• Title/Summary/Keyword: 창의적인 문제해결

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Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' - (초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.433-442
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    • 2021
  • The purpose of this study is to develop an artificial-intelligence STEAM program for real-time interactive online class for elementary science and to analyze its effect on science academic achievement and creative problem-solving ability. The applied unit was 'Life of plant', a 4th grade science subject with high difficulty in teaching and learning mainly by memorization. The theme of the program is 'Creating a doctor of plant artificial intelligence chatbot'. The results of this study were as follows: The program developed in this study had a positive effect on elementary school students' science academic achievement and creative problem-solving ability. Therefore, the artificial intelligence STEAM program for elementary science interactive online class is effective in improving students' scientific academic achievement and creative problem-solving ability, and further research on artificial intelligence STEAM education theory, method, and practice is required.

Exploring Student's Ability to Improve Debate Based on Mathematics Competencies (수학교과역량에 기반한 학습자의 토론 능력 향상 방안 탐색)

  • Kim, Soocheol
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.12
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    • pp.1-10
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    • 2018
  • The purpose of this study is to analyze the mathematics competencies required in middle school Korean language class to find out ways to improve student's debate ability. The results of the analysis showed that creativity and information processing ability in research activities; problem solving ability, creativity, information processing ability in planning activities; reasoning and creativity, information processing ability in rebutting activities; problem solving and reasoning in summary activities. In cross-inquiry activities, problem solving and reasoning, information processing, and creativity are required; creativity in final focus; problem solving and reasoning ability in judgment and general review; preparation time activities require problem solving, reasoning, and information processing ability. Therefore, in order to improve the debate ability of the students, it is required that the mathematics competencies such as problem solving, reasoning, information processing, and creativity are increased.

The Influence of Mothers' Parenting Belief on The Types of Discipline Methods in Children (어머니의 양육신념이 자녀 훈육방식에 미치는 영향)

  • Kim, Misuk;Shin, So Hee
    • Korean Journal of Child Education & Care
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    • v.19 no.1
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    • pp.87-99
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    • 2019
  • Objective: The purpose of this study is to investigate the influence of mothers' parenting belief on the types of discipline methods. Methods: For this study, questionnaires were distributed to 219 mothers of 3~5 year old children who live in Seoul and Gyeonggido. Frequency analysis, descriptive statistic, correlation analysis and multiple regression analysis were conducted by using the SPSS 23.0 program. Results: Firstly, the highest parenting belief of young children's mothers was found to be problem-solving ability. And they used mostly the discipline of logical explanation. Secondly, there were positive correlations between parenting beliefs of problem-solving ability and creativity ability and the discipline of logical explanations. Thirdly, the parenting beliefs of problem-solving ability and creative ability were found to positively influence on logical explanations whereas it negatively influenced on the discipline of neglect and the forced punishment. Conclusion/Implications: The results of this study imply that the parenting belief affect on the types of discipline method and the mothers need education for the parenting belief of problem-solving ability and creative ability.

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).

Development and Application of an Appropriate Technology Educational Program Related to Water Acquisition and Purification (물의 취득 및 정수와 관련된 적정기술 교육 프로그램 개발 및 적용)

  • Hyunguk Kim;Sojean Jeong;Sori Jeong;SungYun Mun
    • Journal of Science Education
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    • v.47 no.3
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    • pp.238-250
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    • 2023
  • This study aims to explore the effect of an appropriate technology program related to water acquisition and purification on scientific attitudes and creative problem-solving skills in elementary school students. Thus, this study developed a learning program related to the appropriate technology composed of 8 sessions, and some were for exploring water acquisition-related scientific principles and the appropriated technology of Warka Tower, and the others were for conducting water purification-related inquiry experiments, such as Life Straw and Drinkable Book, and the last two sessions were for presenting practical tasks through creative ideas and designs and carrying out the relevant campaign activities. For research subjects, this study selected 51 students from two sixth-grade classes, and after modifying the scientific attitude questionnaire and the creative problem-solving skill questionnaire fit for the environment and situation, this study conducted a paired-sample t-test by applying both the questionnaires before and after this program. In addition, while looking into the correlation between scientific attitudes and creative problem-solving skills, based on the post-test results, this study examined relationships between sub-domains perceived by the students after this program was applied. The results can be summarized as below. Out of all the scientific attitudes, curiosity, openness, cooperation, and creativity showed statistically significant results with an increase in the average value when their overall averages of the pre-test were compared with those of the post-test. With creative problem-solving skills, the domain of mastering a specific area and the domain of divergent thinking showed statistically significant results. The correlation analysis results showed that cooperation out of the scientific attitudes had a significant correlation with all the domains of creative problem-solving skills, especially showing the highest correlation coefficient with such sub-domains as critical and logical thinking. All the four domains of creative problem-solving skills showed a number of significant correlations with the sub-domains of scientific attitudes. Through the research results above, this study has several implications on how and where to apply such appropriate technology-related topics in the future and various responses from students.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

TRIZ-based Real Problem Definition Process (트리즈 기반의 진짜문제 정의 프로세스)

  • Kim, Eun-Gyung
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.1-6
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    • 2009
  • Traditionally engineers' main roles are concentrated on solving any given problems and engineering education has emphasized problem solving ability. Therefore engineers intend to solve easily perceived problems with their knowledge and experience instead of trying to analyze the given problems thoroughly and to define real problems, and go through lots of trial and error. So, engineers require the ability to define real problems accurately before trying to solve the problems. This study proposes a real problem definition process using visualization of a core zone and TRIZ concepts such as contradictions and IFR(Ideal Final Result) in order to define real problems with minimum trial and error. TRIZ is the theory of inventive problem solving and was developed by a Soviet engineer and researcher Genrich Altshuller from 1946. Nowadays many industries use TRIZ and its effectiveness was already proved by lots of real problem solving in various areas. Therefore TRIZ might be very effective tool for developing students' inventive thinking ability in engineering education.

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A Study of the Promoting Problem Solving Ability using Computer Scientists Story (컴퓨터 과학자를 이용한 창의적 문제해결력 신장에 관한 연구)

  • Kim, Hyoung-Eun;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.191-196
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    • 2006
  • 오늘날 IT산업이 급속도로 진보하고 있다. 단순한 자원이나 노동력보다는 첨단과학 기술을 이용하여 얼마나 의미 있는 정보를 찾아내고 활용하는가에 따라 개인의 경쟁력이 좌우된다. 이러한 미래사회에 대비하기 위해 7차 교육과정에서는 지식 위주의 암기 교육이 아닌 창의력과 문제해결력 신장을 중요하게 여기고 있다. 그러나 아직까지 학교의 컴퓨터교육은 지나치게 기능위주의 내용이나, 단순 소프트웨어와 컴퓨터의 활용법에 관한 내용만을 강조하고 있어 이러한 취지를 잘 살리고 있지 못하다. 또한 교육자료 조차 부족한 실정이다. 이에 본 연구에서는 그동안의 수박겉핥기 식의 컴퓨터 활용법 및 소프트웨어 사용법 위주 교육에서 벗어나, 컴퓨터의 원리에 대한 내용을 연구함에 있어 초등학생들이 좀더 체계적으로 쉽게 다가갈 수 있도록 컴퓨터 과학자들을 이용하여 창의적 문제해결력을 향상시킬 수 있는 교수-학습 자료를 개발하고자 한다.

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The Longitudinal Effect of the Creative-Fostering Program for Pre-early childhood Teacher on their Problem Solving Ability and Self-Efficacy (예비유아교사를 위한 창의성교육 프로그램이 문제해결능력 및 자기효능감에 미치는 영향에 대한 단기종단연구)

  • Kim, Kyoung Eun
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.289-303
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    • 2015
  • The aim of this study was to examine the short-term longitudinal effect of creativity-fostering programs for pre-early childhood teachers on their problem solving ability and self-efficacy. The participants of this study were 67 pre-early childhood teachers (36 from the experimental group and 31 from the control group) in Seoul, Kyunggi-do, and Chungcheong-do, Korea. Pre-early childhood teachers' problem solving ability and self-efficacy was measured three times. Data were analyzed with a $2{\times}3$ ($group{\times}test$) two-way analysis of variance for repeated measures. The change in problem solving and self-efficacy appeared to be dependent on the group and test. Further statistical analysis of the data indicated that the participation of creativity-fostering programs for pre-early childhood teachers was longitudinally effective on their problem solving ability and self-efficacy.

Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.