• Title/Summary/Keyword: 창의 교육

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입학사정관제 실시에 따른 창의적 체험학습활동의 현황과 과제

  • Lee, Seong-Cheol
    • Proceedings of the Safety Management and Science Conference
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    • 2010.11a
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    • pp.417-426
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    • 2010
  • 현 정부의 대입제도는 미래사회가 요구하는 21세기형 우수인재를 발굴 육성을 위하여 공교육 정상화에 그 목표를 두고 있다. 아울러 입학사정관제를 활성화하여 사교육에 의존하는 사회풍조를 개선함과 더불어 과열경쟁으로 인한 사교육비를 경감하고자 노력하고 있다. 또한 창의적 체험학습활동을 통하여 자기 주도적 학습능력을 신장하고 글로벌 인재 양성에 주력하고 있으며, 이를 관리하기위하여 창의적 체험활동 종합지원시스템을 운영하고 있다. 본 연구의 목적은 중등교육과정의 현황을 창의적 체험학습을 중심으로 분석하고 향후 과제에 대한 해법을 제시하는 것이다.

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Development and Application of STEAM Education Program by Producing UCC - 2nd Graders in Elementary School - (UCC 제작을 통한 STEAM 교육 프로그램 개발 및 적용 - 초등학교 2학년을 대상으로 -)

  • Kim, Yeo-Jin;Yang, Young-Hoon;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.339-346
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    • 2013
  • For this study, we searched recent trend of STEAM education and developed 'STEAM education program by producing UCC'. We developed and applied this program which is designed for 'wise of life' of 2nd graders in elementary school for the real class. As a result, the creativity index of the students who went through the researched program increased with meaningful difference compared to that of sample population. And positive response increased in both of interest and attitude among affective region related to science. The result of this study shows that 'STEAM education program by producing UC' can bring positive change for the expansion of creativities and scientific attitude.

Development and Application of STEAM based Education Program Using Scratch - Focus on 6th Graders' Science in Elementary School - (스크래치를 활용한 STEAM 기반 교육 프로그램 개발 및 적용 - 초등학교 6학년 과학교과를 중심으로 -)

  • Oh, Jung-Cheol;Lee, Ji-Hwon;Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.11-23
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    • 2012
  • For this study, we reviewed theoretical background of STEAM education and domestic and international case studies in STEAM education. By doing so, we developed and applied the STEAM Education Program through the use of Scratch. This program is designed for the 3rd and 4th lesson of 6th graders' science in elementary school. As a result, the creativity index and positive attitude about science of the students who went through the researched program increased with meaningful difference compared to that of the sample population. The result of this study shows that the STEAM Education Program, using Scratch, can improve creativity. And it is sure that it brings positive changes for the science-related affective domains.

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The Teaching Materials Development for the Advance of the Creativity through the Computer Discretion Activity in the Elementary School - In priority of third & fourth year students - (창의성 신장을 위한 초등컴퓨터 재량 활동 교재 개발 - 3, 4학년을 중심으로 -)

  • Kim, Jong-Hoon;Oh, Jung-Chul;Kim, Jong-Jin
    • The Journal of Korean Association of Computer Education
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    • v.10 no.5
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    • pp.21-31
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    • 2007
  • Elementary and Middle school have run the ICT grounding and utilization education following 'the management guide for the ICTE of elementary and middle school (2000.8.2). However, there is the Management Guide only without specific practical methods. By this reason, schools have the difficulties to enforce the ICTE curriculum. In this study, I developed the computer discretion activity textbook(two step) based on 'the management guide for the ICTE of elementary and middle school(2005.12) for the improvement of creativity and information utilizing ability.

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Implementation of the Class Management System Including the Management Function of Students' Outside Activities: Using Smart Devices (학생 외부활동 관리기능을 포함한 학급관리 시스템의 구현 : 스마트 디바이스를 활용하여)

  • Mun, Changbae;Lee, Ook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.700-710
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    • 2017
  • In the revision of the national curriculum, various creative activities and career activities are highlighted under the goal of fostering creative talent. Following the implementation of this policy, which is represented by creative activities, teachers are burdened with comprehensive responsibilities, such as planning and executing safety procedures and preventing accidents. Existing systems for teacher management had limitations that allowed only the provision of standardized information and management. The main purpose of this study is to help teachers manage their classes systematically through a class management system. The teachers' overall management system includes several functions, such as checking students' locations, registering students' reviews, or registering various kinds of activities for the creative experiential activities of the curriculum. This system not only helps teachers to systematically manage the creative experiential activities, but also allows teachers to share the history of their activities with each other. Furthermore, this system will be helpful in achieving the objectives of the revised curriculum.

The Study on the Perspective of Design Education Quality for Young Child using Importance-Performance Analysis -Focused on the Design Education for Enlightenment of Creativity in Young Child- (IPA 분석을 활용한 유아 대상의 디자인 교육 품질에 대한 인식 연구 -유아의 창의성 계발을 위한 디자인교육을 중심으로-)

  • Seo, Yong-Mo;Ahn, You-Jeong;Lee, Ye-Joong;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.598-610
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    • 2015
  • The purpose of this study is to study a quality properties of design education program for enlightenment of creativity in young child. We studied preschool education professionals for perspective of design education quality properties in young child. So the study contents of our paper are design education for enlightenment of creativity in young child using a Importance-Performance Analysis. Results of T-test between importance and performance, we understand these facts: necessity for policy or/and financial support, thinking activities for production of ideas in problems or stimulus, delicate and detail attitude for search activities in environments and situations. In IPA, we realized that require the necessity of professional design educators, necessity for policy or/and financial support and change of mind at organizations related education. Our studies means a quality of design education program for enlightenment of creativity in young child. So, we expect our studies provide an useful data at a fields.

The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' - (초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.433-442
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    • 2021
  • The purpose of this study is to develop an artificial-intelligence STEAM program for real-time interactive online class for elementary science and to analyze its effect on science academic achievement and creative problem-solving ability. The applied unit was 'Life of plant', a 4th grade science subject with high difficulty in teaching and learning mainly by memorization. The theme of the program is 'Creating a doctor of plant artificial intelligence chatbot'. The results of this study were as follows: The program developed in this study had a positive effect on elementary school students' science academic achievement and creative problem-solving ability. Therefore, the artificial intelligence STEAM program for elementary science interactive online class is effective in improving students' scientific academic achievement and creative problem-solving ability, and further research on artificial intelligence STEAM education theory, method, and practice is required.

대학생의 창의성과 자기효능감이 창업의지에 미치는 영향에 관한 연구

  • Lee, Il-Han;Lee, Hyeon-Gyeong
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.190-193
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    • 2016
  • 본 연구는 대학생의 창의성과 자기효능감이 창업의지에 미치는 영향에 관하여 연구하였다. 창의성은 유창성, 독창성, 도전성으로 구성되었다. 전문대학교 대학생을 대상으로 설문을 통해 자료를 수집하였으며 최종 265부를 분석에 이용하였다. 연구결과는 다음과 같다. 첫째, 창의성의 독창성, 도전성은 창업의지에 정(+)의 영향을 미치는 것으로 나타났다. 반면, 유창성은 창업의지에 영향을 미치지 못하는 것으로 나타났다. 둘째, 자기효능감은 창업의지에 정(+)의 영향을 미치는 것으로 나타났다. 본 논문의 학문적 시사점으로는 첫째, 창업에서의 창의성에 대한 연구가 부족한 상황에서 창업의지에 대한 창의성의 영향요인에 대해 연구를 하였으며, 둘째, 창의성이 창업의지에 미치는 영향력은 창의성의 특성별로 차이가 있다는 결과를 얻었다는 것이다. 실무적으로는 창의성과 자기효능감을 높이기 위한 실습형의 체계적인 창업교육을 통해 창업의지를 높일 수 있음을 시사하고 있다.

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A Development and Implementation of an Integrated Curriculum for Gifted Students Based on ICM (Integrated Curriculum Model) (ICM(Integrated Curriculum Model) 기반의 영재통합교육과정 개발과 실행)

  • Roh, Il Soon;Kim, Min Kyeong
    • Journal of Gifted/Talented Education
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    • v.26 no.3
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    • pp.515-539
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    • 2016
  • The purpose of this study is to develop the integrated curriculum for gifted elementary students based on ICM (Integrated Curriculum Model) and to apply it for analysis of the relationship between creativity and creative problem solving skills. An integrated curriculum for gifted students attending a university-affiliated institute was developed and applied to twenty mathematically gifted 5th and 6th grade students. TTCT language test and CAT test for students' products from activities were conducted. In addition, tape-recorded group discussions and activities during instruction, and interview with students and teacher, activity sheets were analyzed. As results, their language abilities shown TTCT test have been improved. Furthermore, the correlation between the test results of automata and language creativity, the average of two projects and language creativity, and future problem solving and the average of TTCT showed significant correlations. Results showed the gifted students' understanding of high level concepts and cooperation among groups were needed in order to improve creative problem solving. It suggested a further study research the integrated curriculum applying creativity and giftedness to real-life problem situations for gifted students to make them grow into essential competent persons in the future.