• Title/Summary/Keyword: 창의적학습

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A Study on the Development of Creative and Cooperative Learning Spaces for University Libraries in Korea (국내 대학도서관 창의·협력 학습공간 조성에 관한 연구)

  • Jung, Youngmi;Lee, Eun-Ju
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.201-225
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    • 2020
  • In order to respond to changes in college's educational goals and talents, university libraries need to be transformed into spaces that support creative and collaborative learning. Apart from overseas cases, it is necessary to discuss the development of creative and collaborative learning spaces appropriate to the situation of Korean university libraries. This purpose of this study is to provide an effective guide to university libraries planning to develop creative and cooperative learning spaces. To this end, this study conducted a literature review to define the concept of a creative and collaborative learning space in a university library, collected and analyzed cases of creative and collaborative learning space of Korean university libraries, and proposed a model for developing creative and collaborative learning space for university library. Case collection was carried out through field visits to 12 university libraries. In addition, in-depth interviews were conducted with the staffs in charge of the construction and operation of five university libraries selected in consideration of the operating entity, region, and scale. This study is meaningful in that it intensively researched and analyzed the advanced cases of creative and collaborative learning spaces in Korea to derive suggestions that can be used in the field of domestic university libraries.

The Effects of Scaffolding Types in Wiki-based Collaborative Learning on Creativity (위키 기반 협력학습에서 스캐폴딩 유형이 창의성에 미치는 영향)

  • Hwang, Kyung-Yang;Kim, Hoi-Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.66-78
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    • 2019
  • This study aimed to investigate the effects of scaffolding on creativity in Wiki-based collaborative learning. Wiki-based collaborative learning was implemented over three sessions among 67 sixth graders in an elementary school, and subjects were divided into three groups: Group 1 had a teachers' scaffolding and self-questioning script; Group 2 had a teachers' scaffolding; and Group 3, the control group, had no scaffolding. Results showed a significant difference in creativity among the groups with different types of scaffolding(Wilks' Lambda=.238, F=8.678, p < .001). Group 1, had significantly higher performance compared to the Group in creativity. However, when self-questoning script and a teachers' scaffolding were offered, self-scaffolding was not found to have a significant effect on learners' Originality of creativity. Group 2 showed higher performance in Originality of creativity when only a teachers' scaffolding was offered in the collaborative learning. The results of this study suggest that teachers' scaffolding and self-scaffolding have positive effects on creativity, but the need for a differentiated self-scaffolding strategy to identify the factors that influence creativity in wiki-based collaborative learning.

Creative 3D game programming learning using Kodu visual programming language for elementary school students (Kodu 비주얼 프로그래밍 언어를 사용한 초등학생의 창의적 3D 게임프로그래밍 학습)

  • Rim, Hwa-Kyung;Cho, Yong-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.53-61
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    • 2012
  • Kodu made by MS is a new 3D visual programming language made specifically for creating games. This language is based on creativity, problem-solving methods, and storytelling. So, it is very suitable for game programming education for kids. In this paper, we designed learning method to develop games based on elementary school students' creative thinking. The instruction was given to 27 6-grade elementary school students in 30 hours. And we applied the learning method in class. Also, we analyzed the changes in the learners' creative thinking and the learning effects of game programming.

Developing Teaching and Learning Materials for the Gifted Students Based upon a Creative Output Related to Catalan Number (`카탈란수의 탐구`에 관련된 창의적 산출물 중심의 수학영재 교수-학습 자료의 개발)

  • Lee, Sang-Keun;Chung, Ki-Young
    • Communications of Mathematical Education
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    • v.21 no.1 s.29
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    • pp.65-79
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    • 2007
  • In this paper we study various aspects of Catalan number with its focus on creative output. As a result we we develop teaching and learning materials for the gifted students which can lead to creative output at the middle school level.

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The Effects of Programming Learning Using Robot Based on Schoolwide Enrichment Model on Elementary School Students' Creative Potential (학교전체 심화학습 모형에 기반한 로봇활용 프로그래밍 학습이 초등학생의 창의적 잠재력에 미치는 영향)

  • Lee, YoungJun;Seo, YoungMin
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.47-54
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    • 2013
  • Currently, the robot is widely utilized in various educational settings such as after-school classes, and special classes for gifted students. The robot is widely recognized as a useful tool for helping students solve problems. The core activities of programming learning with robot need to provide various problem contexts to the students and guide students' problem solving process. Students gain cognitive and affective benefits when they solve problems with robots. This paper describes the impact of programming learning using robot based on schoolwide enrichment model on elementary school students' creative potential. As a result, the students of experimental group than the students of the control group improved creative personality and ideational behavior, and the gifted students of experimental group than the gifted students of control group improved ideational behavior.

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A Basic Course of Creative Mechanical Engineering Design Emphasizing Experience Based Learning (체험학습기반의 기초 창의공학설계 교육 및 운영)

  • Lee, Jong-Soo;Min, Byung-Kwon;Yoon, Woong-Sup;Hahn, Jae-Won;Jung, Hyo-Il
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.32-41
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    • 2008
  • The paper deals with the introduction of creative engineering design education in School of Mechanical Engineering, Yonsei University. The course is referred to as Creative Mechanical Engineering Design (1) for 2nd-year undergraduates who newly enter a major in mechanical engineering. This course emphasizes creative thinking and practical experiences to students by learning engineering design skills, realizing their idea through problem based learning (PBL) and design project and recognizing actual results of a product. The paper describes course contents, and discusses students’ responses to lecture, PBL and design projects.

The Research on Developing Model of Creative Problem Solving for the Mathematically Gifted (창의적 생산력의 하위 요소 탐색 및 수학영재의 창의적 문제해결 모델 개발)

  • Lee, Chong-Hee;Kim, Ki-Yoen
    • School Mathematics
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    • v.10 no.4
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    • pp.583-601
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    • 2008
  • The creative productivity is regarded as an essential factor to perform the gifted education. While it is very important to cultivate and to expand a creative productivity through mathematically problem solving in gifted education, we have difficulties in actual education of the (mathematically) gifted, even are there few researches/studies which deal with teaching and guiding the creative problem solving in mathematically gifted education, it is hard to find a guideline that provides proper ways (or directions) of learning-instruction and evaluation of the mathematically gifted. Therefore in this study, the researcher would provide a learning-instruction model to expand a creative productivity. The learning-instruction model which makes the creative productivity expanded in mathematically gifted education is developed and named MG-CPS(Mathematically Gifted-Creative Problem Solving). Since it reflected characteristics of academic- mathematical creativity and higher thinking level of the mathematically gifted, this model is distinguished from general CPS. So this model is proper to provide a learning experience and instruction to the mathematically gifted.

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A Study on Instructional Design and Effectiveness for Solving Real Life Problems based on Design Thinking (디자인 사고 기반 실생활 문제 해결을 위한 수업 설계 및 효과성 연구)

  • Bo Kyung Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.471-478
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    • 2023
  • Teaching and learning research is essential to prepare for the era of the 4th industrial revolution. We must strengthen the creative educational capabilities of prospective teachers by improving the curriculum and teaching-learning model of teacher training colleges. Future education should foster creative thinking based on communication and collaboration. In this study, we improved the future teaching and learning model and applied it to actual classes. In addition, we verified the effectiveness by conducting pre- and post-surveys on the capabilities of future creative teachers. The survey consists of common satisfaction questions and questions about future creative teacher capabilities. As a result of the analysis, we confirmed that the capacity of future creative teachers increased.

A Study on the Mediating Effects of Organizational Learning Orientation on the Relationship between Entrepreneurship of Corporate Members and Individual and Group Creativity (기업조직 구성원의 기업가정신과 개인 및 집단 창의성 관계에서 조직학습지향성의 매개효과에 관한 연구)

  • Song, Chan-Sub;Noh, Youn-Sook;Lee, Da-Jung;Lee, Sun-Kyu
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.99-110
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    • 2020
  • This study deals with the relationship between entrepreneurship of corporate member and creativity at the organizational level by empirically analyzing the relationship between entrepreneurship, organizational learning orientation, individual creativity, and group creativity. In particular, the relationship between entrepreneurship and creativity focuses on analyzing the mediating effects of organizational learning orientation. Based on the literature research, the research model and hypothesis were established by explaining the relationship between entrepreneurship, individual and group creativity, and organizational learning orientation. 308 copies of the questionnaire were distributed and collected for manufacturing workers in Gyeongbuk, and empirical analysis was conducted through structural equations. As a result, it was confirmed that entrepreneurship has an influence on organizational learning orientation without directly affecting individual and group creativity. In addition, the effects of entrepreneurship on organizational learning orientation and organizational learning orientation on individual and group creativity were examined. These findings can provide Directions for organizational management from the cultural perspective by identifying the effects of entrepreneurship and organizational learning orientation at the organizational level.

A Study on Learning Environment Design Model for Enhancing Creativity in Engineering Education (공학교육에서의 창의성 증진을 위한 학습환경 설계모형)

  • Lim, Cheol-Il;Hong, Mi-Young;Lee, Sun-Hee
    • Journal of Engineering Education Research
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    • v.14 no.4
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    • pp.3-10
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    • 2011
  • This study examines the possibility of a learning environment design model for enhancing creativity in engineering education. Recent studies about the online support system and the blended learning pertinent to creativity have provided us with some new perspectives on how to teach the creativity in engineering college. A learning environment design model was developed to enhance the creativity of the engineering students. A model was developed by following three steps: finding out the general principles for enhancing creativity in engineering education by reviewing the relevant literature; extracting the theoretical components for the model by categorizing the general principles; and finally, developing specific guidelines based on those theoretical components. Seven general design principles and three theoretical components could be identified, and a set of specific design guidelines was suggested. The result of this study is significant in terms of guiding the future development projects for creativity education.