• Title/Summary/Keyword: 창의 교육

Search Result 2,778, Processing Time 0.025 seconds

The Nuri Process Educational Insect Robot(Bee) which Equips a Link Structure (링크구조를 갖춘 누리과정 교육 곤충(나비)로봇)

  • Park, Young-Suk;Park, Dea-Woo;Shin, Jae-Han
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.10a
    • /
    • pp.149-153
    • /
    • 2012
  • The common process of full 5 three infantile department of pedagogy nurtures of 2012 department of pedagogy department is world process. For the early rising department of pedagogy originality education of the national talented man it uses the educational robot. The research is necessary in about development and production of the world process educational robot which equips a duplex link structure. Development it produces the world process educational insect robot which equips a link structure from the present paper. The present paper research it leads and early rising department of pedagogy originality education of the national talented man leads and will contribute in the national competitive power improvement which a national education development and the robot renovation of the nation leads.

  • PDF

What Makes Korea-Israel Science Teachers Inservice Program for Fostering Learners' Creativity Effective? (창의성 계발 과학교육을 위한 한국 - 이스라엘 과학교사 연수프로그램의 효율성)

  • Seo, Hae-Ae;Yoon, Ki-Soon;Kwon, Duck-Kee;Song, Bang-Ho
    • Journal of The Korean Association For Science Education
    • /
    • v.24 no.2
    • /
    • pp.343-356
    • /
    • 2004
  • The study aimed to assess the effectiveness of Korea-Israel science teachers inservice program. Thirty science teachers who participated in the inservice program responded to pre- and post tests of the survey instrument on (a) their perceptions to creativity fostering science education and understandings of current education status and reform movement, (b) degrees of changes about understanding of creativity and implementing teaching methods for fostering creativity before and after the program, and (c) their evaluative opinions on the program. Suggestions for improving the program were proposed as follows: First, a pre-service workshop for the program should be provided in order to clearly realize the essential purpose of the program through increase of participating teachers' understanding of facing conditions of education, school policy, reform movement toward science education fostering creativity. Second, for the content of the program, creativity is more emphasized. Appropriate content and sufficient time arrangement for creativity will develop teachers' conceptual understanding of creativity in depth. Third, classroom observation of exemplary science teaching for fostering creativity should be sufficiently arranged. Fourth, amount of content and time allotment to Israel culture, religion, and education system should be reduced.

Development and application of SW fusion safety education program applying Novel Engineering (Novel Engineering을 적용한 SW융합 안전교육 프로그램 개발 및 적용)

  • Hong, Ji-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.2
    • /
    • pp.193-200
    • /
    • 2019
  • The 2015 revised curriculum aims to cultivate a 'creative fusion talent' capable of creating new knowledge and fusing various knowledge to create new value. Therefore, it is strengthening reading education to raise humanistic imagination and software education to promote scientific creativity. In addition, we have created [Safe Living] textbooks based on experiential activities as a way to strengthen safety education that is becoming a social issue. And we use it to conduct safety education at creative activity time. Novel Engineering believes that it can develop thinking skills in the process of reading books and finding and solving problems in life in them. Therefore, in this study, we will develop software education programs for safety education that are applied with Novel Engineering and apply them to actual classes to verify the educational effectiveness of students' creative problem solving skills and safety education.

Effects of maker education for high-school students on attitude toward software education, creative problem solving, computational thinking (고등학생 대상 메이커 교육이 소프트웨어 교육에 대한 태도, 창의적 문제해결력, 컴퓨팅 사고에 미치는 영향)

  • Hong, Wonjoon;Choi, Jae-Sung;Lee, Hyun
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.6
    • /
    • pp.585-596
    • /
    • 2020
  • The purpose of this study is to examine effects of maker education for high-school students on attitude toward software education, creative problem solving, and computational thinking. The program was designed to develop an artificial intelligence robot using mBlock and Arduino and implemented at a maker space. We analyzed 19 students among 20 who participated in the program, the result of paired t-test indicated significant increase in all variables. Also, we performed a multiple regression analysis to investigate predictors of perceived achievement and satisfaction. The finding demonstrated an initial attitude toward software education was found to be the significant predictor of perceived achievement and satisfaction. With the results, we confirmed maker education enhances attitude toward software education, creative problem solving, and computational thinking. Lastly, we discussed the implications and limitations and suggested the direction for future research.

Effects of Science high school students' Competency through Intensive Research and Education Program in KAIST (과학기술특성화대학(KAIST)을 중심으로한 R&E 집중연구가 과학고등학교 학생에게 미치는 영향)

  • Choi, Jinsu;Kim, Young Min;Lee, Young Ju
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.6
    • /
    • pp.729-738
    • /
    • 2019
  • Research and Education(R&E) program has been emphasized for scientifically gifted students since it can improve scientific research abilities and problem solving abilities because it provides scientific research experiences with professional researchers. The purpose of this study is to investigate the effect of R&E program on creative leader competency and science career orientation. For this study, 62 science high school students participated from 78 science high school students participating in an R&E program. Pre and Post surveys of creative leader competency and science career orientation were administered to the students. The results showed that R&E program improved students' creative leader competency in intellectual and affective characteristic. However, there are no differences in science career orientation because science high school students already had high science career orientation. The implications of this study were discussed.

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
    • /
    • v.15 no.1
    • /
    • pp.117-131
    • /
    • 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.

Prospective Mathematics Teachers' Perceptions of Collaborative Problem-posing as a Means to Promote Students' Creativity and Character (창의성과 인성 교육 방안으로서 협력 문제 만들기에 대한 수학 예비교사의 인식)

  • Lee, Bongju
    • Communications of Mathematical Education
    • /
    • v.36 no.3
    • /
    • pp.373-395
    • /
    • 2022
  • This study aimed to examine how prospective mathematics teachers (PMTs) perceive collaborative problem-posing (CPP) as a method to cultivate students' creativity and character in mathematics education. This is to propose the introduction of CPP at the stage of preparatory math teacher education as one of the ways to reinforce the creativity and character education capacity of PMT), and to attempt to be an opportunity to actively utilize CPP in math teaching-learning in the school field for the education of students' creativity and character. To achieve this objective, I designed PMTs taking the 'Educational Theories for Teaching Mathematics' course, required in the second year of university, to experience CPP tasks. Data were collected through questionnaires or interviews over three years on how PMTs recognized the CPP tasks as a tool to cultivate students' creativity and character in secondary schools. The results of the study are as follows. First, PMTs recognized regardless of their CPP experience that CPP might have a positive impact on improving students' ability to devise various ideas and that it positively influences students' attitudes toward building interpersonal relationships, including teamwork, respect, and consideration. Second, the experience of PMTs participating in the CPP made them more positively aware that CPP is effective in improving students' ability to elaborate on ideas. Third, the PMTs' experience of participating in CPP led to a more positive perception of the impact of CPP on the students' abilities and attitudes, namely, the students' ability to elaborate on ideas and their inner attitudes toward individuals, including honesty, fairness, and responsibility, and the attitude of students regarding logically presenting their opinions and making rational decisions. Finally, if there are downsides to the offline environment, an online environment may be more beneficial.

Development of Liberal Art and Natural Science Integration Computational Thinking Education Program Based on the IoT (IoT 기반의 문·이과 통합형 CT 교육 프로그램 개발)

  • Jeong, Sang-Mok;Shin, Soo-Bum;Yim, Taek-Kyun;Mun, Seong-Yun;Jeon, In-Seong
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.255-262
    • /
    • 2019
  • The informatics curriculum which was revised in 2015 presents the growth of creative and convergent talents as a main goal, and what is essential in the growth of creative and convergent talents is Computational Thinking(CT). In this study, in line with the goal of the growth of creative and convergent talents, the subject of IoT technology and liberal arts and natural sciences integration course was combined with the contents of informatics textbook, and the teaching-learning program was developed. In order to verify the effect of the developed teaching-learning program, the experimental research was conducted, and as a result of study, the mean of the experimental group was 10 points higher than that of the control group. Therefore, it could be known that there was an effect in the teaching-learning program suggested in this study. It is expected that the teaching-learning program suggested in this study can induce the learning motive and interest in SW education by directly implementing SW skill to the various fields of a real life through CT education based on Iot as well as a programing language, and improve convergent and scientific thinking through the experience of solving the problems which are blended with many subjects through liberal arts and natural sciences integration course, and designing them creatively.

Thomas Young's Problem Solving through Analogical Reasoning in the Process of Light Inference Theory Formation and Its Implications for Scientific Creativity Education (창의적 과학자 토마스 영(T. Young)의 빛의 간섭 이론 형성과정에서의 비유추론을 통한 문제해결과 과학창의성 교육적 함의)

  • Kim, Wonsook;Kim, Youngmin;Seo, Hae-Ae;Park, Jongseok
    • Journal of Gifted/Talented Education
    • /
    • v.23 no.5
    • /
    • pp.817-833
    • /
    • 2013
  • The study aims to analyze Thomas Young's problem solving processes of analogical reasoning during the formation of the interference theory of light, and to draw its implications for secondary science education, particularly for enhancing creativity in science. The research method employed in the study was literature review of the papers which Young himself had written about sound wave and property of light. His thinking processes and specific features in his thought that were obtained through analysis of his papers about light are as follows: Young reconsidered Newton's experiments and observations, and reinterpreted Newton's results in the new viewpoints. Through this analysis, Young discovered that Newton's interpretation about his own experiments and observations was faulty in a certain point of view and new interpretation is necessary. Based on the data, it is hypothesized that colors observed on thin plates and colors appeared repeatedly on Newton's ring are appeared because of the effect of light interference. Young used analogical reasoning during the process of inference of similarity between sound and light. And he formulated an hypothesis on the interference of light through using abductive reasoning from interference of water wave, and proved the hypothesis by constructing an creative experimental device, which is called a critical experiment. It is implicated that the analogical reasoning and experimental devices for explaining the light interference which Young created and used can be utilized for school science education enhancing creativity in science.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.425-433
    • /
    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.