• Title/Summary/Keyword: Creative Ability

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Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

The Effect of Problem-Based Learning on Student's Creativity in Middle School Science Class (중학교 과학수업에서 문제중심학습이 창의력에 미치는 효과)

  • Oh, Hee-Jin;Kim, Sang-Dal;Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.26 no.1
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    • pp.1-8
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    • 2005
  • The purpose of this study is to identify the effect of Problem-Based Learning on Student's Creativity Ability in Middle School Science Class. The experimental group had Problem-Based Learning classes for six weeks and control group had traditional inquiry instruction for the same period. The results of this study presents that Problem-Based Learning is significantly effective for the improvement of creative skills test and creative tendencies. And PBL group student's had positive thinking for PBL. It's not easy to generalize these results because of many different variables. but the results suggests that teachers should make an effort to improve student's creativity applying Problem-Based Learning. And it's necessary to develop many kinds of problems and teacher's instruction method to enrich creativity in the process of Problem-Based Learning.

Nurturing Creative Problem Solving Ability of the Gifted in Confucian Society (유교사회에서의 창의적 문제해결력 개발)

  • Cho, Seok-Hee
    • Journal of Gifted/Talented Education
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    • v.17 no.2
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    • pp.392-412
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    • 2007
  • It has been understood that Confucian culture only blocks creative problem solving(CPS). However, it is claimed that Confucian culture exerts positive and negative influence on nurturing CPS. Confucian culture fosters CPS by urging strong motivation for learning, and building rich base of knowledge and skills in general and in specific domains through teaching joy of learning and hardworking fueled by parents' education fever. Confucian culture has negative influence on CPS with emphasis on obedience and conformity. Keju system, as a part of Confucian culture, resulted in excessive private tutoring to prepare for the high-stakes test, delimitation of students' experiences to matters to be tested, and students' weak interest, self-concept, and self-directed learning. Negative influence from Confucian culture on CPS is analyzed and some suggestions are provided for revising educational policies and educational practices in order to maximize the creative problem solving in Confucian countries.

A Study of Relationship between the Young Children's Playfulness, Creativity and Behavioral Problems (유아의 놀이성 및 창의적 성격특성과 문제행동간의 관계)

  • Park, Sung Sun;Seo, Hyun Ah
    • Korean Journal of Childcare and Education
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    • v.10 no.4
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    • pp.119-132
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    • 2014
  • The purpose of this study is to see how young children's playfulness and ability to creatively problem solve can affect their behavior. young children's playfulness in creases with in creasing creativity and personality traits and behavioral problems decrease with increasing of playfulness. Young children's behavioral problems increase with increasing of creative personality traits. In addition, young children's playfulness and creative personality characteristics affect their behavioral problems. The impact on the behavioral problems with variables for playfulness and creative personality traits has a negative correlation with creative curiosity, a sense of humor and expression of fun. The cognitive and physical spontaneity of the playfulness are correlated positively to young children's behavioral problems.

Comparison on Effectiveness of SW Education using Robots based on Narrative-Paper Art Activities (내러티브-종이아트 활동 기반 로봇활용 SW교육 효과성 비교)

  • Sohn, Kyungjin;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.419-425
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    • 2018
  • The national curriculum includes the problem solving process, algorithms, and programming of SW education. The education using robots is one of attractive alternatives for students who have no interest of SW or are poor at programming. We have developed a courseware using robots for SW education based on paper art activities with narrative storytelling to enhance students' creative thinking and problem solving within limitation of class time in schools. We apply the courseware and obtained the result of pre and post-test on the creative problem solving ability of third graders in the elementary school The four factors of creative problem solving have shown significantly increase. In addition, it had an significant effects for understanding robot technology and for learning attitude using robots of SW or programming.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Effects of the Application of a Maker Education Program to Elementary Science Online Class: Focusing on the Unit " Life Cycle of a Plant" (초등과학 수업에서 메이커교육프로그램의 적용 효과 - '식물의 한살이' 단원을 중심으로 -)

  • Kim, Hye-ran;Choi, Sun-young
    • Journal of Korean Elementary Science Education
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    • v.41 no.2
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    • pp.432-442
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    • 2022
  • This study aims to apply a maker education program in an online class for a unit in elementary science entitled "Life of a Plant." Furthermore, it aims to investigate the effect of the program on the interest of students in science and creative problem-solving. The theme of the proposed maker education program is "Making a fairy tale audio book with the theme: the life cycle of a plant." The program consists of activities intended to produce creative audiobooks using concepts learned from the TMI maker education model stage. The result points to the positive effect of maker education on the interest of elementary school students in science and creative problem-solving. Therefore, applying the maker education program to online classes for elementary science is effective in improving the interest of students. In addition, further research is required to effectively apply the maker education program to online classes in science.

An Exploratory Study on Classes-related Stress Typical Difference of Creative′s - Regarding Advertisement Agency in Korea- (크리에이티브 직군들의 직급에 따른 스트레스 유형 차이에 관한 연구 -국내 광고대행사 중심으로-)

  • 김도광
    • Archives of design research
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    • v.16 no.3
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    • pp.211-220
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    • 2003
  • This study was done to investigate the situation of classes-related stress in creative's of korean advertising industry. Though creative's are carrying out the most important roles in advertising agency, there has not been much study on them. In this point view, this study approached by examining prior studies on classes-related stress. The findings of this study were as followings ; In all classes, client related stress were the highest. The classes of the directors of bureaus have the highest stress on the average of five high items in the stress detail items. The classes of the staffs have higher stress, and the next is the classes of the heads of departments. The classes of the directors have higher stress about themselves especially. The classes of heads have higher stress for family complain about holiday work than any other classes relatively. The classes of the staffs have higher stress for heavy duty than any other classes. The classes of the directors of bureaus have higher stress in the situation change like presentation than any other classes. There can be many conditions about advertisement creative team members‘stress. I have made dear the internal stress structure according to the classes in the thesis partially. The stress for the classes‘structure can not be solved easily, so it will hare an effect on all members normally if the stress exists for a long time. This study should be continued by reasonable and systematic method. A successful creative's come out from an advertising agency's organizational system, but the organization, after all, is made up of creative's ability and endeavor.

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The Impact of Engineering Design Based STEM Research Experience on Gifted Students' Creative Engineering Problem Solving Propensity and Attitudes Toward Engineering (영재 학생들의 공학 설계 기반 통합적 STEM 연구 활동이 창의적 공학문제해결 성향 및 공학에 대한 태도에 미치는 영향)

  • Kang, Ju-Won;Nam, Younkyeong
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.719-730
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    • 2017
  • The purpose of this study is to investigate how engineering design-based STEM research experience affects gifted students' creative engineering problem-solving propensity and attitude toward engineering. The students' creative engineering problem-solving propensity and attitude toward engineering were measured before and after the STEM research experience. The pre-/post-tests results were analyzed by paired t-test with the significance level of p <.05. The conclusions of the study are as follows: First, the engineering design based STEM research experience had a positive effect on the students' creative engineering problem-solving propensity. Over all, the average score of the creative engineering problem-solving propensity increased significantly (p <.05) after the STEM research experience. Second, the average score of gifted-students' attitude toward engineering had increased significantly after the integrated STEM research activities (p <.05). In addition, we analyzed the difference between pre-post results of both instruments based on the gifted students' desired career paths (natural science and engineering) and gender. The result shows that the students' career paths or gender did not affect the results in most of the sub-categories in both instruments. However, the STEM research experience had more positive effect on the female students than male students in term of their 'engineering design ability', which is one of the sub-categories of the creative engineering problem-solving propensity instrument.

Development and Demonstration of Creative and Convergence Textbooks Using Creative Storytelling Techniques (창의 스토리텔링 기법을 활용한 창의 융복합 교원 연수 교재의 개발과 실증)

  • Choi, Eunsun;Park, Namje
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.143-151
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    • 2021
  • Several researchers in the early days have studied the concept of creativity and its definition, but with the emergence of an unprecedented infectious disease, creativity attracts more attention in the academic world these days. It is because the ability to respond to change and create something that did not exist before has become an essential competency for survival. Therefore, we proposes a creativity textbook that can be used for teacher training based on a creative education practical strategy model for the purpose of enhancing the creativity of teachers in the field through analysis of various prior studies on creative education. And also, we developed the textbook to teach the principles of information security using creative storytelling techniques. In the teacher training using the textbook, the survey was conducted with 40 questions consisting of originality, fluency, elaboration, synthesis and organization factors in order to confirm the change in the teacher's creativity, and all factors were significantly improved. The textbooks developed in this study are meaningful in that it has increased the utilization of teachers' field education. We hope that this thesis will provide implications for the development of creative fusion textbooks, and related research will be actively conducted in the future.