• Title/Summary/Keyword: 창의 활동

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Analysis of the Secondary Chemistry Materials at 5 Centers for the University Affiliated Science-Gifted Education and Investigation of the Gifted Students' Perception (대학부설 5개 과학영재교육원의 중등화학 교재 분석과 영재학생들의 인식 조사)

  • Lee, Sang Kwon;Mo, Ran
    • Journal of Science Education
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    • v.36 no.1
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    • pp.106-119
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    • 2012
  • In order to promote national competition on knowledge based-society in 21centuries, it is important for us to train talented people who have much creativity. Comparing curriculums and contents studied in SECG (Science Education Center for the Gifted) and other organizations is object of this thesis. Finding implications of proper GATE(gifted and talented education) by understanding the present conditions is also a part of this thesis. We select 5 Science Education Centers for the Gifted and devise framework for analysis in order to analyze chemical textbooks in GATE programs. The framework consists of 6 categories including the contents, the level of activities, the opening extent of experiments, and the ability to think creatively. In our study of textbooks, we have found that the contents of chapters are divided properly but lacked the field of frontier and convergence science. Their activity types will have to develop programs which consist of various activities such as lectures and experiments. Precedent studies and study activities to promote scientific thinking were rated highly in general ratio. The level of studies that we analyzed lacked creative activities very much. In the opening extent of experiments, activities in the level 2 and the level 3 were low-rate. And in our study of thinking creatively, activities of promotion for expanded and related-ability to think seemed to lack. In order to achieve specific education for the gifted children, developments of GATE program is required. In the in-depth analysis from the questionnaires of Likert's method's descriptions, narrations, and interviews, it is divided into two answers in depth: contents of program, management of program. These also divided into two answers by attitude: positive answer or negative answer. According to the responses of the contents of program, the result of analysis shows that most respondents have positive reactions to not only contents and the managing method of SECG programs, but also to individual enhancing-abilities overall.

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A STUDY ON THE APPLICATION OF BRAINSTORMING TO PRODUCT DESIGN CLASS (제품디자인수업의 창의성 제고를 위한 브레인스토밍기법의 응용방안)

  • 김유석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.6-7
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    • 1999
  • 디자인 활동은 개인의 상상을 현실에 적합하도록 하는 작업이다. 창의력을 바탕으로 전개된 아이디어를 통해 새로운 창작물을 만들어 내고 결과를 얻는 디자인은 무엇보다도 창의적 사고 기능을 요구한다. 그래서 디자인의 기본적인 교육은 창의적인 사고력에 대한 동기부여 및 개발에 중점을 두어야 하며, 이미 국내외에서는 창의적인 아이디어를 현실화할 수 있는 미래지향적 디자이너 양성에 대한 중요성이 부각되고 있다.(중략)

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A Study on the Effect of Book-Trailers As a After Reading Activity (독후활동으로써 북트레일러의 효과 연구)

  • Choi, Yong-hoon;Cho, Hyun-Yang
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.15-36
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    • 2015
  • This research aims at executing a after reading activity using book trailers for the teenagers, and verifying its effects. For the investigation into its effectiveness, 6 classes on the first grade in a middle school were divided into 3 classes of an experimental group (104 students) and the other 3 classes of a comparative group (100 students), and a preliminary and a post test were conducted using the measurement tool on creativity and reading attitudes. As the result, the creativity, reading attitudes and understanding of the selected books of the experimental group were found to be better than those of the comparative group.

A Study on the Independent Operation of Information Education through Autonomous Subjects in Elementary Schools (초등학교에서 자율과목 편성을 통한 정보교육 독립 운영 방안)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.1
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    • pp.43-52
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    • 2021
  • In this paper, the necessity of independent operation of information curriculum was suggested by analyzing the changes and problems of elementary school information curriculum. Also, a plan was suggested to organize autonomous subjects for autonomous activities so that information education can be independently operated in elementary schools. Autonomous activity is an extension of the concept of creative experience activities, and refers to an educational activity time in which autonomous courses or various educational activities can be freely operated by reflecting the needs of students and parents or the characteristics of the school. It means a subject that you choose to run or do not have to choose. In the case of running an independent curriculum using the discretionary time of the principal, such as voluntary activities, the "safe life" of the 1st and 2nd graders in the 2015 elementary school curriculum and the 7th junior high school curriculum operate elective courses in subject discretionary activities. One can be found. Therefore, if information education in elementary schools can be organized and operated as autonomous subjects, at least students who want to learn artificial intelligence, coding, and big data will have an opportunity to learn in public education.

A Study on the Development of Creativity of the Gifted through Computer Science Projects (컴퓨터 과학 프로젝트 활동을 통한 영재들의 창의성 개발에 관한 연구)

  • Kim, Hosook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.323-325
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    • 2018
  • 본 연구는 컴퓨터 과학 프로젝트 수행이 영재들의 창의성을 향상시키는데 미치는 효과를 분석하기 위하여 실제로 컴퓨터 과학 교과 수업에서 영재들을 대상으로 프로젝트를 수행하고 그 결과를 설문지를 통해 분석하였다. 이를 통하여 고등학교 수준의 영재들의 효과적인 컴퓨터 과학 프로젝트 활동을 위해 고려되어야 하는 문제점을 찾고 이를 보완하는 방안을 마련하고자 한다.

Association between Teachers' Conceptions of Art Education and Children's Creative Personality-Mediating Effects of Teachers' Role of Creativity Improvement (예술교육에 대한 유아교사의 인식과 유아의 창의적 인성 간의 관계: 창의성 증진을 위한 교사역할 매개효과를 중심으로)

  • Shim, Sook Young;Moon, Si Yeun
    • Korean Journal of Childcare and Education
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    • v.11 no.4
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    • pp.109-125
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    • 2015
  • The purpose of this study was to examine the relationships among teachers' conceptions of art education, and children's creative personality by mediating effects of teachers' role of creativity improvement. Participants included 156 teachers and 593 children in kindergartens and child care centers. Results indicated the following. First, the higher teacher's concepts of art education was the higher their role of creativity improvement was and children's creative personality was. Second, teachers' conceptions of art education and their role of creativity improvement were positively influenced by the children's creative personality. Third, the children's creative personality was influenced by the teachers' conceptions of art education and the their role of creative improvement control and the mediating effects of the teachers' role of creative improvement was significant in a partial way. The implication is that the teachers' conceptions of art education may enhance the their role of creative improvement and foster children's creative personality.

Development of Blended Learning Program for CPS (CPS를 위한 Blended Learning 프로그램 개발 - 고등학교 수학내용을 중심으로 -)

  • Kim Young-Mi;Kim Hyang-Sook;Im Sun-Woo
    • Communications of Mathematical Education
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    • v.20 no.3 s.27
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    • pp.407-423
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    • 2006
  • The reason why creativity becomes the important subject in 21th century is that it does an important role which solves many problems surrounding our whole life in this internationalization, globalization, knowledge-information age. But scholars who formerly researched the creativity-field explain the necessity of creativity with the internal and fundamental reasons. That is, scholars say that creative activities produce originative products and originality itself. And it is the root of which will be able to discover meaning of life and it -creativity - is successive activities that is demanded when individual life want to obtain important value by expressing one's inner world to the outside using creative resource. Recently, with the trends of present age and the educational needs, research about creativity is actively carried out and it draws out the results that creativity can be developed and enhanced through education and training. So, now many researches have focused on how to develop the creativity. Investigating those researches, we found that the recent issues of researches on creativity were changing and now they focused on creative instruction methods and behavioral factors. Especially, they were selected as the subject related to the creative education - creative instructional method and program, atmosphere in classroom, and factors of teacher. It means that the past researches which were a little bit conceptive have been changing to material ones which will be able to enhance creativity and its effect. So, in this research, we have developed the program for CPS(Creativity Problem Solving) and verified its effect.

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A Comparative Study of the Effect of Dolittle and Robot Programming Education on Creativity (두리틀과 로봇 프로그래밍 교육이 창의성에 미치는 효과 비교 연구)

  • Park, Kyoung-Jae;Lee, Soo-Jung
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.619-626
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    • 2010
  • In this study, we performed experimental studies on the educational programming languages of Dolittle and Robot to compare and analyze their effect on improving creativity. We formed three sixth grade classes, totaling 99 students, into a Robot class, a Dolittle class, and a general class that served as a neutral. The Dolittle class and the Robot class took ten programming lessons with specific hand-in operations, as well as feedback and discussion, during ten weeks. The experiment results showed that student creativity in the two programming classes improved more than that of students in the general class. Especially creativity of the students in the Robot class improved the most. Moreover, the mean creativity of the lower academic achievement group was slightly better than that of the higher group. This implies that there is no positive correlation between academic achievement and creativity.

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STEAM Education considering the Level of Cognitive Development of Students in order to Cultivate Creative Convergence Talents (창의적 융합인재양성을 위해 학생들의 인지발달 수준을 고려한 융합인재교육)

  • Ahn, Sun Kyung;Kwak, Ock Keum;Jeon, Byeong-Gyun;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.527-535
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    • 2021
  • The STEAM education was applied to science high school students, and changes in perceptions of students and teachers were investigated after class treatment. By the results of the student's perception survey, very positive results were found in increasing problem-solving capabilities, educational satisfaction, etc. More than 98% of students said they would continue to participate in STEAM education classes. Meanwhile, the lack of time for class activities put a burden on students to complete the problems during class. Especially nanoscience content and activities were properly organized in consideration of the level of cognitive development of the students. In addition, as a result of a survey of teachers' perceptions for students, more than 80.0% of teachers responded very positively in 'self-directed learning ability' and 'problem-solving capability', etc.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.