• Title/Summary/Keyword: 창의적 산출물 평가

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Development of the Evaluation Criterion for Mathematically Gifted Students Creative Product in View of Mathematical History (수학사에 근거한 수학영재의 창의적 산출물 평가 준거 개발)

  • Kim Sun Hee
    • Journal for History of Mathematics
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    • v.18 no.2
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    • pp.75-94
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    • 2005
  • This study is intended to develop the criterion for evaluating the creative products that mathematically gifted students produce in their education program to enhance the development of creative productive ability. 1 distinguish the mathematical creativity with the creativity in the general domain, and make the production model of the creative mathematical product grounded on the mathematicians' work through the mathematical history. The model has the following components; the mathematical knowledge, the mathematical thinking and the mathematical inquiry skill, surrounding the resultive creative product. The students products are focused on one component of the model. Thus the criterion for the creative products is grounded on the each component of the model. According to it, teachers could evaluate the students'work, which got the validity and the reliability.

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Consistency in Assessment of Creative Products in Terms of Evaluators' Knowledge of Creativity Assessment Criteria and the Type of Assessment Tools (창의적 산출물 평가에서 평정자의 지식 및 평가 도구 유형에 따른 일치도 분석)

  • Lee, Su Jin;Choe, Ho Seong;Park, Kyung Hee
    • Journal of Gifted/Talented Education
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    • v.26 no.4
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    • pp.677-697
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    • 2016
  • This study analyzed the difference in evaluation results in evaluating identical products by applying two different types of evaluating scales, Creative Product Analysis Matrix (CPAM) and Creative Product Semantic Scale (CPSS) by O'Quin and Bessember (1989). As a result, evaluation based on explicit knowledge scored lower than evaluation based on implicit knowledge, implying that the evaluation becomes stricter. When evaluated with CPSS, which as relatively more segmentalized grading criteria, all sub-dimensions of creativity showed low scores, and it show that when evaluator's first impression or personal evaluation standard on the products is firm, they may not be evaluated by the evaluation tools. Gifted education teachers were giving similar evaluations as experts in creative product evaluation, and understanding the product evaluation tool fully in advance before teaching or evaluating products may lead to the generation of newer, more useful and appropriate, and highly creative product with high solvability.

Development and Application of the Criteria of Evaluating Creative Product in Mathematical Gifted Education (수학영재의 창의적 산출물 평가 준거 개발 및 적용)

  • Lee, Chong-Hee;Kim, Ki-Yoen
    • School Mathematics
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    • v.12 no.3
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    • pp.301-322
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    • 2010
  • In this study, researchers developed the criteria evaluating mathematically gifted students' creative products, which contain such evaluation headings as cognitive abilities(; creativity, analytic thinking, expert skill and knowledge), performing ability of the Mathematically Gifted-Creative Problem Solving process. And then a case study is carried out to apply the criteria to an actual condition of mathematically gifted education. This case study shows that how teachers can apply those of model and criteria in actual condition of the mathematically gifted education. Through the criteria above mentioned, the characteristics of creative productivity can be grasped clearly and evaluated in detail.

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Development of a scoring rubric based on Computational Thinking for evaluating students' computational artifacts in programming course (비전공자 프로그래밍 수업 창의적 산출물의 컴퓨팅 사고력 기반 평가 루브릭 개발)

  • Kim, Minja;Yoo, Gilsang;Ki, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.1-11
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    • 2017
  • The demands of computer science education for non-majors in higher education is increasing but relevant evaluation tools for the students' computational artifacts are lack. This research aims to develop a scoring rubric to assess student's computational artifacts in non-major programming course at Computational Thinking point of view. The rubric was developed based on 'CT Practice Design Pattern' as a framework. The rubric consists of 'domain, skills, evaluation, evaluating resources, and scales'. Domains are 'Design of abstract model', 'Design and application of creative artifacts', and 'Analysis of the artifacts'. Experts reviewed the rubric to ensure contents validity. The rubric is resulted in reliable for consistency. This rubric can be revised and applied to application environment accordingly.

Analysis of the Difference in Creative Product Achievement for Informatics Gifted Children by their Motive and Parental Support (초등정보영재의 동기와 부모지지에 따른 창의적 산출물 성취도 차이 분석)

  • Gwak, Soah;Kwon, Daiyoung;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.3
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    • pp.41-51
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    • 2014
  • Informatics gifted education institutions have made multi-faceted efforts to encourage students to do creative activities which can be extended lasting. However, research about gifted student's creative activities is yet incomplete, and most of the research has only focused on their cognitive abilities. Therefore, there is a limit to providing creative activity curricula that reflect the characteristics of informatics gifted students. This study assessed the creative products achievement of 56 informatics gifted elementary school students' and comprehensively analyzed the results with affective and environmental variables. The result is that the achievement of creative products was higher when the intrinsic motivation was found to be higher. Parents' support or extrinsic motivation did not differ significantly.

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Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.49-56
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    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

Instructional Design Model Development for Continuous Creativity-Personality Education (지속적인 창의·인성 교육을 위한 수업설계모형 구안)

  • Kim, Hoon-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.193-194
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    • 2013
  • 본 연구는 지속적인 창의 인성교육을 위한 수업설계모형을 구안하기 위하여 NFTM-TRIZ를 활용하는데 그 목적을 두었다. NFTM-TRIZ는 TRIZ에 기반하여 유아에서 성인에 이르기까지 '지속적인 창의성 교육'을 할 수 있도록 개발된 교육프로그램이다. TRIZ는 주어진 문제의 모순을 찾아내고 이를 극복함으로써 혁신적인 해결안을 얻도록 하는 창의적 문제해결방법론으로 알려져 있다. 본 연구의 과정은 G 대학교의 교직과목으로 개설된 "교육과정 및 교육평가"를 수강한 3, 4학년 남, 여 학생들을 대상으로 매주 10분씩 창의성 수업을 하고 이에 대한 산출물로 창의적 수업안을 만들고 창의성 수업에 대한 후기를 작성토록 하여 연구결과를 모색했다.

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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 STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.

An Analytical Study on Studies of Creativity Education in Korea: Focusing on Categories and Levels of Creativity (국내 창의성 교육 연구 동향분석: 창의성의 범주 및 수준을 중심으로)

  • Cho, Youn-Soon;Jeong, Ji-Eun
    • Journal of Gifted/Talented Education
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    • v.22 no.2
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    • pp.333-352
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    • 2012
  • Creativity has been suggested as a prime educational objective by national curriculum of Korea and research on creativity education has been increased since 2000s. How the researcher conceptualizes and approaches creativity affects the research. The purpose of this study is to explore directions of creativity research in education by analyzing its approach based on its categories and levels of creativity. The results of the study shows the following: (1)studies with a definition of creativity are more than without it but the former has been decreasing and the latter increasing little by little. (2)Studies which focus on person, cognitive or emotional characteristics, are the most. And process, environment, and product follow. (3)Regarding the levels of creativity, most was done on little-c creativity level, on the other hand, very limited studies conceptualized the creativity in educational context. Studies having an interest in mini-c creativity level were hardly found.