub-factors of mathematical creativity such as fluency, flexibility and originality were all statistically significant. Third, the manipulation properties of 4D-frame helped to understand the characteristics of various solid figures. Through the math discussions in the class, participants' error correction was promoted. The advantage of 4D-frame including easier manipulation helped participants' originality for their own sculpture. In summary, this found that the learning program using 4D-frame attributed to improve the spatial sense and mathematical creativity for mathematically gifted students in elementary school. These results indicated that the writers' learning program will help to develop the programs for the gifted education program in the future.

Investigation on mathematical instruction involving creative factor in High School (고등학교 수업 실재를 통한 창의 중심의 수학 수업 내실화 가능성 탐구)

  • Hwang, Hye-Jeang;Ko, Ho-Kyoung;Han, Se-Ho
    • Communications of Mathematical Education
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    • v.24 no.3
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    • pp.745-776
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    • 2010
  • In this research, cases of classes for enhancing mathematical creativity are examined in order to explore how to improve methods of math instructions. The objective of the research is to design a creative, efficient math class of superior quality, supplementing the current educational curricula. To this end, features and elements of creative math class are classified into three categories: assignment characteristics, teacher's role, and teaching environment. Based on these, two high school teachers were selected for case study of creative instructions. By observing and analyzing their classes, the research identified main elements of creative classes and their characteristics according to the three categories. The research also explored how to revitalize creative math class by eliciting opinions of researchers and educational experts.

A Curriculum Enhancement Research for Practical Engineers (실천공학자 양성을 위한 교과과정 개선연구)

  • Jang, Yun-Sang;Oh, Chang-Heon;Ha, Jun-Hong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.1
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    • pp.32-39
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    • 2011
  • In this research, an improved learning system in engineering design and HRD curriculums, and an operation of experiment and practice are proposed. That is, we propose improvements for creativity, for filed orientation and for experimental and practice operation. Specifically, we suggest the possibility of common operation between engineering design and HRD curriculums based on learning experience.

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Development of Scratch learning Program Based on PBL. (PBL기반 스크래치 학습 프로그램 개발)

  • Yang, Hwan-Geun;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.201-203
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    • 2019
  • 본 연구는 4차 산업혁명에 적합한 창의적 인재 양성의 필요성이 강조됨에 따라 SW관련 프로그래밍 교육과 문제중심학습을 결합하여 기존의 강의식학습에서 효과적인 학습전이를 위한 역량중심의 스스로 학습을 강조하는데 목적이 있다. PBL은 암기를 통한 주입식 교육에서 자기주도적 성장학습을 통해 필요한 기술을 개발한다는 이점과 블록기반 공개용 프로그램인 스크래치는 학습자들의 흥미 유발, 몰입도 향상을 하며 습득 교육에 중점을 둔다. 또한 풍부한 미디어 활용 및 뛰어난 공유성을 기반하고 있으며 단순 반복과 암기가 아닌 창의적 수업이 가능하다는 장점이 있다. 고찰능력과 사고력을 향상시키고자 PBL과 스크래치를 결합한 교수-학습법을 개발하였으며, 그에 상응하는 유의점 및 학습단계를 개발하였고 이를 활용하여 학습자의 논리적사고 함양에 이바지 한다.

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