• Title/Summary/Keyword: 창의적인 문제해결

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Implications for invention education through the analysis of creative problem solving by Robert Hooke (과학자의 창의적 문제해결을 통한 발명교육의 시사점 탐색: 로버트 후크를 중심으로)

  • Jho, Hunkoog
    • Journal of Science Education
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    • v.41 no.3
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    • pp.405-425
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    • 2017
  • This study aimed to investigate the life and works of Robert Hooke, an ingenious scientist in the era of scientific revolution, and to give some implications of invention education for science education. The publications and critics of Robert Hooke were analyzed to find out the personal setbacks how he showed excellent performances across the fields of science. The research finding showed that he tried to make geometric and visualized reasoning based on the empirical phenomenon, had much interest in the devices and methods for measurement and observation in the experiment, and made technical devices by himself. The ingenuity of Robert Hooke could be revealed by the rich resources in his childhood, his talent of drawing for depiction, and his colleagues and teachers with favors of diverse fields of disciplines and empirical tradition. As well, it was likely that his monistic viewpoint between the reality and scientific theories, led himself to develop interesting instruments for scientific experiments. Thus, this study suggested some implications to combine invention education with science education.

요소-상호작용 모델을 이용한 창의적 문제 해결

  • 김호종
    • Proceedings of the Korean Society Of Semiconductor Equipment Technology
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    • 2005.05a
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    • pp.163-167
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    • 2005
  • 대부분의 사람들은 자신이 높은 창의성을 갖기를 원한다. 그러나 현실은 창의성을 설명한 실용적인 책이나 교육시설이 거의 없다. 최근 창의성을 높이는 새로운 방법으로 "창의적 문제해결 이론"인 트리즈가 많이 소개되고 있다. 많은 시간과 돈을 투자하여 트리즈 교육을 받는 기관과 사람들이 늘고 있다. 그들은 트리즈적 창의성 교육에 많은 기대를 하고 있다. 하지만 현재의 트리즈는 공부하기에 너무 복잡하고 실용적이지 못하다. 때문에 트리즈를 공부하는 많은 사람들은 쉽게 배우고 활용할 수 있는 실용적인 트리즈를 원한다. 본고에서는 연구 개발자 또는 학생들에게 트리즈의 창의성을 짧은 시간에 교육시키고 활용하게 할 수 있는 실용 트리즈 교육을 위한 요소-상호작용 모델의 개요와 적용 사례를 설명하고자 한다.

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Instructional Design Model Development for Continuous Creativity-Personality Education (지속적인 창의·인성 교육을 위한 수업설계모형 구안)

  • Kim, Hoon-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.193-194
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    • 2013
  • 본 연구는 지속적인 창의 인성교육을 위한 수업설계모형을 구안하기 위하여 NFTM-TRIZ를 활용하는데 그 목적을 두었다. NFTM-TRIZ는 TRIZ에 기반하여 유아에서 성인에 이르기까지 '지속적인 창의성 교육'을 할 수 있도록 개발된 교육프로그램이다. TRIZ는 주어진 문제의 모순을 찾아내고 이를 극복함으로써 혁신적인 해결안을 얻도록 하는 창의적 문제해결방법론으로 알려져 있다. 본 연구의 과정은 G 대학교의 교직과목으로 개설된 "교육과정 및 교육평가"를 수강한 3, 4학년 남, 여 학생들을 대상으로 매주 10분씩 창의성 수업을 하고 이에 대한 산출물로 창의적 수업안을 만들고 창의성 수업에 대한 후기를 작성토록 하여 연구결과를 모색했다.

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Study of English Teaching Method by Convergence of Project-based Learning and Problem-based Learning for English Communication (프로젝트 기반과 문제해결 기반 융합 학습을 통한 영어 의사소통 교수법에 관한 연구)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.83-88
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    • 2019
  • This study examines the effects of student-centered project-based learning for the development of creative problem-solving skills, communication skills, critical thinking skills, and cooperation. A college students' creative personality test was used and pre-and post-test were performed. and TOEIC Speaking practice test by Educational Testing Service were selected to measure the English communication skills. The SPSS 18.0 was used and validated at a significance level of 5%. The result of this study shows that in the case of 'independence', the post-test average of the experimental group was statistically significant at the significant level (p<.01), which also showed statistically significant difference. There was statistically significant difference between the control group ($M=127{\pm}08.2$) and in the experimental group ($M=132{\pm}18.7$) applying project-based and problem-based convergent learning to English class were positively changed.

Effects of maker education for high-school students on attitude toward software education, creative problem solving, computational thinking (고등학생 대상 메이커 교육이 소프트웨어 교육에 대한 태도, 창의적 문제해결력, 컴퓨팅 사고에 미치는 영향)

  • Hong, Wonjoon;Choi, Jae-Sung;Lee, Hyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.585-596
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    • 2020
  • The purpose of this study is to examine effects of maker education for high-school students on attitude toward software education, creative problem solving, and computational thinking. The program was designed to develop an artificial intelligence robot using mBlock and Arduino and implemented at a maker space. We analyzed 19 students among 20 who participated in the program, the result of paired t-test indicated significant increase in all variables. Also, we performed a multiple regression analysis to investigate predictors of perceived achievement and satisfaction. The finding demonstrated an initial attitude toward software education was found to be the significant predictor of perceived achievement and satisfaction. With the results, we confirmed maker education enhances attitude toward software education, creative problem solving, and computational thinking. Lastly, we discussed the implications and limitations and suggested the direction for future research.

Development and Application of an Artificial Intelligence Convergence Education Program Linked to School Library Reading Activities for Middle School Students (중학생을 위한 학교도서관의 독서활동 연계 인공지능 융합교육 프로그램의 개발과 적용)

  • Yonju No;Ji Won You
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.439-463
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    • 2024
  • Recently, there has been a growing demand for school libraries to take on the role of curriculum convergence and content development. This study purposed to develop a program that integrates reading activities and artificial intelligence (AI) education in a middle school library as a platform for convergence education. The program aimed to enhance creative problem-solving skills by integrating an understanding of AI concepts and principles through reading activities related to AI topics. The program, comprising 18 sessions (6 modules), was implemented with 36 first-year students at A Middle School, Gyeonggi-do, in 2022. After implementation, a paired-sample t-test revealed significant improvements in AI learning self-efficacy and creative problem-solving skills. Participants also showed positive attitudes toward class engagement and reading activities. Implications for AI convergence education in connection with school libraries were discussed.

EEG-Based Explorative Study of the Role of Emotions on Business Problem-solving Creativity (비즈니스 문제 해결 창의성에 미치는 감정의 영향에 관한 EEG 기반 탐색연구)

  • Francis Joseph Costello;Kun Chang Lee
    • Information Systems Review
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    • v.22 no.3
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    • pp.1-14
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    • 2020
  • This study aims to contribute to the existing literature in creativity from the viewpoint of neuro-physiological analysis. Further, we looked at emotional influences on creativity within a business problem-solving context that implemented the use of a cognitive map in exploring creativity. For this purpose, we measured brain cortical activity as people solved a business strategy problem to explore the neural mechanisms of "insight problems" that are influenced by distinct emotions. Through an Electroencephalography (EEG) analysis of 34 qualified participants, we investigated the relationship between emotions and business problem-solving creativity (BPSC). Insightful results were derived such that participants primed in a negative condition evoked higher temporal alpha band activity compared to those primed in the positive condition. Meanwhile, there were no significant differences between two priming conditions on the other band activities. Therefore, this study sheds a very positive light on the scholarly value of conducting rigorous studies about the relationship between emotional states and BPSC status.

Creative Engineering Design Teaching-Learning Model using TRIZ Contradiction Analysis (TRIZ 모순분석을 활용한 창의공학설계 교수학습 모델)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.130-136
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    • 2019
  • Recently, the importance of creativity and problem-solving skills are being emphasized in engineering education. In particular, research is actively being conducted on learning models considering practicality or applicability in practice and education among many creative problem-solving methods. The objective of the present study is to develop a teaching and learning model and verify its effects in order to promote creative thinking and problem-solving skills using the TRIZ Contradiction Analysis. This study led the participants to obtain basic knowledge of creative engineering design through the creative engineering design course for freshmen at an engineering college, and come up with ideas and solutions using the TRIZ Contradiction Analysis. A survey was conducted and analyzed to verify the effectiveness of education using the proposed teaching and learning model, and as a result, the effectiveness of education has been proven by an average of 89 positive responses. Follow-up research is needed on improved application models so that the proposed learning model can be applied to various subjects.

Characteristics of Science-Engineering Integrated Lessons Contributed to the Improvement of Creative Engineering Problems Solving Propensity (창의공학적 문제해결성향에 기여한 과학-공학 융합수업의 특성)

  • Lee, Dongyoung;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.285-298
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    • 2022
  • This study is to investigate the effects and characteristics of science and engineering integrated lessons on elementary students' creative engineering problem solving propensity (CEPSP). The science and engineering integrated lessons used in this study was a 10 lesson-hours STEM program, co-developed by University of Minnesota and Purdue University. The program was implemented in the 6th grade science class of H Elementary School located in P Metropolitan city. The main data of this study are the pre-post CEPSP result and interview with 5 students collected before and after the research. The CEPSP result was analyzed by a paired-sample t-test and hierarchical cluster analysis. As a result of the t-test, it was found that overall, the program has a positive effect on the students' CEPSP score. As a result of cluster analysis, it was confirmed that studnets' CEPSP could be classified into two groups (lower and higher score cluster). Five students whose, CEPSP score has significantly improved after the lessons were interviewed to find out what the characteristics of the program that contribute the significant change are. As a result of conducting centroid analysis of the interview transcription and the hybrid analysis method, it was found that the meaningful experiences that the five students commonly shared were 'problem solving through collaboration' and 'through repeated experiments (redesign)', problem solving' and 'utilization of scientific knowledge'. As minor reactions, 'choice of the best experimental method' and 'difference between science and engineering' appeared.

The Development of STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.