• Title/Summary/Keyword: Computer Creativity

Search Result 381, Processing Time 0.02 seconds

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
    • /
    • v.20 no.2 s.70
    • /
    • pp.103-116
    • /
    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

  • PDF

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
    • /
    • v.7 no.10
    • /
    • pp.69-79
    • /
    • 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.

Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
    • /
    • v.3 no.2
    • /
    • pp.1-10
    • /
    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

  • PDF

A Development and Application of Puzzle-Based Computer Science Learning Contents for Pre-service Teachers (초등 예비교사를 대상으로 한 퍼즐 기반 컴퓨터과학 학습 내용 개발 및 적용)

  • Oh, Jungcheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.3
    • /
    • pp.391-400
    • /
    • 2014
  • In this study, we reviewed educational trend of Puzzle-Based Learning Contents and case studies at domestic and international, and have developed Puzzle-Based Learning Contents with the contents using fundamental concepts of computer science. Thirty one prospective elementary school teachers were applied to this contents, total thirty two sessions for four months, and Torrance Tests of Creative Thinking(TTCT) verbal and figural tests were performed to evaluate the changes in creativity. The result showed that there were significant improvements in two subscales of verbal creativity, verbal creativity index, and three subscales of figural creativity, figural creativity index. In this paper, on the basis of proven effectiveness, we introduce the Puzzle-Based Learning Contents as the alternative computer science education.

Use of Visual Digital Media to Develop Creativity: The Example of Video Games

  • V., Zabolotnyuk;S., Khrypko;I., Ostashchuk;D., Chornomordenko;A., Timchenko;T., Motruk;K., Pasko;O., Lobanchuk
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.12
    • /
    • pp.13-18
    • /
    • 2022
  • In the post-information era, most of technologies have a visual part, or at least some functions related to visualization. It is also one of the popular means of presenting materials in education area. However, despite its popularity, the impact of visualization on the effectiveness of learning still remains controversial. Even more controversial is its usefulness in developing creativity, which is one of the most important skills for today's employee. The authors considered the use of visualization as a tool for the development of children's creativity on the example of learning video games, in particular, ClassCraft to distinguish features that, from the point of view of psychology, may lead to developing creativity even being not useful for educational purposes. It is concluded that video games useful for learning may have features, that are inappropriate in formal educational context, but important to develop creative thinking.

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
    • /
    • v.14 no.4
    • /
    • pp.619-626
    • /
    • 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.

  • PDF

A Research on Blockchain-based Copyright Protection for Computational Creativity (컴퓨터적 창의력을 위한 블록체인 기반 저작권 보호 연구)

  • Lee, Eun Mi
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.9
    • /
    • pp.23-29
    • /
    • 2018
  • Computational creativity is a field of artificial intelligence research to replicate creativity of human beings, creating works in various fields or helping human authors. The copyright of works produced by computational creativity has not been established in most countries yet, however, there will be the need for systems to protect the copyrights with the development of the technology in the future. In this paper, we propose a copyright protection system based on blockchain technology that protects the copyright of various contributors contributing to the creation of computer creative creativity, and transparently and safely records the contribution of copyrighted works. The proposed system records the contribution of all related works from the machine learning of computer creativity to the creation of the final work on the blockchain so that it is possible to establish quantitative evaluation criteria for the copyright when the future copyright law system is revised.

Exploration of Creativity Construction Components in Computer Science (정보과학 창의성의 구성 요소 탐색)

  • Yun, Seon-Hee;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.1
    • /
    • pp.45-54
    • /
    • 2011
  • Creativity is a fine ability among major values of human resource in knowledge-based society. The purpose of this study is to identify the components of the informatics creativity based on domain-specificity and confluence theory. To explore these components, a three-round, classical Delphi process was administered with an expert panel of 31 individuals. All members of the expert panel initially responded to open-ended questions, and the qualitative results were analyzed. The subsequent two rounds of the Delphi required quantitative responses in which the expert panel was asked to indicate the level of importance using a five point Likert scale associated with specific items. As a result of the Delphi survey, total of 32 items were selected as three core areas such as congnitive, affective and environmental components of informatics creativity.

  • PDF

Cognitive Components Definition of Creative Problem-Solving Ability in Informatics Education (정보 교육에서 요구되는 창의적 문제해결능력의 인지적 요소 정의)

  • Kim, JongHye;Jeong, HoiGang;Kim, HanSung;Kim, HyeonCheol;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
    • /
    • v.11 no.2
    • /
    • pp.1-12
    • /
    • 2008
  • It is important to improve the creative problem- solving ability through subject matter education. Especially, Informatics education is important to improve the problem-solving ability by using computer as well as the general problem-solving ability. This paper identifies the creative problem- solving ability which is required in Informatics education. The cognitive components of the creative problem-solving ability are organized as the result of crossing the problem-solving ability and the creativity. This paper investigated the validity of the contents as judged by a panel of experts. The cognitive components of creativity are the elaboration, sensitivity, and reorganization in the step of 'Understanding and Analysis the Problem'. Also, The cognitive components of creativity are the fluency, flexibility, and originality in the step of the 'Exploring the Problem Solutions'. The cognitive components of creativity are elaboration in the step of the 'Design the Problem Solution' and 'Implementation'. Finally, the cognitive components of creativity are the flexibility and elaboration in the step of the 'Evaluation'.

  • PDF

A Study on the creativity of the editorial design through the DTP-Focus on the stagnation of idea according to the standardization of the tool environment- (전자출판(DTP) 편집의 Creativity에 관한 고찰-Tool 환경의 정성화 따른 아이디어의 정체성을 중심으로-)

  • 김경만
    • Archives of design research
    • /
    • v.21
    • /
    • pp.29-38
    • /
    • 1997
  • DTP is an innovation of publishing arts act up to the social environmental change followed by the development of the computer and using a word processer. which makes us more convenient and economical. beside. consumer's various desires for design. DTP is getting more practical owing to convenience and economization. but. There is a limit on creativity by the typical working environment. Especially. A convenient tool environment has reduced the field of creativity on account of its consistency with only solving design problems. Result of study. The tool environment has rapidly improved in working environment and process compared with the handwork editing in the past. Particularly. Accidental creations caused by the computer program probably could narrow down the idea world with consistency which is expressed as a pleasure creation. Therefore. A design idea and process should be examined sufficiently by idea sketch before using a computer for original editing. And. As editorial design is based on the aesthetic formative principles. there should be not only how to operate by the tool but also a basic editing design instruction sufficiently for the electronic page design.

  • PDF