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

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Creative Engineering Design Teaching-Learning Model using TRIZ Contradiction Analysis (TRIZ 모순분석을 활용한 창의공학설계 교수학습 모델)

  • Cho, Do-Eun;Kim, Si-Jung
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.130-136
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    • 2019
  • Recently, the importance of creativity and problem-solving skills are being emphasized in engineering education. In particular, research is actively being conducted on learning models considering practicality or applicability in practice and education among many creative problem-solving methods. The objective of the present study is to develop a teaching and learning model and verify its effects in order to promote creative thinking and problem-solving skills using the TRIZ Contradiction Analysis. This study led the participants to obtain basic knowledge of creative engineering design through the creative engineering design course for freshmen at an engineering college, and come up with ideas and solutions using the TRIZ Contradiction Analysis. A survey was conducted and analyzed to verify the effectiveness of education using the proposed teaching and learning model, and as a result, the effectiveness of education has been proven by an average of 89 positive responses. Follow-up research is needed on improved application models so that the proposed learning model can be applied to various subjects.

Study on Capstone Design Program in Fashion Major

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.6-11
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    • 2020
  • In today's world, the design industry is becoming more complex, with the development of networks such as the internet and revolutionary changes in information and telecommunications. As the demand for designers to cope with various situations occurring in these industrial sites or solve problems in practice promptly is required, a capstone design program was developed in collaboration with the industry. Capstone design classes have positive effects on creative problem solving ability, academic achievement and learning satisfaction by allowing students to think and experience the practical problems of the industrial field. It is also effective in improving communication, creative thinking and critical thinking. The purpose of this study is to search for talent training methods needed in the fashion industry and to develop effective programs through capstone design class studies conducted in the fourth grade of fashion design majors from 2017 to 2019 (6 semesters). Through these studies, the aim is to search for talent training methods needed in the fashion industry and to develop effective programs. If the capstone design learning method is used as a method of solving problems through close communication between the company and the educational field as an industry-academia cooperation system, it is expected to be positioned as a field-type human resource education method that is required in the industrial field.

Development of Design thinking-based AI education program (디자인 씽킹 기반 인공지능 교육 프로그램 개발)

  • Lee, Jaeho;Lee, Seunghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.723-731
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    • 2021
  • In this study, the AI education program for elementary school students was developed and applied by introducing the design thinking process, which is attracting attention as a creative problem solving process. A design thinking-based AI education program was developed in the stages of Understanding AI, Identifying sympathetic problems, Problem definition, Ideate, Prototype, Test and sharing, and the development program was applied to elementary school students in 4th-6th grade. As a result of pre- and post-testing of students' computational thinking skills to confirm the effectiveness of the program, computational thinking skills increased by grade level, and students experienced a process of collaboration for creative problem solving based on insights gained from sympathetic problem finding. In addition, it was possible to get a glimpse of the attitude of using AI technology to solve problems, and it was confirmed that ideas were generated in the prototype stage and developed through communication between team members. Through this, the design thinking-based AI education program as one of the AI education for elementary school students guarantees the continuity of learning and confirms the possibility of providing an experience of the creative problem-solving process.

Design and Operation of Co-Curriculum Integration with the Academic Curriculum -Focused on Design Thinking-Based Modular Maker Education Program- (교과 연계형 비교과 교육과정(Co-Curriculum) 설계 및 운영 -디자인적 사고 기반 모듈형 메이커 교육 프로그램 중심으로-)

  • Kyujin Lee
    • Journal of Fashion Business
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    • v.28 no.5
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    • pp.124-140
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    • 2024
  • This study aims to design and implement a co-curricular program that integrates an advanced academic course with design thinking and maker education. The goal is to analyze the program's effectiveness and enhance learners' academic achievement. By incorporating digital fashion technology and modular maker activities, the program seeks to strengthen learners' creative problem-solving skills, critical thinking, collaboration, and communication abilities. The research methods included a review of prior studies, the establishment of a modular maker education environment, group discussions, learner interactions, instructor guidance, and satisfaction surveys. The program ran from the second semester of 2021 to the second semester of 2023, focusing on integrating co-curricular activities with academic coursework. It involved problem presentation, data investigation, discussions, modular maker practices, contest presentations, online activity sharing, and feedback sessions. The findings indicate that the program successfully fostered an organic learning environment and supported a learner-centered problem-solving process. Instructors provided guidance and coaching, which contributed to enhancing learners' core competencies and academic performance. The effectiveness of the program was assessed through lecture evaluations, satisfaction surveys, and expert consultations conducted over the past three years. In conclusion, the creative and flexible implementation of the design thinking-based modular maker education program effectively meets learners' diverse needs and offers various learning opportunities. It promotes communication and collaboration grounded in core knowledge, establishes an individualized education environment tailored to each student's characteristics, and aims to enhance students' creative problem-solving skills, critical thinking, collaboration skills, and overall competencies.

Project-based Learning Method to Reorganize the NCS Training Program: Focusing on the 4-Year-Course University (NCS 교육과정 개편을 위한 프로젝트기반 학습법: 4년제 대학을 중심으로)

  • JUNG, Dae-Hyun;WEONG, Jong-Ha
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.4
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    • pp.1057-1067
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    • 2016
  • National Competency Standards are the major administrative project to build a competence-based society. The manpower for the global society should be recognized by performance rather than educational records. Therefore, all colleges should first nurture NCS-type manpower based on field needs. This study comparatively analyzed the differences between the lecture style of four-year colleges and the outcomes of problem-solving and project-based learning method to prove why it is necessary to introduce the NCS program. Especially, It will review the constraints and measures of NCS introduction to overcome in a four-year university. Through this, it can be used as a means to help improve the field conformity of a four-year college curriculum by presenting the development and utilization of curriculum-based NCS in a four-year university. As a result, it was found that the overall satisfaction with the problem-solving and project-based learning method was above average. Many students were dissatisfied with the traditional teaching methods and the new project-based learning method was relatively effective in college education. Students' participation also improved. Based on the evaluation of learning performance, the new method was found more satisfactory than the old teaching method in terms of comprehension of professional knowledge in various fields, nurturing of logical thinking skills, acquisition of analytical skills, comprehensive thinking skills, creative problem recognition, and open-minded thinking skills.

Development and Implementation of Elementary Mathematics Curriculum (창의적 문제해결력 중심의 수학 교육과정 개발 및 적용: 초등학교 수준을 중심으로)

  • 김정효;권오남
    • Education of Primary School Mathematics
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    • v.4 no.2
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    • pp.83-103
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    • 2000
  • The purpose of this study is to develop and implement an alternative elementary mathematics curriculum to enhance creative problem solving ability. The curriculum consisting of three main elements was developed. The three elements are content knowledge, process knowledge and creative thinking skills. The curriculum contents and the units were developed by mathematics educators, elementary educators, psychologists, elementary school teachers and curriculum specialists for 3 years. In order to test the effectiveness of the developed curriculum, the 5 units based on a problem-based-learning (PBL) method were implemented in a 5th grade class as an experimental group during the second semester. For the comparison group the ordinary lesson based on the 6th national mathematics curriculum was implemented during the same period. Performance assessment was developed and used for the pre and post test. T-est was use to testify that the effect of the curriculum is statistically signigicant. The results of the test showed that the experimental group progressed significantly in the creative problem solving ability, but the comparison group did not.

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The Effect of Science Creative Problem Solving Ability and Science Process Skills Using Free Inquiry Method (자유탐구 기법을 활용한 수업이 과학 창의적 문제해결력 및 과학적 탐구능력에 미치는 효과)

  • Lee, Yong-Seob;Kim, Soon-Shik;Lee, Sang-Gyun
    • Journal of the Korean Society of Earth Science Education
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    • v.4 no.2
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    • pp.116-125
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    • 2011
  • The purpose of this study is to make a Result analysis on the Free Inquiry Method of Elementary school student. Also, this study investigates how free inquiry activities effect the science creative problem solving ability and science process skills of Elementary school student. For this study 150, third year, elementary School students from Busan City were selected. The Inquiry examined the effectiveness of each of the following free inquiry methods: the Program Based Learning method, the Project method, the Independent Investigation Method, the Small Group Inquiry Method, and the Science Notebooks Method. The students were divided into groups in which they incorporated the respective methods into their practice. Test showed the following results: First, the Science Notebooks Method activities proved to be much more effective than the Program Based Learning method, the Project method, the Independent Investigation Method, the Small Group Inquiry Method, and the Science Notebooks Method in terms of developing on science creative problem solving ability. Second, the Project method activities proved to be much more effective than the Program Based Learning method, the Independent Investigation Method, the Small Group Inquiry Method, the Science Notebooks Method in terms of developing on science process skills.

Development and Application of an Artificial Intelligence Convergence Education Program Linked to School Library Reading Activities for Middle School Students (중학생을 위한 학교도서관의 독서활동 연계 인공지능 융합교육 프로그램의 개발과 적용)

  • Yonju No;Ji Won You
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.439-463
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    • 2024
  • Recently, there has been a growing demand for school libraries to take on the role of curriculum convergence and content development. This study purposed to develop a program that integrates reading activities and artificial intelligence (AI) education in a middle school library as a platform for convergence education. The program aimed to enhance creative problem-solving skills by integrating an understanding of AI concepts and principles through reading activities related to AI topics. The program, comprising 18 sessions (6 modules), was implemented with 36 first-year students at A Middle School, Gyeonggi-do, in 2022. After implementation, a paired-sample t-test revealed significant improvements in AI learning self-efficacy and creative problem-solving skills. Participants also showed positive attitudes toward class engagement and reading activities. Implications for AI convergence education in connection with school libraries were discussed.

A Study on the Exploration of Gamification in University Courses (게이미피케이션을 활용한 대학 수업 탐색)

  • Jinyoung Lee;Heehwa Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.165-174
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    • 2024
  • This study aims to develop a curriculum that effectively applies gamification in educational settings by analyzing the theoretical principles of gamification and various educational techniques. The course titled "Understanding and Application of Gamification" was developed and conducted in a mixed online/offline format, including practical activities where students developed and presented their own gamification strategies. The results showed high participation rates and positive evaluations from students, attributed to increased voluntary engagement and the cultivation of creative problem-solving skills through game-based exercises. This gamification education model can be applied to various educational contexts, and future research should focus on continuous improvement through additional educational cases. Gamification education is expected to foster integrative thinking across various fields and enhance creative problem-solving skills for addressing social issues. Moreover, such classroom activities will promote voluntary and active participation in classes, and motivate both internal and external engagement for personal goals through the gamification of social phenomena.

The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.557-569
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    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.