• Title/Summary/Keyword: 창의 교육

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An Informatics Education Program for Enhancing Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 정보 교육 프로그램)

  • Lee, Young-Jun;Lim, Woong;Lee, Eun-Kyoung
    • The Journal of Korean Association of Computer Education
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    • v.13 no.1
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    • pp.1-8
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    • 2010
  • In the knowledge based society, it is very important to have an ability to solve problem with knowledge and information. In addition, the number of problems that can not be solved only with existing knowledge are increasing. Therefore, we developed an informatics education program that enhances creative problem solving abilities through systematic collection of information. This program designed to enhance both divergent thinking and convergent thinking. The developed program improves the problem solving ability with learner's internal knowledge as well as new information that is collected from external world. More practical and effective program can be provided through continuous program improvement.

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The Effects of STEAM program using Storyline on Elementary Students' Creative Personality and Science-Related Attitude (스토리라인을 활용한 STEAM 프로그램이 초등학생의 창의적 인성 및 과학태도에 미치는 효과)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.487-496
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    • 2013
  • This study examined the effects of STEAM program using authoring tool on elementary school students' creative personality and science-related attitude. For this study, after analyzing curriculum from the first term of 6th grade and extracting the learning elements and topic, I developed lesson plans and App contents. As a result of applying STEAM program using Storyline to 6th grade elementary school class. dividing two groups-experimental group, comparison group-for this study, tested t-test, the test result of experimental group got a meaningful result statistically. There was positive effect on improving elementary school students' creative personality and science-related attitude.

A Suggestion of Cognitive Model of Scientific Creativity (CMSC) (과학적 창의성 모델의 제안 -인지적 측면을 중심으로-)

  • Park, Jong-Won
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.375-386
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    • 2004
  • Creative thinking alone can not lead to scientific creativity. Scientific knowledge and scientific inquiry skills are needed for scientific creativity. Focused only on cognitive aspect, I suggested a cognitive model of scientific creativity (CMSC) consisting of 3 components: thinking for scientific creativity, scientific knowledge contents, and scientific inquiry skills. Recently, many researchers have emphasized the various thinking for creativity as well as divergent thinking. Therefore, I suggested three types of creative thinking - divergent thinking, convergent thinking, and associational thinking - and discussed its rationale. Based on this model, an example of activity material for the scientific creativity was suggested. In the further research, based on CMSC, various activity types related to scientific creativity and concrete learning materials for scientific creativity will be developed.

An analysis on the products and process losses of group creativity among mathematically gifted students (수학영재의 집단창의성 발현에서 나타나는 산출 및 과정 손실 분석)

  • Sung, JiHyun;Lee, ChongHee
    • Journal of Elementary Mathematics Education in Korea
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    • v.21 no.3
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    • pp.505-530
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    • 2017
  • Although mathematically gifted students have potential and creative productivity, they might not manifest group level creative synergy. To manifest group creativity among them, the manifestation process should be facilitated and the process losses should be minimized. The purpose of this study is looking for the method to facilitate the manifestation process of group creativity and minimize the process losses of it. To do this, a case study method was adopted. The products and process losses of the manifestation process of group creativity was analysed. In conclusion, the processes and products of group creativity were concretized and the process losses were analysed by social/motivational and cognitive factors. In addition, the justification and agreement were necessary for the manifestation process of group creativity among mathematically gifted students.

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Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Analysis of the Effectiveness of Liberal SW Education focused on Developing Computational Thinking and Creative Problem Solving Ability (컴퓨팅사고력, 창의적 문제해결력 신장을 위한 대학 교양 SW 기초 교육의 효과 분석)

  • Jiyae Noh
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.123-135
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    • 2023
  • In liberal SW education, nurturing student with creative problem-solving ability based on SW is considered important. The purpose of this study is to design SW education and to investigate the effects on students' computational thinking and creative problem solving abilities. This study designed classes in accordance with convergent project and the CT-CPS model and 38 undergraduate students have participated this study. The questionnaire survey was given to students and analyzed the effectiveness of class. The results of this study were as follows: Fitst, SW education significantly improved computational thinking and creative problem solving ability. Second, computational thinking improve significantly in high and low initial score group and creative problem solving improve significantly in low initial score group. However, creative problem solving ability did not improve significantly in high initial score group. Third, computational thinking improve significantly in all majors and creative problem solving improve significantly in college of natural science. However, creative problem solving ability did not improve significantly in college of humanities and social science. In examining the effects on students' computational thinking and creative problem-solving abilities and verify differences by pre-test and major, this study provides significance in expanding the understanding about the nature liberal SW education.

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.

A Study on the Effects of Early Childhood Design Education Program Activities Based on Brain-Compatible Learning Principles (뇌 기반 학습원리를 적용한 유아디자인교육 활동이 유아의 창의성과 친사회적 행동에 미치는 영향)

  • Ahn, Gyoung Suk;Shin, Ae Sun
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.45-73
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    • 2017
  • The purpose of this study was to suggest the effects of early childhood design program based on brain-compatible learning principles. Subjects were thirty-six children from two class of I kindergarten and S kindergarten in K city. One class was assigned to an experimental group and had early childhood education program activities based on brain-compatible learning principles and the other class was assigned to a comparative group the general art education program activities. The results of this study are as follows. First, there was a significant difference between the experimental group and the comparative group in their fluency, originality, sensitivity of creativity. Second, participants in the experimental group also score higher on the helpful act, communication skill, sharing skill, empathy, and regulation of emotion. Therefore, early childhood design education program based on brain-compatible learning principles should be considered as a meaningful alternative method for promoting children's creativity and prosocial behaviors.