• Title/Summary/Keyword: 창의적인 인재

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The Direction of Teachers Education Program for Cultivating Creative Software Human Resource (창의적 s/w 인재 육성을 위한 교사교육 프로그램 방향)

  • Choi, Jeong-Won;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.221-222
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    • 2014
  • 본 논문에서는 창의적인 S/W 인재 육성을 위한 교사교육 프로그램의 방향을 제시하고자 하는데 그 목적이 있다. 현대 사회는 S/W가 기반이 되는 사회로, S/W는 실생활 뿐 아니라 다양한 학문 분야의 발전에 큰 영향을 미치고 있다. 이러한 사회 패러다임의 변화는 창의적인 S/W 인재 육성 교육이라는 교육 패러다임의 변화를 요구하고 있으며, 교육 패러다임의 변화는 학습자 교육을 담당하는 교사 교육 패러다임의 변화를 요구한다. 따라서 창의적 S/W 인재 육성을 담당하는 교사 교육 프로그램은 학습자의 특성, 학습 맥락, 현대 사회가 필요로 하는 지식을 고려한 교육을 할 수 있도록 개발되어야 하며, 교사의 역할이 과거의 지식 전달자의 역할에서 학습의 조력자, 촉진자, 안내가 역할을 할 수 있는 프로그램이 되도록 해야 한다.

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The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

A Study on the Characteristics of Human Resources Required in Electronics Company (미래 융합기술사회에서 전자기업의 인재상 분석)

  • Lim, Jung-Yeon
    • Journal of Internet of Things and Convergence
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    • v.3 no.2
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    • pp.33-39
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    • 2017
  • The purpose of this study is to analyze the characteristics of talents required in electronic companies in the 4th industrial revolution. we conducted a network analysis on the key talent of the companies presented in over 100 job announcements to companies in the electronics industry. The results of the study are as follows. First, electronic companies showed the most favored creative talents, preferring collaborative talent and challenging talent. Second, looking at the core definitions of talent, change, response, problem solving, performance creation, communication, challenge, professionalism, enthusiasm, development, aggressiveness and spontaneity were used. In other words, key keywords emerging from the 4th industrial revolution were being used continuously. Third, in the Centrality analysis, talented people who emphasize humanity also appeared. Based on the study, it suggested that manpower training of the 4th Industrial Revolution.

The Effect of STEAM Program for Hydroelectric Energy on Elementary Students' Energy Literacy and Creative Problem-solving (수력에너지에 관한 융합인재교육 프로그램이 초등학생의 에너지소양과 창의적 문제해결력에 미치는 영향)

  • Choi, Il-hoon;So, Keumhyun
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.498-509
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    • 2021
  • In this study, a convergence talent education program was developed and applied to elementary school students to investigate its effect on their energy literacy and creative problem-solving ability. Accordingly, a study was conducted on 29 sixth-grade elementary school students. The results of pre- and post-tests on energy literacy and creative problem-solving ability were analyzed. The results revealed that the convergence talent education program on hydraulic energy had a positive effect on the elementary school students' energy literacy as well as their creative problem-solving ability. Furthermore, after completing the hydro-energy convergence talent education program, the students' interest in energy and science increased and they wanted to connect such with their daily life. It appears that meaningful results were obtained through the convergence talent education program, specifically in the process of generating and utilizing hydraulic energy a plan was developed to allow students to solve problems in student-centered classes.

Development of Introductory Engineering Design Course to Improve Creative Thinking Ability (창의적 사고능력 증진을 위한 공학설계입문 교과목 및 사례 개발)

  • Kim Lee-Hyung;Lee Byung-Sik
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.26-35
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    • 2005
  • Currently social and economical situations of the world including Korea are tremendously changing because of developments of various technologies including information technology. It is well known that the current world is society of globalization, knowledge and information. In order to accomodate the engineering education of Korea to the world standards, many researches about engineering education should be studied. Therefore, the purpose of this research is to develope the course of 'Introduction to Engineering Design' for undergraduate students in engineering schools. The graduates from the engineering schools should have various communication skills such as presentation, report preparation, language skills, etc. Also the graduates have to change their mind from passivity to creativity for their works. The other important things for graduates are improvement of the teamwork skills in the team and improvement of project management skills. Therefore, this paper will present the processes of the course development and the contents of the course concerning teamwork, inventive thinking, project management, and presentation skills.

입학사정관제 실시에 따른 창의적 체험학습활동의 현황과 과제

  • Lee, Seong-Cheol
    • Proceedings of the Safety Management and Science Conference
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    • 2010.11a
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    • pp.417-426
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    • 2010
  • 현 정부의 대입제도는 미래사회가 요구하는 21세기형 우수인재를 발굴 육성을 위하여 공교육 정상화에 그 목표를 두고 있다. 아울러 입학사정관제를 활성화하여 사교육에 의존하는 사회풍조를 개선함과 더불어 과열경쟁으로 인한 사교육비를 경감하고자 노력하고 있다. 또한 창의적 체험학습활동을 통하여 자기 주도적 학습능력을 신장하고 글로벌 인재 양성에 주력하고 있으며, 이를 관리하기위하여 창의적 체험활동 종합지원시스템을 운영하고 있다. 본 연구의 목적은 중등교육과정의 현황을 창의적 체험학습을 중심으로 분석하고 향후 과제에 대한 해법을 제시하는 것이다.

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Changes in High School Students' Creative Leader Competency through STEAM R&E (STEAM R&E를 통한 고등학생의 창의적 인재 역량 변화)

  • Mun, Kongju;Mun, Jiyeong;Hwang, Yohan;Kim, Sung-Won
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.825-833
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    • 2017
  • The Korean Ministry of Education has emphasized human resource development with creative and convergent ability for future science and technology development. Korean STEAM Education aims to enhance students' interest and their understanding of science and technology as well as to develop students' creative problem-solving skills. Through STEAM R&E project, students experience self-directed research in order to solve the problem in the context of everyday life. In this study, we aim to find out whether the creative leader competency of high school students changed after they experienced the STEAM R&E project. The creative leader competency consisted of three domains: cognitive, affective, and societal domain. We measured the creative leader competency using the questionnaire scales. The questionnaire was administered to 612 high school students who participated in the 2016 STEAM R&E project. Pre- and post- test scores were collected, and we analyzed it. We compared the mean difference between pre- and post- test scores as well as the mean differences among science high school, gifted school, science core school, and general high school. From the result, we found that all student' creative leader competency improved after participating in the STEAM R&E project in all three domains. The result also showed that students' test scores of science high school and gifted school showed no significant mean differences, while student's scores of both science core school and general high school improved significantly. From the results, we concluded that STEAM R&E activities could be an effective tool in cultivating creative leader competency, especially for general high school students and science core school students. We also suggested that further researches are needed to find how we could enhance students' creative leader competency.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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