• Title/Summary/Keyword: 창의 활동

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Development of Elementary School Science Instructional Program for Nurturing Creativity - 2. Development and Implementation - (창의력 계발을 위한 자연과 교수 학습 자료 개발 - 2. 개발과 적용 -)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Yong-Joon;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.89-101
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    • 2001
  • The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.

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Development of Creativity-based Creative and Convergence Subject for Nursing University Students (간호대학생을 위한 창의성기반 창의융합교과목 개발)

  • Choi, Mi-Jung;Jin, Sang-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.83-91
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    • 2020
  • The purpose of this study is to develop creativity-based creative convergence subjects for nursing students. For the purpose of this study, the procedures are conducted that the needs analysis, setting educational goals, segmentation of educational goals, selection of educational contents and organization by F. Bobbitt's curriculum development model and the creative convergence subject was developed through the verification process of the validity of experts. Through a theoretical review, the contents of education in creative convergence subjects consisted of converging with other areas, focusing on creativity. It was presented as a liberal arts subject with two credits, and as an educational method, an online class utilizing blended learning and offline classes centered on activities by teams were presented. In addition, the curriculum was divided into understanding, application, synthesis, and deepening so that students could understand the concept of creative convergence thinking and apply it through thinking techniques and strategies, and finally improve their creative convergence thinking abilities through team projects.

The Effects of Team Learning Behavior, Individual Creativity, Team Shared Mental Model, Mutual Performance Monitoring on Team Creativity in the College Classroom (팀 학습행동, 개인 창의성, 팀 공유정신모형, 상호 수행 모니터링이 대학 수업에서 팀 창의성에 미치는 영향)

  • Jun, Myongnam
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.6
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    • pp.317-325
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    • 2015
  • The aim of this research was to investigate the relationship among team learning behavior, individual creativity, team shared mental model(TSMM), mutual performance monitoring on team creativity and then providing the fundamental data on the education. Also it intended to acknowledge relative predictive power on team creativity of independent variables. The total of 257 college students participated the team learning for 6 weeks in a semester. Pearson's product moment correlation and regression analysis were used for data analysis and testing of significance of verification, The main research results are summarized as follows; team learning behavior, TSMM, mutual performance monitoring had no significant effects on three subfactors of team creativity such as novelty, resolution, elaboration & synthesis. Therefore followed researches are needed about inter and intra processing of team creativity.

Analysis of Class Effects by Creativity and Convergence Extracurricular Program Activities (창의융합 비교과프로그램 활동에 따른 수업효과 분석)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.11-21
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    • 2021
  • The aim of this study is to examine the effectiveness of learning by running an extracurricular program to make effective learning of unfamiliar and difficult programming education possible for students in the humanities. Analysis of learning-related data for one semester of lectures that were collected from 70 humanities students in departments A and B, data collected from a creative convergence app development contest extracurricular program, and data obtained through a questionnaire show that extracurricular program activities affect academic performance. The results of the core competency diagnosis test for students that was conducted before and after participating in the curriculum showed that core competencies improved for both A and B departments after participating in the curriculum. This study shows that extracurricular program activities can help individuals improve their abilities, while also providing customized guidance to reclusive students to improve their academic performance. By carrying out customized coaching for each department to develop apps related to the major field rather than general apps, we hope for improvements in ability to solve problems by converging with the major field, computational thinking, and creative thinking, in the future.

A Unification of Community policing (지역사회 경찰활동의 통합적 정립)

  • Park, jae-poong
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.173-174
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    • 2011
  • 현대의 경찰활동은 지역사회 경찰활동(Community Policing)으로 귀결된다. 지역사회 경찰활동에 대한 많은 논의가 있어왔지만 지역사회 경찰활동이라는 패러다임에 관한 통합적인 모색은 등한시 되어 온 것이 사실이다. 지역사회 경찰활동에서 파생된 프로그램 및 전략들은 실질적인 경찰활동과 관련이 있다. 이러한 프로그램들은 경찰조직의 이슈 혹은 특정한 문제를 해결하기 위하여 지역사회 경찰활동보다 의도적으로 좁은 범위로 한정하고 있다. 그러한 초점을 가진 대표적인 프로그램은 문제지향적 경찰활동(Problem-oriented policing), 깨진 창(Broken Windows), 컴스탯(Comstat), 제3자 경찰활동(Third party policing), 우범지대(Hot spots)로 볼 수 있다. 그러나 이러한 프로그램 및 전략들은 매우 한정된 범위 내에서 존재하고 운영되는 것들이기 때문에 오늘날의 경찰활동의 근거나 기초를 지역사회 경찰활동만큼 제공해주지 못하고 있다. 지역사회 경찰활동과 관련된 경찰개혁 프로그램이나 전략들을 통합하여 다시 한 번 의미를 재정립하는 것은 현장의 경찰관들이 보다 쉽게 경찰행정의 의미를 이해하고 실제로 실현해 나갈 수 있는 방법을 안내하기 위함이다.

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The Development of Pre-Engineering Educational Program Model Based on STEM Integration Approach (STEM 통합 접근의 사전 공학 교육 프로그램 모형 개발)

  • Moon, Dae-Young
    • Journal of Engineering Education Research
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    • v.11 no.2
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    • pp.90-101
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    • 2008
  • This study was conducted to develop pre-engineering educational program model based on STEM integration approach. To accomplish this purpose literature review and content validity ratio survey were carried out. The main results of this study were as follows: First, the conceptual model of STEM integration approach was constituted. Second, the conceptual model of pre-engineering educational program model based on STEM integration approach was proposed. Third, the formation steps of inquiry project activity, problem solving activity, and creative engineering design activity were developed to structure the educational program.

The Effects of Science Lessons Applying STEAM Education Program on the Creativity and Interest Levels of Elementary Students (STEAM 프로그램을 적용한 과학수업이 초등학생의 창의성과 과학교과 흥미도에 미치는 영향)

  • Kim, Deok-Ho;Ko, Dong Gook;Han, Myeong-Jae;Hong, Seung-Ho
    • Journal of The Korean Association For Science Education
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    • v.34 no.1
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    • pp.43-54
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    • 2014
  • According to trends in scientific technical competition, many countries around the world are interested in and focused on the STEAM integrated education. By observing the fact that the goal of our country's science education is to cultivate creative workers who have scientific knowledge, the need for STEAM integrated education cannot be denied. Therefore, the purpose of this study was to develop the STEAM integrated program focused on themes that considered activities and interest in the grade 6 science subject in order to identify its influence on the creativity and interest levels of elementary students. The STEAM integrated education program in this study was developed so that it can be applied as a unit review or reinforcement activities in the closing activities per unit in grade 6. The focus was placed on heightening students' creativity and interest in science subject learning through a program focused on activities per theme. As a result of applying the developed STEAM integrated program in prior and post conditions on 3 elementary school's students in J Province, it was discovered that significant improvement was found in the creativity and scientific interest of elementary students in the experimental group, compared to the control group. Therefore, continuous and systematic development of the STEAM integrated education program is required, and moreover, it must be developed for all elementary grade levels and efforts should be put into actively applying the program in the field of education.

The Possibility of Social-cultural Creativity Education: A Case Study of "Imaginative Innovator" at H University (사회문화적 창의력 교육의 가능성 제안 : H대학교 '상상력 이노베이터' 교과목 개발 및 운영 사례)

  • Lee, Jee-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.448-458
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    • 2021
  • As the fourth industrial revolution accelerates, universities have made great efforts to develop and reform creative convergence courses for improving the students' creative convergence capabilities. Although various subjects such as "Capstone" and "Design Thinking" to the improvement of students' creative convergence competences, many courses focus on creativity education in the direction of creating new products or outputs such as engineering, design, and art, so there is still a lack of systematic education and subjects on creative convergence capabilities from a humanities and sociological perspective. In order to overcome their limitations of creative courses, "H" University developed a 'Imaginative Innovators' class with the purpose of solving creative problems on social issues related to sciences, culture, politics, economics, and so on. In this study, we introduced the purpose, methodology, students' best practices etc. of the "Imaginative innovator" course. In addition, we discussed the limitations and complements as well as the advantages and possibilities of the course. These findings are expected to contribute to the development and expansion of creativity education.

A Study on the Effects of Young Entrepreneur Competency on Startup Performance: Focusing on the Mediating Effect of Network Activities (청년창업가의 역량이 창업성과에 미치는 영향 요인에 관한 연구: 네트워크활동의 매개효과 중심으로)

  • Hyun Chae Song;Chul-Moo Heo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.19 no.2
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    • pp.141-157
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    • 2024
  • This study analyzes the effect of enterepreneurial competencies on start-up performance through network activities for young entrepreneurs. Enterepreneurial competencies are composed of opportunity recognition competencies, marketing competencies, technical competencies, and creative competencies. A total of 354 questionnaires collected from young entrepreneurs residing in the country were used for empirical analysis. SPSS v28.0 and PROCESS macro v4.3 were analyzed based on the research model of a single-parameter single-mediated model. As a result of the analysis, first, it was found that among the enterepreneurial competencies, opportunity recognition competencies, marketing competencies, technical competencies, and creative competencies have a positive (+) significant effect on network activities. Among them, it was found that marketing competence has the greatest effect on network activities and technical competence has the least effect. Second, network activities were found to have a significant effect on start-up performance in a positive (+) direction. Third, among enterepreneurial competencies, opportunity recognition competence, marketing competence, technical competence, and creative competence were found to have a positive (+) effect on start-up performance. Among them, it was found that creative competence had the greatest effect and technical competence had the smallest effect. Fourth, network activities were found to mediate between enterepreneurial competencies and start-up performance. As for the relative effect size of the indirect effects of independent variables, it was found that marketing competence had the greatest effect on start-up performance and technology competence had the smallest effect. The academic implications of this study include investigating the significance and relationship of various variables, providing verification of theoretical frameworks related to entrepreneurship, identifying the main drivers of start-up success, and suggesting the importance of the network between enterepreneurial competencies and start-up performance. In addition, the practical implications of this study suggest the importance of marketing competencies for networking, and suggest differentiation of competencies. It emphasizes the strategic role of creative competence and provides guidance to policymakers for supporting start-ups on customized policies for fostering valuable start-ups.

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Effects of a Programming Class Using Dolittle on Enhancing Creativity, Problem Solving Ability, and Interest in Programming (두리틀을 이용한 프로그래밍 수업이 창의성, 문제해결력, 프로그래밍 흥미도 향상에 미치는 영향)

  • Yu, Jeong-Su;Lee, Min-Hui
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.443-450
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    • 2009
  • A programming class was conducted in a current discretionary activity time-slot for computer education by using Dolittle which enhances problem solving ability and creativity for the fifth graders in elementary school. Based on this experiment, a correlation between the programming class and problem solving ability, creativity, and interests in programming of children was examined to suggest an outlook for improving the current computer education.

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