• Title/Summary/Keyword: 창의적인 문제해결

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A Study on the Differences of Creative Leadership according to Preschool Children's Peer Popularity (유아의 또래 인기도에 따른 창의적 리더십의 차이연구)

  • Mun, Byung-Hwan;ong, Ji-Myeong;Kim, Hee Young
    • Korean Journal of Childcare and Education
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    • v.9 no.3
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    • pp.33-51
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    • 2013
  • This study identifies the differences of creative leadership according to preschool children's peer popularity. The subjects of this study were 178 5-year-old children in institutes of early childhood education in G city and all collected data were analyzed by t-test. The results of the study are as follows: 1) Children's Peer Popularity and creative leadership in the overall score, and sub-elements such as creative thinking, self-management, respect for others and community care ability of young children have a positive relationship. 2) there were statistically significant differences in the whole creative leadership and sub-elements(creative thinking, self-management, and social leadership, respect for others and community care ability) depending on peer popularity. It suggest that the results of this study have a great value to provide fundamental data for the development of peer relation building program to enhance creative leadership.

Implementing Problem-Based Learning in the College Classroom (PBL을 활용한 대학 수업 운영의 실제와 개선방안에 관한 연구)

  • Ha, Myung-Jeong
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.147-148
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    • 2019
  • 최근 문제해결능력향상을 위해 대학에서는 PBL 교수법(Problem-Based Learning)을 도입하고 있으며 국가 차원에서도 이를 장려하고 있다. 본 연구는 국가직무능력표준(NCS)의 직무능력단위 중 하나인 문제해결능력을 향상시킬 수 있는 효과적인 수업방법을 모색함과 동시에 교육현장에서 직면할 수 있는 문제를 합리적으로 해결하는 학습자 능력 신장을 위해 PBL수업을 활용하였다. 이에 본 연구는 문제중심학습법을 대학 영어전공 교과목에 적용함으로써 대학생의 창의적 문제해결력과 수업참여도에 대한 효과를 살펴보는데 연구의 목적이 있다. 본 연구는 사전검사, PBL수업 운영, 사후검사의 3단계로 진행된다.

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Development and application of supervised learning-centered machine learning education program using micro:bit (마이크로비트를 활용한 지도학습 중심의 머신러닝 교육 프로그램의 개발과 적용)

  • Lee, Hyunguk;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.995-1003
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    • 2021
  • As the need for artificial intelligence (AI) education, which will become the core of the upcoming intelligent information society rises, the national level is also focusing attention by including artificial intelligence-related content in the curriculum. In this study, the PASPA education program was presented to enhance students' creative problem-solving ability in the process of solving problems in daily life through supervised machine learning. And Micro:bit, a physical computing tool, was used to enhance the learning effect. The teaching and learning process applied to the PASPA education program consists of five steps: Problem Recoginition, Argument, Setting data standard, Programming, Application and evaluation. As a result of applying this educational program to students, it was confirmed that the creative problem-solving ability improved, and it was confirmed that there was a significant difference in knowledge and thinking in specific areas and critical and logical thinking in detailed areas.

A Study on Solving Triangle Construction Problems Given by a Midpoint of Side and Other Two Points (한 변의 중점과 다른 두 점이 주어진 삼각형 작도문제의 해결에 대한 연구)

  • Han, In-Ki;Lee, Jeong-Soon
    • Journal of the Korean School Mathematics Society
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    • v.12 no.4
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    • pp.365-388
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    • 2009
  • In this paper we solve various triangle construction problems given by three points(a midpoint of side and other two points). We investigate relation between these construction problems, draw out a base problem, and make hierarchy of solved construction problems. In detail we describe analysis for searching solving method, and construction procedure of required triangle.

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Comparison on Effectiveness of SW Education using Robots based on Narrative-Paper Art Activities (내러티브-종이아트 활동 기반 로봇활용 SW교육 효과성 비교)

  • Sohn, Kyungjin;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.419-425
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    • 2018
  • The national curriculum includes the problem solving process, algorithms, and programming of SW education. The education using robots is one of attractive alternatives for students who have no interest of SW or are poor at programming. We have developed a courseware using robots for SW education based on paper art activities with narrative storytelling to enhance students' creative thinking and problem solving within limitation of class time in schools. We apply the courseware and obtained the result of pre and post-test on the creative problem solving ability of third graders in the elementary school The four factors of creative problem solving have shown significantly increase. In addition, it had an significant effects for understanding robot technology and for learning attitude using robots of SW or programming.

A Study on Effective Teaching Method of Inventive Principles (효과적인 발명원리 교수법에 관한 연구)

  • Kim, Eun-gyung
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.15-21
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    • 2016
  • TRIZ, the theory of inventive problem solving, is widely used not only in traditional engineering fields such as mechanical, electrical, and electronic engineering but also in IT field and generated good results. Therefore, recently many universities have opened TRIZ as a regular course. Especially, 40 inventive principles of TRIZ are not only creative thinking tools that beginners can learn relatively easily but also very effective problem solving tools, but it is not that easy to utilize it properly for solving real problems as you think. In order to use inventive principles as powerful tools for creative problem solving, it is important to educate learners to use it repeatedly through stimulating their interest about the inventive principles. So, in this paper, we introduce various inventive principles hidden in the cards that can be easily accessible in everyday life, and propose how to educate learners to evoke their interest in the inventive principles through making cards by utilizing the inventive principles.

A Study on the Exploration of Gamification in University Courses (게이미피케이션을 활용한 대학 수업 탐색)

  • Jinyoung Lee;Heehwa Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.165-174
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    • 2024
  • This study aims to develop a curriculum that effectively applies gamification in educational settings by analyzing the theoretical principles of gamification and various educational techniques. The course titled "Understanding and Application of Gamification" was developed and conducted in a mixed online/offline format, including practical activities where students developed and presented their own gamification strategies. The results showed high participation rates and positive evaluations from students, attributed to increased voluntary engagement and the cultivation of creative problem-solving skills through game-based exercises. This gamification education model can be applied to various educational contexts, and future research should focus on continuous improvement through additional educational cases. Gamification education is expected to foster integrative thinking across various fields and enhance creative problem-solving skills for addressing social issues. Moreover, such classroom activities will promote voluntary and active participation in classes, and motivate both internal and external engagement for personal goals through the gamification of social phenomena.

A Study on the Development of Educational Program for Invention on the Basis of TRIZ (TRIZ(트리즈)를 활용한 발명교육프로그램 개발 연구)

  • Cho, Seung-ho;Jung, Jong-wan
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.86-109
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    • 2006
  • The purpose of this study was to reform the existing state of educational program for invention by TRIZ, theory of inventive problem solving. Major findings of the study were follows : First, students had a chance to get a inventive solution from the problem they were inventing. Second, the new educational program for invention was developed according to the procedures on the standpoint of pedagogy with the TRIZ. Third, according to the survey of the new educational program for invention has found that as follows: -Students were of help to know the invention, to be beneficial, but the basic concepts of TRIZ were not easy to them. -Student wished to advice their colleague the new program for invention, because they had chances to overcome a fixed idea, extend creativity and think. Fourth, TRIZ, the systematic method of problem solving for invention, provide students with the thinking method to overcome fixed ideas and the tool of knowledge.

The Development of Assessment Tools to Measure Scientific Creative Problem Solving ability for Middle School Students (중학생의 과학 창의적 문제 해결 능력을 측정하기 위한 도구 개발)

  • Park, In-Suk;Kang, Soon-Hee
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.210-235
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    • 2012
  • The purpose of this study was to develop a valid and reliable assessment tool for measuring scientific creative problem solving ability for middle school students. To achieve this aim, an assessment framework, four assessment items, and detailed rubrics for scientific creative problem solving were developed. The assessment framework had three dimensions (i.e. science contents, inquiry process, and thinking skills) and sub-elements for each dimension. The assessment items were tested with 320 middle school students in order to determine reliability, difficulty, and item discrimination. Science teachers and experts in science education checked the validity of the items and the rubrics. The results proved that the assessment tool was reliable enough to evaluate students' scientific creative problem solving skills.

수학 창의적 문제 해결력 검사(MCPSAT)에 대한 중${\cdot}$고등학교 급별 적합성 분석

  • Lee, Gang-Seop;Hwang, Dong-Ju
    • Communications of Mathematical Education
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    • v.18 no.1 s.18
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    • pp.191-199
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    • 2004
  • 본 연구에서는, 6년 전에 개발된 수학 창의적 문제 해결력 검사(MCPSAT; 한국교육개발원(김흥원 외, 1997))에 대한 현시점의 적합성여부를 알아보기 위하여 이 검사의 중학교 1-3학년용 A형 1부 검사와 고등학교 1-2학년용 A형 1부 검사를 해당 학년 학생들에게 적용하여 분석하였다. 검사도구의 양호도는 비교적 좋은 것으로 나타났다. 즉, 중학교와 고등학교 모두 문항 내적 일관성 신뢰도(Cronbach ${\alpha}$)의 계수가 약간 떨어져 있지만 비교적 양호한 것으로 볼 수 있으며 변별도는 점이연 상관 계수가 0에 가까운 문항이 없는 것으로 나타났다. 따라서 모든 문항이 학생들의 수학 창의적 문제 해결력을 변별해 줄 수 있을 것으로 생각한다. 내적 타당도는 중학교의 경우 관대하게 본다면 수용할 만 하고, 고등학교의 경우 아직은 우려할 수준은 아니다. 즉, 중학교 문항 1과 문항 4는 적합도 지수 1.2를 상회하였으나 Infit과 Outfit 모두 1.5를 넘는 문항은 없었다. 고등학교의 문항 4는 문항의 적합도 지수 1.2를 상회하는 것으로 나타나고 있으나 Infit과 Outfit 모두 1.2를 상회하지 않았다. 난이도 측면에서 볼 때, 이 검사의 계속 사용은 염려스러운 면이 있다. 즉, 중학교에서는 6년 전 보다 쉬운 것으로 나타나고 있는 바 이것은 현재의 학생들이 이러한 유형의 문항을 많이 접하였을 것으로 추측할 수 있다. 고등학교에서는 6년 전 보다 조금 더 어려워 졌다고 볼 수 있다. 위의 사항을 종합할 때, 수학 창의적 문제 해결력 검사에서 중학생용은 현재의 학생들의 수준을 고려하여 재 표준화하는 것이 바람직하고, 고등학생용은 개발 당시의 신뢰도, 난이도, 변별도 등에서 유사하므로 당분간 계속 사용하여도 될 것이다.

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