• Title/Summary/Keyword: 창의적학습

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Development of Social and Emotional Learning Program using Creative Physical Computing (창의적 피지컬 컴퓨팅 기반 사회정서학습 프로그램 개발)

  • Lee, Jun Pyo;Kim, Sung Ae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.205-206
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    • 2019
  • 본 논문에서는 오토마타를 활용한 창의 융합 교육으로 학생들에게 기술과 공학 그리고 예술의 융합적 상상력을 불어넣을 수 있는 교육과정을 제안하고 이를 통해 인지능력과 감정조절, 그리고 공감 능력을 향상시키는 것을 가능하게 하는 사회정서학습인 SEL(Social and Emotional Learning)을 수행할 수 있도록 한다. 제안하는 프로그램을 통해 학생들의 감성을 자극하고 새로운 생각을 유도함으로써 올바른 인성을 가질 수 있도록 한다.

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Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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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.

Program development according to the Mathematically Gifted- Creative Problem Solving (MG-CPS) model (창의적 문제해결 학습 모형에 따른 초등학교 수학영재 프로그램 개발)

  • Nam, Heung Sook;Park, Moon Hwan
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.2
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    • pp.203-225
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    • 2012
  • The purpose of this study is to suggest a program for improvement of the mathematical creativity of mathematical gifted children in the elementary gifted class and to examine the effect of developed program. Gifted education program is developed through analyzing relevant literatures and materials. This program is based on the operation bingo game related to the area of number and operation, which accounts for the largest portion in the elementary mathematics. According to this direction, the mathematically gifted educational program has been developed. According to the results which examine the effectiveness of the creative problem solving by the developed program, students' performance ability has been gradually improved by feeding back and monitoring their problem solving process continuously.

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The Development of High School Instructional Program for Increasing Creative Thinking Abilities: Focused on Building a Scale Model of the Solar System (창의적 사고 계발을 위한 고등학교 학습 프로그램 개발: 태양계 축소 모형을 중심으로)

  • Kim, Eun-Ju;Lee, Hyo-Nyong;Yoon, Ill-Hee;Kang, Chun-Duk
    • Journal of the Korean earth science society
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    • v.29 no.3
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    • pp.290-304
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    • 2008
  • The purpose of this study was to develop instructional programs for 10th graders to facilitate their creative thinking abilities and understanding concerning the scale of the Solar System. The programs were based on four major themes and composed of eight lessons which dealt with the relative scale of the Solar System. The programs were applied to 155 students at G high school in Gumi City. The results showed that the programs were helpful to students in that they facilitated easier understanding of the relative sizes of planets within the solar system as well as creative thinking abilities including divergent thinking and convergent thinking.

The Effect of Class based on Creative Science Writing for the Interest in Biology and the Scientific Attitude (창의적 과학글쓰기를 활용한 수업이 생물에 대한 흥미와 과학적 태도에 미치는 효과)

  • Kim, Hyung-Ja;Byeon, Jung-Ho;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.36 no.2
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    • pp.198-215
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    • 2012
  • Purpose of this study is to clarify the effect of creative science writing for interest of biology and scientific attitude on high school student. Creative science writing is a learning method to enhance comprehension and expression of thinking of science contents related to daily life. 148 students were recruited and divided into two groups, experimental group were experience creative science writing lessons. On the other hand, contrary group were applied interest enhancement lessons excepted creative science writing activity. To investigate the effect of creative science writing, interest check of biology was used, and scientific attitude test was used to understand changes in student's scientific attitude. Experimental group had taught using creative science writing and their awareness of the instruction was analyzed with questionnaire. As a result of this study, the class based on creative science writing was effective in improving high school students' interest in biology and in particular it was helpful in promoting interest in biology and learning of biology. It suggested that the class based on creative scientific writing used a new teaching method unlike existing methods, caused them to have interest in the instruction by making them express their daily life freely not to memorize learning contents, applied learning contents to daily life through many kinds of writings and then enhanced their interest in biology. Indeed, the class based on creative science writing had the positive influence on changes in the scientific attitude of high school students. Since creative science writing is writing one's own idea through extensive thinking based on learning contents, it was effective in arranging the process of thinking and changing their scientific attitude into positive one. Consequently, it was concluded from the above results of the research that the teaching using creative science writing was available as the effective teaching methods to improve high school students' interest in biology and change their scientific attitude into positive one.

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A Development and Application of Puzzle-Based Computer Science Learning Contents for Pre-service Teachers (초등 예비교사를 대상으로 한 퍼즐 기반 컴퓨터과학 학습 내용 개발 및 적용)

  • Oh, Jungcheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.391-400
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    • 2014
  • In this study, we reviewed educational trend of Puzzle-Based Learning Contents and case studies at domestic and international, and have developed Puzzle-Based Learning Contents with the contents using fundamental concepts of computer science. Thirty one prospective elementary school teachers were applied to this contents, total thirty two sessions for four months, and Torrance Tests of Creative Thinking(TTCT) verbal and figural tests were performed to evaluate the changes in creativity. The result showed that there were significant improvements in two subscales of verbal creativity, verbal creativity index, and three subscales of figural creativity, figural creativity index. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Learning Contents as the alternative computer science education.

A Study on the Factors of Mathematical Creativity and Teaching and Learning Models to Enhance Mathematical Creativity (수학적 창의성의 요소와 창의성 개발을 위한 수업 모델 탐색)

  • Lee, Dae-Hyun
    • Journal of Elementary Mathematics Education in Korea
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    • v.16 no.1
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    • pp.39-61
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    • 2012
  • Mathematical creativity is essential in school mathematics and mathematics curriculum and ensures the growth of mathematical ability. Therefore mathematics educators try to develop students' creativity via mathematics education for a long time. In special, 2011 revised mathematics curriculum emphasizes mathematical creativity. Yet, it may seem like a vague characterization of mathematical creativity. Furthermore, it is needed to develop the methods for developing the mathematical creativity. So, the goal of this paper is to search for teaching and learning models for developing the mathematical creativity. For this, I discuss about issues of mathematical creativity and extract the factors of mathematical creativity. The factors of mathematical creativity are divided into cognitive factors, affective factors and attitude factors that become the factors of development of mathematical creativity in the mathematical instruction. And I develop 8-teaching and learning models for development of mathematical creativity based on the characters of mathematics and the most recent theories of mathematics education. These models make it crucial for students to develop the mathematical creativity and create the new mathematics in the future.

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Exploring the Possibility of Integrated Robot Programming Learning for Elementary School Student (초등학교 로봇프로그래밍 교육에서의 통합학습 가능성 탐색)

  • Seo, Young-Min;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.241-244
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    • 2011
  • 초등학교 학습자를 대상으로 컴퓨터 과학의 원리를 가르치기 위하여 EPL, 로봇프로그래밍, Unplugged Project 등 다양한 시도가 이루어지고 있다. 또한 로봇을 활용한 경진대회, 창의 대회 등 교육과정 외적인 부분에서도 활성화되고 있는 추세이다. 하지만 대부분의 로봇, 공학 경진대회는 특정 로봇의 기능 및 사용법, 흥미 위주의 획일적인 내용을 벗어나고 있지 못한 실정이며, 통합적 접근을 했던 기존의 프로그램들은 창의적 문제해결을 목적으로 여러 학문의 융합, 통합을 주장하고 있다. 본 연구에서의 통합은 초등 학습자의 학습으로의 보다 본질적인 접근이 필요하며, 교육과정 전반에 걸친 폭넓은 학습 활동 측면에서 프로그래밍(로봇)의 통합의 필요성을 주장하고 있다. 이제는 프로그래밍(로봇) 학습이 왜 통합 학습으로 교육과정 상에 녹아 들어가야 하는지에 관한 본질적인 논의가 이루어져야 할 시점으로 생각된다. 이 논문의 본문은 크게 두 부분으로 이루어져 있는데 첫째, 초등학교 로봇프로그래밍 교육을 통합적 관점으로 접근했던 기존의 프로그램의 사례를 살펴볼 것이며, 둘째, 초등학교 학습자에게 통합이 어떠한 의미인지를 고찰해 볼 것이다.

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Theoretical review for Consilience activity model and program development to improve creative problem solving skills of students in fishing and agarian villages in Jeju (제주지역 농어촌 학생의 창의적 문제해결력 향상을 위한 통섭적 활동 모형 및 프로그램 개발을 위한 이론적 고찰)

  • Jung, Eun-Hee;Moon, Chang-Bae;Hong, Seung-Hee;Park, Jung-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.937-940
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    • 2010
  • 21세기 정보화 세계화 사회에서 창의적이고 자율적인 인간양성을 위한 교육개혁으로 창의적 인재양성, 자기주도적 학습능력 배양이 강조되어지고 있다. 그럼에도 불구하고 제주지역 농어촌의 경우 인구 집중이 도시로 이루어지면서 농어촌의 인구가 감소되어지고 그러한 결과로 소규모 학교는 통폐합이되면서 교육여건은 악화되고 있는 실정이다. 이에 제주지역 농어촌 교육문제를 해소하여 학생들의 이농현상을 줄일 수 있으며, 창의적이고 자기주도적인 학습 능력을 배양할 수 있는 프로그램 개발의 필요성을 느끼게 되었다. 본 연구에서는 도시와 농어촌의 서로 다른 교육여건에 기반하여 교육내용을 특성화함으로써 제주지역 농어촌 학생의 창의적 문제해결력 향상을 위한 통섭적 활동 모형과 프로그램을 개발하기 위한 이론적 고찰을 하였다. 도시와 농어촌의 학력격차를 해소하기 위해서는 농어촌 학생에게 적절한 교육내용과 활동으로 재편성하여 가르칠 필요가 있다. 특히 제주도는 농촌과 어촌, 도시형이 특별히 구분되어지는 것이 아니라 하나의 통합된 생활문화의 특징을 가지고 있다. 앞으로 본 연구의 이론적 고찰을 바탕으로 제주지역 농어촌 학생들의 일상적인 생활환경에서 접하게 되는 다양한 활동 속에서 창의적으로 문제해결을 할 수 있도록 통섭적 활동 모형과 프로그램을 개발하여 적용하게 되면 학생의 역량을 강화시키고 잠재해 있는 창의적 문제해결력을 개발하여 학력향상에 기여할 수 있을 것이다.

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