• Title/Summary/Keyword: 창의 활동

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

  • Moon, Ki-Youl;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.203-208
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    • 2007
  • 현재 초등학교에서는 각 학년에 재량활동 시간을 활웅하여 매주 1시간씩 34시간이상을 정보통신기술교육 시간으로 배정하고 있다. 그러나 시대의 변화에 발맞추어 요구되고 있는 창의성과 문제해결력을 키워줄 수 있는 컴퓨터 교재가 개발되어 있지 않아 서 시대에 맞는 정보통신기술교육을 하고 있지 못하다. 그리하여 교육인적자원부가 발표한 정보통신기술교육 운영지침을 분석하여 창의성과 문제해결력을 증진시킬 수 있고 현장에서 쓰일 수 있는 5,6학년용 교재를 개발해 보았다.

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아동의 잠재된 영재성 개발 프로그램

  • Lee, Sun-Ju
    • Journal of Gifted/Talented Education
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    • v.10 no.2
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    • pp.71-86
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    • 2000
  • According to Torrance, it is said that about 30% of feeble-headed children are bearing potential brilliant quality. Such potential gifted children exist really much more than children who appear to show their own brilliant quality. Nevertheless, research activity to reveal children's potential giftedness has not been relatively actively progressed. Renzulli, Smith and so on progresses research activity to reveal children's potential giftedness and strategies developed by them are being used widely all over the world, but these strategies show the defect that children can not overcome by themselves the interfered factors influenced negatively on their gift revelation. Russian scholar Babaeva made the effective education program to develop children's potential giftedness. Her program includes various activity methods or mental correct activity and psychological training activity and such training activity is realized through some steps and each step has it's own purpose and realization method. With the result that children discriminated as common children by the experimental study which is progressed by the present program participate, their standard of intelligence and originality showed the improved effect of the similar standard to children factors not a little influencing on children's giftedness development process but she also developed the leading concrete study method for the children to overcome this by themselves. In this paper, the present writer will examine potential giftedness development program researched in Russia and discuss their theoretic background and concrete activity course, activity result. Through this, children's have the excellent abilities in various spheres, this writer will obtain significant suggestions to educate the potential gifted children who do not display their own potentialities and do not receive a favor from gifted children program.

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인물포커스 - 국민의 건강 증진 위해 앞장 설 것

  • Jang, Seong-Yeong
    • KOREAN POULTRY JOURNAL
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    • v.44 no.3
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    • pp.94-96
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    • 2012
  • 양계 양돈사료 전문회사 '서부사료(주)'와 초일류식품종합기업을 지향하는 '(주)트루라이프'의 공동대표 이영란 사장은 '정직, 성실, 봉사, 사랑, 창의성'의 가치관을 기본으로 안전하고 신선한 최고의 품질을 통해 국민의 건강 증진에 기여하고자 한다. 앞으로 적극적인 활동의사를 밝히며 금년 1월부터는 본지 편집위원으로도 활동하는 이영란 대표이사를 만나 활동계획에 대해 들어보았다.

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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Unification of Community Policing (지역사회 경찰활동의 통합적 정립)

  • Park, Jae-Poong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.284-293
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    • 2011
  • Today's policing is toward to the Community Policing. Despite its widespread popularity, there exists a lack of common understanding among academics and practitioners alike regarding the scope of the community policing philosophy and of its ability to integrate these complementary ideas within it. These are Problem-oriented policing, broken windows, Compstat, third-party policing, and hot spots. We will present a definition of community policing and demonstrate how these other policing approaches can be incorporated into the overarching community policing philosophy. We will also discuss the potential benefits of taking such a unified approach with the hope of encouraging further integration among policing innovations.

Young Children's User Experience on Dramatic Activities Relying on Robot Projector Based Augmented Reality (증강현실기술과 로봇을 적용한 동극활동유형에 대한 유아의 사용자 경험)

  • Hyun, Eunja;Yeon, Hyemin;Choi, Kyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.469-480
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    • 2013
  • The purpose of this study is to investigate young children's user experience on three types of dramatic activity: traditional dramatic activities, dramatic activities relying on robot projector based augmented reality and creative dramatic activities relying on robot projector based augmented reality. Participants were 20 five-year-old children attending D kindergarten, in Seoul, Korea. They read 3 picture books, then did 3 types of dramatic activities in order. Participants were divided into 3 groups in each activity then they took a role as actors and audiences in order. After all dramatic activities had been done, participants had been interviewed regarding to user experience. The findings of this study are as follows; First, the most interesting dramatic activity for young children was creative dramatic activities relying on robot projector based augmented reality. On the other hand, the least interesting activity was traditional dramatic activities. Second, They answered it the easiest one for them the dramatic activities relying on robot projector based augmented reality, whereas the hardest one was the creative dramatic activities relying on robot projector based augmented reality. Thirdly, all the participants answered that it was not hard for them to use the technology embedded in dramatic activities relying on robot projector based augmented reality. They acknowledged the effects of augmented reality technology and the role of robot as well. The result of this study would suggest the feasibility of new technology promoting young children's digital literacy.

The Ways to Utilize Teaching Materials for Gifted Students' Creativity Improvement (영재학생의 창의성 신장을 위한 교수매체의 활용 방안)

  • Bang, Seung-Jin;Lee, Sang-Wun
    • Communications of Mathematical Education
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    • v.21 no.1 s.29
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    • pp.81-105
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    • 2007
  • We need questions that have various answers, not one answer by just mechanical calculation, to improve students' creativity. Such questions usually require inquiry, presumption, logical inference and a variety of problem solving tactics. These questions will be even more effective when they can provide students with multiple experiences by making them engage in lots of activities. We have to make use of diverse teaching aids and tools, or teaching materials in order to get these results. This research searches for teaching materials which improve gifted students' creativity as well as the ways to utilize 4D Frame. Furthermore we intend to present the ways to put such materials and 4D frame into practical use.

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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.

Development and Effectiveness of STEAM Outreach Program based on Mathematics (수학을 기반으로 하는 STEAM 아웃리치 프로그램 개발과 효과성)

  • Hwang, Sunwook;Kim, Namjun;Son, Jeongsuk;Song, Wonhee;Lee, Kapjung;Choi, Seongja;Lew, Kyounghoon
    • Communications of Mathematical Education
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    • v.31 no.4
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    • pp.389-407
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    • 2017
  • Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.

The Development of Appropriate Technology theme STEAM Program for the Elementary Students and its Application Effects on Creative Thinking Activity, Scientific Attitude and Leadership (적정기술 주제의 STEAM 프로그램 개발 및 초등학생의 창의적 사고활동, 과학적 태도, 리더십에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Choi, Jung Jin;Lim, Mira;Lee, Jina;Shin, Minchul;Lee, Chong-Sup;Lee, Yang-Eun;Yu, Hwasoo;Chung, Ho-Keun;Lee, Ahnna;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.2
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    • pp.144-165
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    • 2016
  • The purpose of this study was to develop 'Appropriate Technology' theme STEAM Program for the elementary students and investigate the effects of the program on creative thinking activity, scientific attitude and leadership. Participants were 3grade 85 elementary school students. Before and after the program, the participants were asked to take the tests about creative thinking activity, scientific attitude and leadership. The major results of this study were as follows. First, the total score of experimental group's creative thinking activity and all 4 sub-domains was significantly improved than those of comparative group(p<.05). Second, the total score of experimental groups' scientific attitude was significantly improved than that of comparative group(p<.05). Among 7 sub-domains, curiosity, voluntariness, perseverance were significantly developed. Third, total score of experimental groups' leadership was significantly increased than that of comparative group after the STEAM program (p<.05). In the first factor, the score of inner and inter personal characteristics were significantly developed.