• Title/Summary/Keyword: 창의 활동

Search Result 929, Processing Time 0.026 seconds

Development of the Creativity Game Subject Matter Computer Principal (컴퓨터 원리를 소재로 한 창의적 놀이 개발)

  • Lee, Seung-Do;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2008.01a
    • /
    • pp.136-141
    • /
    • 2008
  • 창의적 문제 해결 능력을 컴퓨터 교육을 통해 이루려면 기존 컴퓨터 교육에 창의성과 문제해결력의 요소가 첨가되어야 한다. 또한, 학생들의 수준과 흥미를 고려하기 위해 어려운 컴퓨터에 관한 개념이나 원리를 다양한 교수학습 방법을 개발 활용하여 학생들이 쉽게 접근할 수 있는 노력이 필요하다. 아무리 좋은 교육이라 해도 학생들이 흥미와 관심을 갖고 학습을 하지 못하면 원하는 효과를 얻지 못할 것이다. 그러므로 컴퓨터 원리를 학생들이 이해하기 쉽도록 학생들이 좋아하는 게임 형식으로 개발하여 학생들이 직접 활동을 통해 자연스럽게 원리를 이해하고, 창의적인 사고력과 문제해결력을 증진시킬 수 있는 '컴퓨터 원리를 소재로 한 놀이'를 개발하고자 한다.

  • PDF

Identification of Instructional Components to Increase Students' Interest and Creativity in American Science Classrooms (미국의 중학교 과학수업에서 학생들의 흥미와 창의성을 높이는 수업요소)

  • Kang, Nam-Hwa;Park, Yunebae
    • Journal of Science Education
    • /
    • v.34 no.2
    • /
    • pp.421-431
    • /
    • 2010
  • The purpose of this study was to identify instructional components supporting students' interest and creativity in American middle school science classrooms. Two 7th grade classrooms were selected, and observed for 11 class periods each. Results showed that hands-on and small group activities were the most effective ways to increase students' interest. The teachers' instructional approaches, such as individualized paced teaching, sufficient peer teaching, permissive atmosphere, various media, and purpose-focused summary game were found to influence students' interest. To enhance students' creativity, increasing interest, making hypothesis, and trying to various experimental method with sufficient time were identified as effective components.

  • PDF

Study on the modeling of human resource development in webtoon authors (웹툰작가의 인적자원개발 모델링 연구 : 창의인재동반사업을 중심으로)

  • Kang, Eun-won;Lee, Sung-jin
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.129-150
    • /
    • 2017
  • With the change in educational environment of cartoon creation and diversification of webtoon platforms, various ways of engaging webtoon authors have been suggested. Under this situation, Korea Manhwa Contents Agency(KOMACON) and Korea Creative Content Agency(KOCCA) provide support to webtoon authors directly and indirectly to nurture professional webtoon talents. Contents creative human resource joint project being carried out by KOCCA is mainly to nurture and support contents experts by developing their creativity through tight training between mentors and mentees, creating job opportunities, building the support system for creative activities, and supporting commercialization during the project. Undergoing the process of recruitment and selection, the participants of this project are educated, trained and developed according to education programs provided by the hosting agency, and this project has a model to compensate for creative activities for a ceratin period of time. However, there has been a problem that it is difficult to constantly keep and manage webtoon talents who are cultivated by human resource management of less than one-year project. This study analyzed creative human resource joint project which is a human resource development model, using human recourse theory and suggested a strategic human resource model based on webtoon authors' human resource model development.

A Model for Teaching Film Literacy through Movie English (영화영어를 통한 영화리터러시 교육방안)

  • Seo, Ji-Young
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.6
    • /
    • pp.779-790
    • /
    • 2021
  • Film literacy comprises the process of producing a new creation through understanding the elements that make up a film, the content of a film, and a critical and creative thinking process. Film literacy is employed in fields such as composition, science, social studies, and geography, and, additionally, it is used to cultivate humanities literacy and critical thinking skills. Yet despite the large proportion of the film script in the movie, it is not easy to find literacy education cases that use film English as a teaching method. Film English is a practical and authentic material, and is suitable as an English learning material in an EFL context like Korea. However, the approach of using films to teach and learn differs according to the content and genre of a film. Thus, the teacher may have a difficult time organizing and preparing for class. This study suggests six class activities that can be commonly applied to English classes using films based on the areas of critical, cultural, and creative (3Cs) activities. Four hundred and five college students taking Movie English classes participated in the present study and frequency analysis was conducted to find out their preferences through a questionnaire survey. The results from conducting class activities in university liberal arts classes suggest that the most preferred activities of students are related to cultural, critical, and creative, in that order. Creative activities that are far beyond English instruction utilizing various digital tools or providing additional reading materials can be a burden on learners.

A C-Programming Learning Model Using a Line Tracer in Discretionary Activity Hours in Elementary Schools (초등학교 재량활동시간에 라인트레이서를 이용한 C프로그래밍 학습모형)

  • Moon, Wae-Shik
    • Journal of The Korean Association of Information Education
    • /
    • v.15 no.4
    • /
    • pp.603-612
    • /
    • 2011
  • This study suggested an educational curriculum(12 class periods) in order for higher level elementary school students to learn programming in discretionary activity hours using a line tracer and evaluated achievement level based on the outcome of learning by class period to assess the possibility of success. As a result, it could confirm that the programming learning using the line tracer was more excellent in creativity than the computer programming learning. In addition, it has been found that the programming learning method using the line tracer had a potential to be successful as a new creative tool that could replace the computer.

  • PDF

Development of Teaching Strategy Using Inter-Disciplinary Analogy to Enhance Students' Creative Problem Solving Skills and Examination of Its Effectiveness (II) (학문 통합적 비유를 활용한 창의적 문제 해결력 지향 대학교 화학 실험 수업 전략의 개발 및 효과 (제II보))

  • Bang, Dam-I;Kang, Soon-Hee
    • Journal of the Korean Chemical Society
    • /
    • v.55 no.5
    • /
    • pp.857-874
    • /
    • 2011
  • The purposes of this study were to develop teaching strategy enhancing creative problem solving skills and to examine the instructional influences on studints' creative thinking skills, critical thinking skills, creative personality and academic self-regulation. In this study, a model using inter-disciplinary analogies(PDCA model) was designed and applied to the existing 'Teaching model for the enhancement of the creative problem solving skills'. And it was implemented to preservice science teachers for the one semester. Results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills, especially in the originality of identifying a problem, making hypothesis, and controlling variables (p<.05). In addition, the strategy contributed to improving critical thinking skills, especially in inquiry process of recognizing problems, making hypothesis, interpreting and transforming of data (p<.05). This strategy also helped students' academic self-regulation (p<.05). But there was no significant improvement in creative personality(p<.05).

A Study of mathematically gifted elementary students' creativity on dimension based geometry exploring program (차원을 주제로 한 기하탐구프로그램을 통한 초등수학영재학생들의 창의성)

  • Choi, Sung Taek;Lee, Kwang-Ho
    • Education of Primary School Mathematics
    • /
    • v.18 no.1
    • /
    • pp.17-30
    • /
    • 2015
  • The purpose of this study is to identify how developed program influence students' creativity by analyzing creative thinking and creative attitude which is appeared when mathematically gifted students get the program expected to improve their creativity. For the study, the 'dimension based geometry exploring program' was developed that consist of twelve lessons. The main idea of it, is implication of the novel . Through a pre and post-test, students's creativity were measured and compared. The results show significant changes on the scores of creative thinking skills and creative attitudes. As the result, mathematically gifted students' creative thinking skills and creative attitudes were improved by applying the of dimension based geometry exploring program.

창의성 측정이 가능한 초등 컴퓨터 교과서의 평가 문항 개선

  • 황국환;이재호
    • Proceedings of the Korean Society for the Gifted Conference
    • /
    • 2003.11a
    • /
    • pp.199-208
    • /
    • 2003
  • 현대사회를 지식 정보사회라고 한다. 정보 매체인 컴퓨터의 등장은 모든 분야에 획기적인 변화를 가져왔고 그 변화는 계속되고 있다. 교육의 분야도 예외가 아니다. 업무처리와 학생지도에 컴퓨터가 도입되면서 능률적인 일처리와 다양한 방법의 학습지도가 가능하게 되었다. 초등 컴퓨터 교과가 재량활동의 교과로 선정되면서 컴퓨터 교과에 대한 교육과정 개발과 평가방법의 연구가 활발하게 전개되고 있다. 모든 교육활동에 있어 평가라는 부분을 그 교육활동의 성패를 좌우하는 중요한 요소이기에 아주 중요한 부분이다. 초등 컴퓨터 교과에 대한 전반적인 내용과 평가 방법을 살펴보고, 각 단계별 영역별 내용에 따른 평가 예시를 하였다.

  • PDF

Precarity and Hope in Digital Labor: In-depth Interviews on the Off-campus Internship Experiences of College Students (디지털 노동의 불안과 희망: 대학생의 '대외활동'에 대한 심층 인터뷰)

  • Lee, Hee-Eun
    • Korean journal of communication and information
    • /
    • v.66
    • /
    • pp.211-241
    • /
    • 2014
  • In the era of neoliberalism with high rate of youth unemployment, young college students are forced to believe that the only way to enter the job market is by accepting and participating temporary off-campus apprenticeship, which often disguised as an internship for the creative culture and knowledge. This article discusses that the mode of off-campus apprenticeship, which is supposed to voluntary and participatory, bears in fact a strong resemblance with digital labor. Based on a series of in-depth interviews with college students, this study argues that the apprentice-typed labor denotes a process by which immaterial labor or free labor coincides with self-directed job training. Throughout the digital labor processes young college students are in a constant oscillation between precarity and hope, negotiating their autonomy and social conditions in the neoliberal work environment. The digital labor accumulates students' knowledge and information as a form of commodity, which in turn supports communicative capitalism.

  • PDF

Recognition of Indoor and Outdoor Exercising Activities using Smartphone Sensors and Machine Learning (스마트폰 센서와 기계학습을 이용한 실내외 운동 활동의 인식)

  • Kim, Jaekyung;Ju, YeonHo
    • Journal of Creative Information Culture
    • /
    • v.7 no.4
    • /
    • pp.235-242
    • /
    • 2021
  • Recently, many human activity recognition(HAR) researches using smartphone sensor data have been studied. HAR can be utilized in various fields, such as life pattern analysis, exercise measurement, and dangerous situation detection. However researches have been focused on recognition of basic human behaviors or efficient battery use. In this paper, exercising activities performed indoors and outdoors were defined and recognized. Data collection and pre-processing is performed to recognize the defined activities by SVM, random forest and gradient boosting model. In addition, the recognition result is determined based on voting class approach for accuracy and stable performance. As a result, the proposed activities were recognized with high accuracy and in particular, similar types of indoor and outdoor exercising activities were correctly classified.