• Title/Summary/Keyword: 창의 교육

Search Result 2,778, Processing Time 0.025 seconds

Development of the Creativity Game Subject Matter Computer Principal (컴퓨터 원리를 소재로 한 창의적 놀이 개발)

  • Lee, Seung-Do;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2008.01a
    • /
    • pp.136-141
    • /
    • 2008
  • 창의적 문제 해결 능력을 컴퓨터 교육을 통해 이루려면 기존 컴퓨터 교육에 창의성과 문제해결력의 요소가 첨가되어야 한다. 또한, 학생들의 수준과 흥미를 고려하기 위해 어려운 컴퓨터에 관한 개념이나 원리를 다양한 교수학습 방법을 개발 활용하여 학생들이 쉽게 접근할 수 있는 노력이 필요하다. 아무리 좋은 교육이라 해도 학생들이 흥미와 관심을 갖고 학습을 하지 못하면 원하는 효과를 얻지 못할 것이다. 그러므로 컴퓨터 원리를 학생들이 이해하기 쉽도록 학생들이 좋아하는 게임 형식으로 개발하여 학생들이 직접 활동을 통해 자연스럽게 원리를 이해하고, 창의적인 사고력과 문제해결력을 증진시킬 수 있는 '컴퓨터 원리를 소재로 한 놀이'를 개발하고자 한다.

  • PDF

Educating Programming for Developing Creativity and Character (창의인성 발달을 위한 프로그래밍 교육)

  • An, SangJin;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.179-180
    • /
    • 2014
  • 본 논문에서는 창의인성을 계발하기 위한 프로그래밍 교육 과정의 필요 요소를 논의하고자 한다. 프로그래밍 학습은 일반적인 상태에서 목적 상태로 변화하기 위한 방안을 구상하여 실행하는 전형적인 문제해결학습의 형태를 띤다. 이러한 프로그래밍 학습이 창의성을 길러주기 위해서는 학습자가 확산적으로 사고할 수 있는 교육내용이 포함되어야 한다. 또한 학습자의 인성을 향상 시키기 위해서는 학습자간의 의사소통과 교류를 강화하는 교수학습방법을 사용하고, 도덕적 논의를 교육 내용에 포함해야 한다.

  • PDF

Maker Teaching aid used the Constellation (별자리를 이용한 maker 교구)

  • Kang, In-Ae;Lee, Kyung-Oh
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2019.05a
    • /
    • pp.226-229
    • /
    • 2019
  • S/W, Coding 3d Print, Aduino, IoT 등은 4차 산업혁명 시대에 주요 산업 분야에서 공통으로 쓰이는 핵심 기술이다. 2018년도부터 코딩 교육 의무화가 되었으며, 4차 산업혁명 시대에 필요한 인재상인 창의 융합형 인재를 육성할 수 있는 교육이 더욱 필요한 때이다. 본 논문에서는 별자리 12궁에 대한 과학적 지식을 탐구하며 Coding, 3D Print, Aduino에 관한 지식을 교육하기 위한 시스템을 만들어 보았다. 메이커 교육을 융합한 창의 융합형 교구인 별 빛 교구와 별자리 무드 등을 제작하였으며, 이 2가지의 교구의 구성 및 교육 내용에 대해 기술하였다.

An exploratory study on the factors of creative problem-solving ability (창의적 문제해결력의 요인에 관한 탐색적 연구)

  • Yoo, Sang-Mi;Kim, Hyoungbum
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.21 no.3
    • /
    • pp.193-200
    • /
    • 2021
  • This study was conducted to explore factors for evaluating creative problem-solving ability and to identify measurement items. After reviewing the previous study, a questionnaire was conducted, and from that, 7 factors and 26 preliminary questions were obtained. Regarding the creative problem-solving ability, problem-discovery ability, idea generation ability, idea evaluation ability, and idea execution ability were confirmed in the problem-solving process. In addition, the factors of interaction ability between problem solving practitioners and creative efficacy of problem solving practitioners were explored. Finally, in the above results, metaphors and figurative cognitive thinking ability and evaluation items for creative problem-solving ability of HTE creative education model were presented. Through subsequent studies, we hope to serve as the groundwork of the evaluation model of HTE creative education.

The Relationship Between Mental Health and Creativity in Youth: Focusing on The Mediating Effects of Frequency of Cultural Activity Participation and Cultural Activity Experience (청소년의 정신건강과 창의성의 관계: 문화활동참여 빈도와 문화예술활동 경험 매개효과 중심으로)

  • Sujeong Kim
    • Science of Emotion and Sensibility
    • /
    • v.27 no.2
    • /
    • pp.49-58
    • /
    • 2024
  • This study aimed to propose implications for mental health and cultural arts education, in which certain factors can contribute to acquiring and improving creativity in adolescents to cultivate the creative human resources required in future society. The study used panel data from the Korean Education Longitudinal Study provided by the Korea Educational Development Institute. First, we analyzed the correlation between mental health and creativity and then examined mediation and serial mediation effects of the frequency of participation in cultural activities and the experience of them between two factors. The results showed that mental health was significantly positively correlated with creativity. Additionally, the frequency of participation in cultural activities and their experience were confirmed to have partial mediating effects. In other words, sound mental health factors such as comfort, enjoyment and happiness, cultural education, and cultural activities were found to have positive effects on creativity in adolescents. To develop creativity in adolescents, this study suggests the following challenges: (1) enhancing positive mental health, (2) increasing participation in cultural and artistic activities, (3) actively developing education programs for the cultural arts on community and educational sites, and (4) using and promoting local cultural and artistic education programs. These are expected to make an important contribution to fostering talented adolescents with creativity and convergence.

Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.1
    • /
    • pp.67-76
    • /
    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

Nurturing Creative Problem Solving Ability of the Gifted in Confucian Society (유교사회에서의 창의적 문제해결력 개발)

  • Cho, Seok-Hee
    • Journal of Gifted/Talented Education
    • /
    • v.17 no.2
    • /
    • pp.392-412
    • /
    • 2007
  • It has been understood that Confucian culture only blocks creative problem solving(CPS). However, it is claimed that Confucian culture exerts positive and negative influence on nurturing CPS. Confucian culture fosters CPS by urging strong motivation for learning, and building rich base of knowledge and skills in general and in specific domains through teaching joy of learning and hardworking fueled by parents' education fever. Confucian culture has negative influence on CPS with emphasis on obedience and conformity. Keju system, as a part of Confucian culture, resulted in excessive private tutoring to prepare for the high-stakes test, delimitation of students' experiences to matters to be tested, and students' weak interest, self-concept, and self-directed learning. Negative influence from Confucian culture on CPS is analyzed and some suggestions are provided for revising educational policies and educational practices in order to maximize the creative problem solving in Confucian countries.

Analysis of linguistic creativity according to the types of brain dominance for developing pre-service early childhood teachers' creativity teacher education program (예비유아교사의 창의성 교사교육 프로그램 개발을 위한 두뇌우성사고 유형에 따른 언어 창의성 분석 연구)

  • Kim, Hyoung-Jay;Kim, Hyung-Sook;Park, Hye-kyung
    • Journal of Digital Convergence
    • /
    • v.15 no.5
    • /
    • pp.79-88
    • /
    • 2017
  • The purpose of this study was to identify the difference of creativity according to the type of brain dominance for deveoping pre-service early childhood teachers's creativity teacher education program. The subjects of this study were 210 pre-service early childhood teachers. The tests were conducted by using the Herrmann' BDI and TTCT: verbal. The study have applied Pearson product-moment correlation to find out relation between the type of brain dominance and creativity, and used multi-variate analysis to find out the difference of creativity according to the type of brain dominance. The results of the study are as follow; first, the upper left brain, lower left limb, and right brains had no relation to fluency, flexibility, originality and overall linguistic creativity. The lower right limb showed a positive correlation with fluency, flexibility, originality, and overall linguistic creativity. Second, the lower left, upper right lower, and lower right limb dominant teachers showed higher fluency, flexibility, originality and overall linguistic creativity than upper left neural dominant teachers. The result of analyzing the language creativity according to the type of brain dominance of the pre-service early childhood teachers will be used as a suggestion to develop the brain-based creativity teacher education program.

Engineering Educations for Creativity and Design in Mind at HIU (공학교육에서의 디자인 및 창의적 설계교육)

  • Han, Byung-Kee;Jee, Hae-Seong
    • Journal of Engineering Education Research
    • /
    • v.9 no.4
    • /
    • pp.19-27
    • /
    • 2006
  • HIU(Hong-Ik University) has inculcated students with values necessary to serve society as independent, creative, and cooperative professionals. In HIU, students are encouraged to foster independent thinking, free from the influence of others, but are forged to cultivate their creativity in harmony with the knowledge and experience of others. In the department of MSDE(Mechanical and System Design Engineering), students are educated via three major courses for targeting engineering design, Creative Engineering Design (freshman), Design Process (Senior), and Creative Product Development (Junior). All these courses are based on personal tool exercises for design software and hardware and team-project group activities of the students with other team members. This paper will briefly discuss the main focuses of these courses and case studies of the teaching results.

A Research on Education of Computer Algorithm for the Development of Creativity for Gifted Elementary Students in Computer Science (초등 정보영재의 창의성 개발을 위한 컴퓨터 알고리즘 교육에 대한 연구)

  • Gyo, Sik-Moon
    • Journal of the Korea Computer Industry Society
    • /
    • v.9 no.5
    • /
    • pp.197-206
    • /
    • 2008
  • Gifted education has drawn much attention in education in recent years and gifted education in computers in elementary education has been emerged as well throughout the country. Now computer algorithm education is considered as a core subject in the area because computer algorithm is the essence of computer technology on which information society relies technically, and also it provides theoretical basis for problem solving using computers. And we observe that fostering learner's creativity is crucial in learning computer algorithms because problem solving requires creativity in general. In the paper, we discuss the procedure to foster learner's creative problem solving ability which would greatly help students learn computer algorithms, and then we discuss how we can make algorithmic ideas into reality. Furthermore, we note that an appropriate level education is necessary for better results for outstanding students in the program, and lastly we propose ideas to improve current gifted elementary education in computers. The content of the paper is largely originated from experiences of teaching gifted elementary students conducted by a local university and sponsored by its municipal government for six years.

  • PDF