• Title/Summary/Keyword: Creative activity

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The Effects of the Space Perception Ability and Creative Personality 'Source of Season Change' Using Small Inquiry Method (소집단 탐구기법을 활용한 '계절의 변화 원인' 학습이 공간지각 개념 및 창의적 인성에 미치는 효과)

  • Lee, Yong-Seob
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.3
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    • pp.307-315
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    • 2012
  • The purpose of this study was to examine the effects of small inquiry method on space perception ability and creative personality. Testees of this research are 36 elementary pre-service teachers taking an astronomical observation class. Doing inquiry activity after 36 elementary pre-service teachers are classified into 6 Jigsaw small inquiry. Learning activity was split into two groups, expert group and a population. To find out research outcome, pre-test was executed space perception ability test, creative personality test. Analysis of test result was accomplished with statistical package SPSS 18.0 paired t testing hypothesis. The results of this study are as follows. First, 'source of season change' class using Jigsaw small inquiry method has effect on space perception ability improvement. This was interpreted that space perception ability improvement was effective because characteristic of Jigsaw small inquiry is made up of lots of semin Second, 'source of season change' class using Jigsaw small inquiry method has no effect on creative personality. This was interpreted that experiment and discussion activity getting accomplished in a short time has no effect on qualitative characterizing Creative Personality improvement.

An Analysis on High School Teacher's Stages of Concern on 'Creative-Experience Activity' in 2009 Revised National Curriculum (2009 개정 창의적 체험활동에 관한 고등학교 교사들의 관심도 분석)

  • Park, Han-Sook
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.4
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    • pp.958-972
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    • 2013
  • The purpose of this study is to analyze on high school teachers' stage of concern(SoC) on 'Creative-Experience Activity' in 2009 revised national curriculum and investigate the improvements of their levels. The subjects for this study were 234 high school teachers through out all part of the Korea country. The instrument for this study was developed according to the Hall & Hord(2006)'s stage of concerns questionnaire of Stage of Concern. The Data were analyzed by Profiling of teachers' concern and one-way ANOVA. The major findings of this study were as follows: First, 85.25% of the high school teachers were in stage of Awareness. 6.34% of teachers were in stage of Information. Most of high school teachers' concern about 'Creative-Experience Activity' was generally 'non-user' stage that unconcerned. Second, there were not significant differences in teachers' stage of concern according to their sex and teaching career except for region. In region, the teacher in metropolis tent to interest getting new information than small and midium size city. We need to make an effort to transfer from 'non-user' stage to 'early-user' stage of and 'impact' stage. To do so, we may sublate too much curriculum revise and start teacher training for 2009 revised 'creativity-experience activity' curriculum. The result of the study provide that there are not curriculum implementation success without teachers' concern about revised curriculum.

Analysis of Dance Activities Creativity Education Contents Contained in Physical Education Textbooks for 3rd and 4th Grades of Elementary School (초등학교 3, 4학년 체육교과서에 담긴 무용 활동 창의성 교육 내용분석)

  • Chang, Byung-Kweon
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.2
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    • pp.246-260
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    • 2022
  • This study was conducted to analyze the creativity education contents of dance activities in physical education textbooks for the 3rd and 4th grades of elementary school. For this purpose, 16 types of textbooks and auxiliary data for physical education in the 3rd and 4th grades of elementary school were collected and analyzed using the creative education content analysis frame of the physical education textbook based on the 4P model. In order to secure the integrity of the research, expert consultation was operated. The results of this study are as follows. First, from the viewpoint of creative person, 'inquiry' was the most common in creative mind, and the rest of the elements appeared relatively evenly. As for the subject of activity, 'individual' and 'colleague (team)' showed similar frequencies. Second, from the viewpoint of the creative process, all activity areas appeared as 'learning', and most of the elements of the activity purpose appeared evenly, and the creative process was explored. Third, from the viewpoint of creative output, physical activity performance was the most common activity method, and two or three activity methods were used together. In the creativity factor, all factors appeared evenly, and sensitivity and sophistication were the most common with 4 factors. Fourth, from the viewpoint of the creative environment, most of the activity spaces were no restrictions, and the activity media consisted of many educational contents using the body. Through this study, it was requested that creativity education in dance activities should be expanded quantitatively and intensified in quality, and the necessity of spreading creativity education contents of dance activities to other areas was explored.

How do learners discover the topic in team project-based learning?: Analysis of Learners' Creative Activity in the process of selecting the topic

  • Kim, Hyekyung;Kim, Insu
    • Educational Technology International
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    • v.14 no.2
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    • pp.167-187
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    • 2013
  • Team project learning is a type of Project-Based Learning, which is an effective learning method for developing collaborative competency and interpersonal communication skills, as well as for developing cognitive competency such as critical thinking, creative thinking, and analytical skills. This research, conducted to analyze learning activities, focuses on students' creative thinking and activities in TPBL(Team Project-Based Learning). A qualitative approach including a reflective journal based on the 6 stages of TPBL, was adopted for this purpose. In this study, 69 reflective journals on the three stages (developing a theme, researching, theme-making) of 23 undergraduate students were categorized on the basis of three criteria: divergent thinking factors, convergent thinking factors and affective factors. The results show that the participants' journals demonstrated twenty-eight activities from nine cognitive factors and nine activities from three affective factors were derived from reflect journal. This finding indicates that more appropriate instructional strategies are needed for students to enhance their creative thinking skills and activities

Deterioration of Mental Health in Children and Adolescents During the COVID-19 Pandemic

  • Eunkyung Jo;Kyoil Seo;Boram Nam;Deokyong Shin;Seohyun Kim;Youngil Jeong;Aeju Kim;Yeni Kim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.1
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    • pp.21-29
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    • 2023
  • This paper reviews the global effect of the coronavirus disease 2019 (COVID-19) pandemic on the mental health of children and adolescents in South Korea, the U.S., Japan, and China. We reviewed research on deteriorated mental health, including increased suicide, suicidal thoughts, and self-harm. Various studies have shown that students' mental health issues, such as depression and anxiety, have worsened during the COVID-19 pandemic. Furthermore, the number of students who committed suicide has significantly increased in the U.S. and Japan. Factors such as prior mental health status, change in daily routine, reduced physical activity, excessive screen time, overuse of electronic devices, and reduced social support have been reported to have a significant effect. The chain of deteriorating mental health among the youth began at the onset of COVID-19, social distancing, and school closure. As youths began to stay at home instead of going to school, they lost opportunities to connect with their friends or teachers, who could provide support outside of their homes. Young people spent less time on physical activity and more time online, which damaged their sleeping schedule and daily routine. In preparing for the post-pandemic phase, we should thoroughly analyze the long-term effects of the pandemic on youth mental health, while simultaneously tackling current imminent issues.

Contemplation of Creative Practice Book though Art Activity in Creative Education (창의교육에 있어 예술 활동을 통한 창의실습도서에 대한 고찰)

  • Ahn, Jong-Hyeck
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.106-115
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    • 2012
  • The 21st century is the era of the center of the Originality(of thought). It also emphasizes creativity and creative education policy based on the new changes are dreaming. Creative education through art grasp the essence of things, seek express oneself, and brings cognitive ability. An educatee promote the development of creativity and insight on things other than the existing. New thinking will gain the ability to make rational faculty of the mind and principle. Creative education implement in homes, schools, communities, public agencies, private organizations, and running through the creative environment, but the number of trainees are exposed to extremely rare. The creative practice book in charge of creative education of the dissemination insufficient of research and development in reality. The creative practice book requires a new approach. It can be seen easily accessible environment where everyone should be able to provide for nationwide. In this respect, the creative practice book through art to begin consideration, is studied a whole spectrum, and be published in variety of practice books.

Analysis of MBTI Heterogeneity Team Interaction in Creative Robotics Making and Programming Activity (창작 로봇 제작 및 프로그래밍 활동에서 MBTI 이질 성향 팀 상호작용 분석)

  • Kim, Taehoon;Kim, Min-Woong;Jo, Han-Jin
    • Journal of Engineering Education Research
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    • v.18 no.4
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    • pp.26-33
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    • 2015
  • The purpose of this study is to microscopically analyze the problem solving activities in creative robotics making and programming activity in order to investigate the characteristics of team interaction in accordance with MBTI disposition of team members in the creative robotics making activity in which the engineering education has a lot interest in the recent years. For the prosecution of this study, teams composed of 2 students targeting 30 students who were at the related department of engineering education in the college of eduction, A university located in Daejeon were organized. In addition, individual propensities of team members, in other words, team dynamic structure and team interaction were analyzed through microscopical analysis of the problem solving activities in creative robotics making and programming activity. The results of this study showed that there was a static correlation between the organization of MBTI Heterogeneity team and the interaction of team members, and also there was a positive interaction of team members in organizing MBTI Homogeneity team in area of Thought (T) - Feeling (F). In addition, mutual complement to solve the problems was carried out and the problem-solving capability was shown in the course of the communication along with the organization of MBTI team of extreme heterogeneity.

A Study on Teachers' Recognition of Importance and Reflection on Creative Hands-on Activities at Technical High School: Focused on Club Activities (공업계 고등학교 교사가 인식하는 창의적 체험활동 영역의 중요도 및 반영도 분석: 동아리활동을 중심으로)

  • Ko, Kun-Soo;Seo, Won-Seok;Lee, Chang-Hoon;Kim, Jong-Seoung
    • 대한공업교육학회지
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    • v.39 no.1
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    • pp.227-246
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    • 2014
  • The purpose of this study is to suggest the desirable direction toward the creative hand-on activities suitable for the characters of the technical high school students by examining the teachers' recognition of sub-factors of creative activities in technical high school and analysing whether the factors are properly utilized. Respondents of this study were 393 teachers at the Technical high school in South Korea. The questionnaire survey on the recognition of creative hand-on activities consisted of questions, which are importance and reflection, from 32 sections in 5 fields. The summary of the results through this study is as following. First, In the results of importance analysis of teachers in technical high school, in club activity field, 'the invention' of 'academic activity', 'film-art' in 'culture-art activity', 'challenge activity' in 'sports activity', 'school specialized major' in 'work practice activity', 'scout federation', 'Red Cross youth activity' in 'youth group activity' were seemed to be higher. Second, In the results of reflection analysis, it was found that the 'academy, culture-art', 'sports activity' fields were similarly reflected in importance thought by teachers in technical high school. However, for 'the work practice activity' and 'youth group activity', except 'the school specialized major', all fields are not properly reflected, independent of importance. For 'the work practice activity', analyses of importance and reflection seemed to be alike but for 'the youth group activity', there was a significant difference between them.

Architectural Planning for Creative Education Utilizing Unused Space in Campus - Focused on the Case Study of GNU IDEA Factory - (캠퍼스 유휴공간을 활용한 창의교육 공간 계획 - GNU IDEA Factory 사례를 중심으로 -)

  • Kang, Seok-Jin;Ha, Dong-Lyul
    • Journal of the Korean Institute of Educational Facilities
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    • v.25 no.6
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    • pp.29-34
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    • 2018
  • The purpose of this study is to plan a environment for creative education in university campus. According to the literature review, the necessity of improvement of educational program and physical environment is increasing because of rapidly social and industrial structure change. In this aspect, G university decided to make space for creative education utilizing unused space in campus. The space design concept was established as a cell based on the fact that the educational space was a place where students grow up and was named GNU IDEA Factory. The planning site was decided on the existing piloti to solve problems of lack budget and space. This space consisted of rooms for creative education, autonomous students' activity, and exhibition and was designed by organistic structure. In conclusion it was thought that GNU IDEA Factory would be a case of environment for creative education and activity if it was supported proper program and usable equipments.