• Title/Summary/Keyword: 창의 교육

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Effects of Scratch Programming Learning based on CPS on Verbal Creativity (CPS 모형 기반 스크래치 프로그래밍 학습이 언어 창의성에 미치는 영향)

  • Kim, ByeongSu;Kim, JongHoon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.11-19
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    • 2013
  • Recently, the discussion of domain-generality vs. domain-specificity of creativity has been continued. At this point in time, we need to research computer programming activities related to creativity again. While most of existing relative researches have performed TTCT figural tests for evaluating learners' creativity of learning education programming language, our perspective is that verbal creativity is needed on learning education programming language more. In this research, we have developed scratch programming learning based on CPS with the contents using fundamental concepts of computer science from the viewpoint of that programming is a kind of learning required verbal thinking style. This learning program was applied to 17 students of 4th and 5th grade for each 4 classes in 5 days, total 20 classes, this group passed normality test has the result of t-test has found that three subscales (fluency, flexibility and originality) and creativity index (mean of three standard scores) of verbal creativity were improved significantly using the mean of standard scores (100) of TTCT verbal tests as the test value.

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Mathematical Task Types to Enhance Creativity (창의성 신장을 위한 초등수학 과제의 유형)

  • Park, Man-Goo
    • Education of Primary School Mathematics
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    • v.14 no.2
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    • pp.117-134
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    • 2011
  • The purpose of this research was to analyze mathematical task types to enhance creativity. Creativity is increasingly important in every field of disciplines and industries. To be excel in the 21st century, students need to have habits to think creatively in mathematics learning. The method of the research was to collect the previous research and papers concerning creativity and mathematics. To search the materials, the researcher used the search engines such as the GIL and the KISTI. The mathematical task types to enhance creativity were categorized 16 different types according to their forms and characteristics. The types of tasks include (1) requiring various strategies, (2) requiring preferences on strategies, (3) making word problems, (4) making parallel problems, (5) requiring transforming problems, (6) finding patterns and making generalization, (7) using open-ended problems, (8) asking intuition for final answers, (9) asking patterns and generalization (10) requiring role plays, (11) using literature, (12) using mathematical puzzles and games, (13) using various materials, (14) breaking patterned thinking, (15) integrating among disciplines, and (16) encouraging to change our lives. To enhance students' creativity in mathematics teaching and learning, the researcher recommended the followings: reshaping perspectives toward teaching and learning, developing and providing creativity-rich tasks, applying every day life, using open-ended tasks, using various types of tasks, having assessment ability, changing assessment system, and showing and doing creative thinking and behaviors of teachers and parents.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

A Study on the Effect of playing Number Puzzle to Develop Mathematical Creativity and Creative Attitude in Mathematics for 6th Grader (숫자퍼즐 활동이 초등학교 6학년 학생들의 수학적 창의성과 수학에서의 창의적 태도에 미치는 영향)

  • Baek, Tae Jin;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.21 no.2
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    • pp.93-109
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    • 2018
  • The purpose of this study is to develop the number puzzle program and the mathematical creativity test and to analyze the effects of the mathematical creativity and the creative attitude in mathematics. To accomplish this aim, the six-grade students elementary school of thirty-six participated and this students participated Magic square, Sudoku, KenKen Puzzle activities in to the morning activity time for 30 minutes every morning and the pre-test of before activity and the post-test of after activity were collected. The number puzzle activity helps improve the mathematical creativity and the creative attitude in mathematics of the elementary school students and improve the mathematical creativity of for female students rather than for male students.

A Study of mathematically gifted elementary students' creativity on dimension based geometry exploring program (차원을 주제로 한 기하탐구프로그램을 통한 초등수학영재학생들의 창의성)

  • Choi, Sung Taek;Lee, Kwang-Ho
    • Education of Primary School Mathematics
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    • v.18 no.1
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    • pp.17-30
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    • 2015
  • The purpose of this study is to identify how developed program influence students' creativity by analyzing creative thinking and creative attitude which is appeared when mathematically gifted students get the program expected to improve their creativity. For the study, the 'dimension based geometry exploring program' was developed that consist of twelve lessons. The main idea of it, is implication of the novel . Through a pre and post-test, students's creativity were measured and compared. The results show significant changes on the scores of creative thinking skills and creative attitudes. As the result, mathematically gifted students' creative thinking skills and creative attitudes were improved by applying the of dimension based geometry exploring program.

Development of PBL-Based Computer Application Instruction Model (문제중심학습 기반 컴퓨터활용 수업 모형 개발)

  • Lee, Kyung Mi
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.29-37
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    • 2013
  • In the environment of emphasizing creativity, computer application instruction model is in demand which is developed for the group discussion, enlarging the range of thinking, and creativity. The purpose of this study is to develop a PBL-based computer application instruction model concerning creativity after researching problems during the use of computer education by group. The theoretical background of class model is PBL, and the efficiency and creativity of class is considered while using web-mind map as the tool for the discussion and data sharing. As a result of applying the suggested model to the students enrolled in the production of presentation instruction, it made probabilistic meaningful outcome where complaint with communication, data sharing, role sharing, difference of contribution, excessive run-time and etc. were reduced.

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Analysis of Effect that Pair Programming Develope of Computational Thinking and Creativity in Elementary Software Education (초등학교 SW교육에서 동료 프로그래밍 교육 방법이 컴퓨팅 사고력과 창의성 신장에 미치는 효과 분석)

  • Seo, Youngho;Yeom, Miryeong;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.219-234
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    • 2016
  • In this study, It analyzed the effect of pair programming teaching methods in elementary software education. At first, for the development of SW educational programs it surveyed 162 elementary students and 34 teachers in J area. As a result, developed SW educational programs based on geometry in elementary mathematics and it was applied. For application SW programs it was constructed 22 students experimental group, 22 students comparison group of 44 students in 3, 4, 5th grade the winter break of ${\bigcirc}{\bigcirc}$ university education donation application. First, software education using pair programming will be more effective on the development of elementary school students' computational thinking. Second, software education using pair programming will be more effective on the development of elementary school students' creativity. Test results, pair programming is to show a significant difference on the development of computational thinking and creativity in elementary software education.

Development of Materials for Improvement of Creativity about Computer Discretion Activity in Elementary School (창의성 신장을 위한 초등컴퓨터 재량 활동 교재 개발 -5, 6학년을 중심으로-)

  • Kim, Jong-Hoon;Kim, Jong-Jin;Moon, Ki-Youl
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.69-79
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    • 2007
  • Recently, elementary schools has assigned students information communication technology class for 1 hour in every week, all more than 34 hours a year during the discretion activity classes in every grades. However, the guidelines for information communication technology class is only suggested, but the teaching materials that can be used in the information communication technology class are not various. We did an analysis of a guide to information communication technique education that the Ministry of Education and Human Resources Development announced. And then, We developed the materials which can improve fifth and sixth grade children's creativity. We tried to find out how this materials affect their creativity.

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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A Study of On-line through Creative Group thinking process of inclusive education (온라인에서 집단적 발상 과정을 통한 통합교육 연구)

  • Han, Koung-Don;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.451-454
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    • 2011
  • 현대 지식 정보화 사회에서 컴퓨터 기술을 활용한 창의적 사고(思考)가 매우 중요한다. 다양한 정보기술을 어떤 방법으로 도출하고 활용하느냐에 따라 경제적, 사회적, 문화적으로 윤택한 생활을 영위할 수 있다. 광대역 종합정보통신네트워크의 발달과 더불어 온라인(On-line)에서 새로운 아이디어 프로그램은 다양한 산업분야에 활용될 수 있으며, 네트워크상의 상호작용으로 인한 시너지 효과는 멀티미디어정보서비스 산업을 더욱 발전시킬 수 있다. 본 논문은 지식 정보화 사회의 통합교육(장애인, 비장애인 대학생)에서 집단적 아이디어 발상을 통하여 문제해결 능력을 키우기 위하여 네트워크상에서 상호간의 창의적 사고 과정을 진행함으로서 오프라인(Off-line)에서의 산업디자인 개발에 대한 문제점들을 보안하고 해결하고자 한다. 첫째로, 온 오프라인에서의 통합교육학생들의 창의적 집단 아이디어 발상에 대한 방법을 비교 분석한다. 둘째로, 온 오프라인에서 아이디어 발상량을 분석하여 팀원간의 의사소통과 정보전달의 수단으로 이용하는 어플리케이션에 대한 발상적 사고요인을 연구한다. 이와 같은 연구를 통해서 IT(Information Technology) 기반의 창의적 집단 발상 교육이 통합교육에 차별화된 콘텐츠로 활용할 수 있도록 한다.

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