• Title/Summary/Keyword: 창의적 문제해결성향

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Effect of Elementary STEAM Program Emphasizing Engineering Design Process (공학적 설계 과정을 강조한 초등용 STEAM 프로그램의 효과)

  • Lim, Heejun;Heo, Jinseok;You, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.605-617
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    • 2023
  • In this study, a STEAM program emphasizing the engineering design process was developed and applied to investigate its effects on the creative engineering problem-solving proficiency and self-directed learning ability of elementary school students. In addition, the study compared and analyzed differences according to gender. The program was conducted across five sessions targeting 141 students in the fourth grade in an elementary school in the Gyeongin area. The study measured the creative engineering problem-solving disposition and self-directed learning ability of the students before and after the STEAM program. It also administered satisfaction and perception tests. The result confirmed that the STEAM program that emphasizes the engineering design process is effective in improving the creative engineering problem-solving propensity and self-directed learning ability of elementary school students, particularly female ones. Analyzing differences in changes based on gender, the study pinpointed significant improvements among female students in all factors except for the subfactor communication and collaboration within tendencies toward creative engineering problem-solving. For male students, the study observed significant effects in the factors engineering design and communication and collaboration. Lastly, the study discussed the educational implications of the findings.

The effects of creative teaching technique applied to nursing major curriculum on critical thinking disposition, problem solving process, and self leadership (간호학 전공교과목에 적용한 창의적 교수법이 비판적 사고성향, 문제해결과정, 셀프리더십에 미치는 효과)

  • Kum, Ran;Seo, Im Sun;Kim, Tae Hee;Hahn, Suk Won;Kim, Min Suk
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.373-382
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    • 2019
  • This study was performed to investigate the effects of creative teaching technique(CTT) on critical thinking disposition(CTD), problem solving process(PSP), and self-leadership(SL) in 5 majors of first to third grades in a college nursing department. CTT was developed to promote memory and practical ability. The study was conducted from August 1 to December 31 in 2017, and the survey was performed before and after applying the CTT. As a result, there was no difference in CTD, PSP, and SL in the first graders whom applied various teaching techniques to one subject. But CTD was 6.8point(p<0.001), PSP was 7.5~7.9point(p<0.001) and SL was 2.9~3.3point(p<0.001) improved in the second and third grades whom applied similar teaching techniques in two subjects. In order to improve the students' core competency, it is more effective for students to apply one or two methods repeatedly in several subjects than to apply various methods to one subject. Since the CTT was more effective in the group that selected the major depending on aptitude and interest, it is necessary to develop various teaching and learning strategies to enhance the interest in nursing major.

Analysis on Creative Thinking Leaning Between Scientifically Gifted Students and Normal Students (과학영재와 일반학생들의 창의적 사고 편향에 대한 분석)

  • Chung, Duk-Ho;Park, Seon-Ok
    • Journal of Gifted/Talented Education
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    • v.21 no.1
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    • pp.175-191
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    • 2011
  • This study is to investigate the creative thinking style and it's leaning that normal students and scientifically gifted students use mainly at processing information. Right Brain vs Left Brain Creativity Test(R/LCT) and Brain Preference Indicator(BPI) is taken to investigate the creative thinking style of normal students(N=144) and scientifically gifted students(N=97). In the R/LCT, the normal students responded that they prefer to use right-brain thinking rather than left-brain thinking. But the scientifically gifted students prefer to left-brain thinking. The normal students showed most preference for Holistic Processing of right side brain and they did most avoiding for Verbal Processing of left side brain. The scientifically gifted students showed most preference for Logical Processing of left side brain. And they did most avoiding for Random Processing of right side brain. There was a meaningful difference between left side brain preference group and right side brain preference group on Sequential, Symbolic, Logical, Verbal, Random, Intuitive, Fantasy-oriented Processing of normal Students. But the scientifically gifted students showed a meaningful difference in right side brain processing mainly. In other word, all the scientifically gifted students took an lean processing in Logical, Symbolic, Linear Processing, etc. In sum, the scientifically gifted students are unequal in at processing information against the normal students. So it is required more appropriate teaching-learning method based on the creative thinking style and it's leaning for effective gifted education.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

The Effect of Engineering Design Based Ocean Clean Up Lesson on STEAM Attitude and Creative Engineering Problem Solving Propensity (공학설계기반 오션클린업(Ocean Clean-up) 수업이 STEAM태도와 창의공학적 문제해결성향에 미치는 효과)

  • DongYoung Lee;Hyojin Yi;Younkyeong Nam
    • Journal of the Korean earth science society
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    • v.44 no.1
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    • pp.79-89
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    • 2023
  • The purpose of this study was to investigate the effects of engineering design-based ocean cleanup classes on STEAM attitudes and creative engineering problem-solving dispositions. Furthermore, during this process, we tried to determine interesting points that students encountered in engineering design-based classes. For this study, a science class with six lessons based on engineering design was developed and reviewed by a professor who majored in engineering design, along with five engineering design experts with a master's degree or higher. The subject of the class was selected as the design and implementation of scientific and engineering measures to reduce marine pollution based on the method implemented in an actual Ocean Clean-up Project. The engineering design process utilized the engineering design model presented by NGSS (2013), and was configured to experience redesign through the optimization process. To verify effectiveness, the STEAM attitude questionnaire developed by Park et al. (2019) and the creative engineering problemsolving propensity test tool developed by Kang and Nam (2016) were used. A pre and post t-test was used for statistical analysis for the effectiveness test. In addition, the contents of interesting points experienced by the learners were transcribed after receiving descriptive responses, and were analyzed and visualized through degree centrality analysis. Results confirmed that engineering design in science classes had a positive effect on both STEAM attitude and creative engineering problem-solving disposition (p< .05). In addition, as a result of unstructured data analysis, science and engineering knowledge, engineering experience, and cooperation and collaboration appeared as factors in which learners were interested in learning, confirming that engineering experience was the main factor.

Degree of Science Problem Solving by the Information Processing Types and Cognitive Styles of Elementary School Students (초등학교 학생의 정보 처리 유형과 인지 양식에 따른 과학 문제 해결)

  • Shin, Ae-Kyung;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.20 no.1
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    • pp.155-165
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    • 2000
  • The purpose of this study was to find out the degree of science problem solving by the information processing types and cognitive styles of 235 6th grade students. The results of this study were as follows. First, as the students got higher scores in the two types of information processing, they could solve more science achievement items and creative problem solving items correctly. And as the students got higher scores in simultaneous information processing test, they could solve more scientific concept understanding items. Secondly, as the students were more field-independent, they could solve more science achievement items and creative problem solving items. And especially in solving scientific concept understanding items, much higher field-independence was required. Finally, there was a significant difference on the distributions of cognitive styles by the information processing types. As the students got higher scores in the two types of information processing, their cognitive style tended to be more field-independent.

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The development of an Instrument for Measuring the Creative Engineering Problems Solving Propensity for STEAM (융합인재교육(STEAM)을 위한 창의적 공학문제해결 성향 검사 도구 개발)

  • Kang, Ju-Won;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.3
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    • pp.276-291
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    • 2016
  • This study is to develop a valid and reliable instrument for measuring students' creative engineering problem solving propensity. The creative engineering problem solving is operationally defined in this study as a creative problem solving skill in an engineering context. To develop the instrument, first we define seven common constructs between engineering problem solving skill and creative problem solving skill through an intensive literature review; motivation, context, personal character, engineering design, engienering habits of mind, understandings of engineering and engineers, communication skill, and collaboration skill. Based on the seven constructs and the face validity test conducted by two in-service science teachers and 4 experts in science education research, 40 preliminary items were developed. Then the preliminary instrument was implemented in a science gifted highschool to measure the reliability of the instrument. From the 40 items, 34 items were selected through the initial reliability test by Cronbach's ${\alpha}$(>.75). Finally through the three times of factor analysis process, 28 items in five construct categories were selected; motivation (3 items), engineering design (6 items), engineering habits of mind (9 items), understandings of engineering and engineers (4 items), communication and collaboration skill (6 items). The factor analysis result showed that the reliability of each construct category was between .733 to .892., meaning that the instrument is reliable in terms of the higher structural validity (each item is categorized in an appropriate construct category). We expect that the creative engineering problem solving propensity instrument developed in this study can be used in various contexts for STEAM education research as a reliable and valid instrument.

Development of a Convergence Problem Solving Skill Test Tool (융합적 문제해결력 검사 도구)

  • Lee, Dong-Young;Yoon, Jin-A;Nam, Younkyeong
    • Journal of the Korean earth science society
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    • v.41 no.6
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    • pp.670-683
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    • 2020
  • The purpose of this study was to develop a test tool for convergence problem solving skill. To this end, constructs of convergence problem solving skill were defined in three domains: convergence attributes, convergence thinking, and convergence literacy domains. Thirty-seven pilot items were developed on the basis of the sub-categories for each domain that was defined through intensive literature review; problem solving & convergent thinking and creative thinking for convergence thinking domain, individual and social propensity for the convergence attributes domain, and convergence literacy as convergence literacy domain. Through an exploratory factor analysis, 30 items in the constructs of the test tool were confirmed. A confirmatory factor analysis result showed that the five construct models well captured the covariance between all the items well. Finally a statistical result shows that the reliability of the items and constructs were well established (Cronbach's α value= .963). Thus, the test tool for convergence problem solving skill developed in this study was statistically reliable.

A Subject Integration Robot Programming Instruction Model to Enhance the Creativity of Information Gifted Students (초등정보영재의 창의성 신장을 위한 교과 통합 로봇 프로그래밍 수업 모형)

  • Seo, Young-Min;Lee, Young-Jun
    • The Journal of Korean Association of Computer Education
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    • v.13 no.1
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    • pp.19-26
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    • 2010
  • The purpose of this study is to develop a subject integration robot programming instruction model to improve information gifted elementary students' creativity. For this goal, we have developed a subject integration robot programming instruction model and verified its effectiveness. The developed instruction model was applied to the 5th and 6th grade elementary school students. The developed model was applied to the experimental group and ordinary robot programming instruction model was applied to the comparison group. As a result, the model was significantly enhance students' creative disposition and creative cognitive abilities. According to these results, it has been proved that the subject integration robot programming instruction model is effective to the information gifted elementary students' creative disposition and creative cognition abilities.

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The Effects of Writing Using Media on the Promotion of Creative Convergence Capacity (미디어를 활용한 글쓰기가 창의융합 역량 증진에 미치는 효과)

  • Bang, Sul-Yeong;Je, Nam-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.353-362
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    • 2020
  • This was a single group pretest-protest pre-experimental study designed to find out whether writing using media enhances creative convergence capacity. Data were collected from 30 C university students in C city, from March 1st to July 15th, 2020. Analysis was done using IBM SPSS 25.0 for frequency, percentage, average, standard deviation, and paired t-test. Creative problem solving ability was enhanced by an average of 0,63 points (p<.001), critical thinking tendency by 1.06 points (p<.001), self-leadership by 0,53 points (p<.001), and self-control by an average of 0.51 points, so was statistically significant (p=.001). Writing using media had the effect of improving creativity and integration capabilities. The results of this study are expected to be used as basic data for the development of educational programs for creativity and integration enhancement at university-level. Also, follow-up studies on the effectiveness of writing education by utilizing web media as text and tools simultaneously and customized university-level writing education utilizing media are required.