• Title/Summary/Keyword: Creative Problem-Solving Learning

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The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude (CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Lee, Kyung-Hwa
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.77-88
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    • 2008
  • A programming education has favorable influence on creative / logical thinking and problem solving ability of students. However, students typically have to spend too much effort in learning basic grammar and the usage model of programming languages, which negatively affect their eagerness in learning. In this respect, we proposed to apply the 'Scratch' using the Creative Problem Solving(CPS) Teaching Model; Scratch is an easy-to-learn and intuitive Educational Programming Language(EPL) that helps improving the problem solving ability of the class. Then we verified the effect of Scratch EPL through the design of both pretest and posttest for a subject group. In summary, the CPS based Scratch EPL was shown to significantly improve the problem solving ability and also help them develop favorable attitude in programming.

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An Algorithm Learning Program with Robot (로봇 활용 알고리즘 학습 프로그램)

  • Lee, YoungJun;Lee, EunKyoung
    • The Journal of Korean Association of Computer Education
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    • v.12 no.1
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    • pp.33-44
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    • 2009
  • In this study, we selected an educational robot as a suitable tool to support algorithm learning for middle school learners through comparative analysis of various tools. Educational robot can provide tangible experiences for abstract concepts of algorithms. Therefore, we developed an algorithm learning program with educational robots to enhance intrinsic motivation and creative problem solving ability for middle school learners. Also, we implemented the developed program in middle schools and analysed the educational effects of the program. We found that the algorithm learning program with robots was helpful in enhancing learners' intrinsic motivation about algorithm learning and creative problem solving potential. These findings may offer useful direction for designing teaching and learning program for algorithm education. These results can be used as a basis for study on designing and developing algorithm learning program.

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A Study on the Effectiveness of Smart Education Based on Learning Ability

  • Song, JeongBeom
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.165-176
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    • 2016
  • This study developed the learning ability-based smart education program. The effectiveness of the developed materials was investigated using the quantitative-qualitative mixed method, and the process and results of the investigation are as follows. The quantitative investigation was conducted using the non-equivalent pretest-posttest design, in which the smart education method was applied to the experimental group, while the conventional education method was applied to the control group to analyze students' creative problem-solving potential, task concentration, and the variables required for the learning activity. The results showed significantly higher performance in the experimental group over the control group. Regarding data collection in the qualitative investigation, an analysis of the class from the instructor and class consultation logs from the class analyst were collected; the comments on the experience of each class period were collected from students. The results of the analysis of the data suggest that the perception of smart education improved for the instructor, class analyst, and learners as the course progressed.

A Theoretical Review on Novel Engineering through the Case Studies (수업 실천 사례를 통한 노벨 엔지니어링의 이론적 고찰)

  • Ki-Cheon Hong
    • Journal of Practical Engineering Education
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    • v.15 no.3
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    • pp.625-633
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    • 2023
  • In this paper, we will examine the theoretical background and educational methodological basis of Novel engineering class cases published to date. For this purpose, we selected and investigated 30 Novel engineering-related academic papers and dissertations published from 2016 to 2023. As a result, the theoretical background is Seymour Papert's constructionism and Vygotsky's socio-cultural constructivism, and the educational methodological basis is creative problem-solving learning, problem-based learning, interdisciplinary convergence class, action learning, associating reading and writing education, possibility with integrated curriculum. We hope that this study will solidify the theoretical value of the Nobel Engineering convergence teaching model and serve as an alternative for teachers preparing for future education.

Analysis of Creative Science Problem Solving Process of Elementary School Students (초등학생의 창의적 과학문제해결과정 분석)

  • Lee, Seul-Gi;Shin, Won-Sub;Lim, Chae-Sung
    • Journal of Korean Elementary Science Education
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    • v.38 no.3
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    • pp.395-405
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    • 2019
  • The purpose of this study is to analyze the process of creative science problem solving (CSPS) in elementary school students. To do this, 6 graders (n=9) at a elementary school in Seoul were participated. In this study, fixed eye-tracker with 250 Hz sampling and observation camera were used. The results of this study, the students with higher ability to solve creative science problems had a slower saccade, and had more visual attention on core clues and a greater number of eye changes. Therefore, students with higher ability to solve creative science problems showed more effective eye movement and faster information processing to solve problems. The CSPS types of elementary students were classified as 'declarative knowledge type', 'procedural knowledge type', 'conditional knowledge type', 'knowledge lack type'. Because each type appears to be complementary, CSPS process for elementary students who have integrated the four types was devised. The results of this study can be used as basic data for understanding elementary school students' CSPS and will help to develop and guide creative science teaching and learning programs useful to elementary school students and science gifted students.

Improving Creative Design Skills -The Effects of Past Experience on Apparel Design Education-

  • Lee, Yoon Kyung;DeLong, Marilyn
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.2
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    • pp.397-408
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    • 2016
  • This study explores factors that influence the development of creative ideas among apparel design students. This research is to understand how past experience (especially in art and design), influences the development of creative ideas in apparel design. The interaction between two related elements of student experience and work process is explored. A design process model based on Wallas's (1926) creative problem-solving process and Koberg and Bagnall's (1974) design process was used in the context of a beginning-level apparel design course comprised of Korean and Chinese students at a university in Seoul, South Korea. The results show that students with past experience in art and/or design performed differently than inexperienced students when faced with the same stimulation. Significant differences were also observed between experienced and inexperienced students in the development of creative ideas.

Effects of Pair Programming on Creative Problem-Solving Ability and Efficiency (짝 프로그래밍 학습방법이 창의적 문제해결력과 효율성에 미치는 영향)

  • Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.1
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    • pp.21-28
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    • 2016
  • As the Programming education is organized in Elementary Education Curriculum by the 2015 Revised Curriculum, The study of teaching and learning methods are needed. In this study, we applied the Pair Programming in programming teaching and learning methods that can be applied at Elementary school level. The result of applying creative problem solving ability of the proposed teaching strategy appeared significant difference. Also it showed that a significant difference in the effectiveness of the completed programs and The Gap between Men and Women.

A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

Effect of Elementary STEAM Program Emphasizing Engineering Design Process (공학적 설계 과정을 강조한 초등용 STEAM 프로그램의 효과)

  • Lim, Heejun;Heo, Jinseok;You, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.605-617
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    • 2023
  • In this study, a STEAM program emphasizing the engineering design process was developed and applied to investigate its effects on the creative engineering problem-solving proficiency and self-directed learning ability of elementary school students. In addition, the study compared and analyzed differences according to gender. The program was conducted across five sessions targeting 141 students in the fourth grade in an elementary school in the Gyeongin area. The study measured the creative engineering problem-solving disposition and self-directed learning ability of the students before and after the STEAM program. It also administered satisfaction and perception tests. The result confirmed that the STEAM program that emphasizes the engineering design process is effective in improving the creative engineering problem-solving propensity and self-directed learning ability of elementary school students, particularly female ones. Analyzing differences in changes based on gender, the study pinpointed significant improvements among female students in all factors except for the subfactor communication and collaboration within tendencies toward creative engineering problem-solving. For male students, the study observed significant effects in the factors engineering design and communication and collaboration. Lastly, the study discussed the educational implications of the findings.

The Development of STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.