• Title/Summary/Keyword: Creative learning

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Enhancing the Creative Problem Solving Skill by Using the CPS Learning Model for Seventh Grade Students with Different Prior Knowledge Levels

  • Cojorn, Kanyarat;Koocharoenpisal, Numphon;Haemaprasith, Sunee;Siripankaew, Pramuan
    • Journal of The Korean Association For Science Education
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    • v.32 no.8
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    • pp.1333-1344
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    • 2012
  • This study aimed to enhance creative problem solving skill by using the Creative Problem Solving (CPS) learning model which was developed based on creative problem solving approach and five essential features of inquiry. The key strategy of the CPS learning model is using real life problem situations to provide students opportunities to practice creative problem solving skill through 5 learning steps: engaging, problem exploring, solutions creating, plan executing, and concepts examining. The science content used for examining the CPS learning model was "matter and properties of matter" that consists of 3 learning units: Matter, Solution, and Acid-Base Solution. The process to assess the effectiveness of the learning model used the experimental design of the Pretest-Posttest Control-Group Design. Seventh grade-students in the experimental group learned by the CPS learning model. At the same time, students at the same grade level in the control group learned by conventional learning model. The learning models and students' prior knowledge levels were served as the independent variables. The creative problem solving skill was classified in to 4 aspects in: fluency, flexibility, originality, and reasoning. The results indicated that in all aspects, the students' mean scores of creative problem solving between students in experimental group and control group were significantly different at the .05 level. Also, the progression of students' creative problem solving skills was found highly progressed at the later instructional periods. When comparing the creative problem solving scores between groups of students with different levels of prior knowledge, the differences of their creative problem solving scores were founded at .05 level. The findings of this study confirmed that the CPS learning model is effective in enhancing the students' creative problem solving skill.

Suggestion of Teaching-Learning Methods to Cultivate Creative Design Capacities

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.42-46
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    • 2014
  • This study suggests a teaching-learning method to improve creative design abilities of students majoring in design. By suggesting a creative design-inducing (CDI) teaching-learning method process and a creative design-inducing (CDI) teaching-learning method, this study aims to expand creative thinking among students with the aim of producing produce creative output as well as improving the effectiveness of design teaching. It also presents a case of the teaching-learning method in a design-related department, the process of teaching where the new method is applied is also examined. The teaching method this study suggests has the following merits: First, it allows the teacher to use various tools depending on the creative thinking abilities of individuals. By providing students with custom-made teaching, the method motivates and focuses students during the lesson. Second, it is easier for students to generate creative ideas than with other teaching methods.

Young Children's Creative Traits, Personality, and Demographic Variables to Their Learning Readiness (유아의 학습준비도에 대한 창의적 특성과 성격 및 사회인구학적 변인)

  • Cho, Song-Yon
    • Journal of the Korean Home Economics Association
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    • v.48 no.1
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    • pp.127-136
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    • 2010
  • The purpose of this study was to investigate the relationships between the young children's creative trait and personality affecting their learning readiness. The participants were 131 young children in kindergartens or nursery schools and their mothers from Seoul, Gyeonggi and Chungnam province. The instruments were the Korea Learning Readiness Test, Young Children's Creative Traits Test, and Young Children's Personality Test. The data were analyzed by one-way ANOVA, t-test, Pearson's partial correlation, stepwise multiple regression, and Scheff$\'{e}$ test by SPSS PC(version17.0) program. The results were as follows. Firstly, there were no significant differences in young children's learning readiness, creative trait and personality by children's age, location, school type, father's age, mother's educational level and mother's job type, while there were significant differences in the creative trait and the subfactor scores of personality by children's sex, father's educational level and parents' job type. Secondly, there was a positive partial correlation(r = .20~.24) between young children's learning readiness and creative trait, while there were no correlations between their learning readiness and personality and between their personality and creative trait. Thirdly, cognitive factor of creative trait and father's educational level did not effectively explain the children's learning readiness.

Development of Creative Economy Innovation and Digital Entrepreneurial Ability for Distribution Strategy by using Design Thinking

  • Siwaporn NAKUDOM;Sor sirichai NAKUDOM;Panita WANNAPIROON
    • Journal of Distribution Science
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    • v.21 no.4
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    • pp.11-20
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    • 2023
  • Purpose: 1) develop a learning model involving design thinking to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) evaluate the impact of design thinking on creative economy innovation 3) evaluate the impact of design thinking on digital entrepreneurial ability. Research design, data and methodology: 1) develop a learning model involving design thinking in order to develop creative economy innovation and the characteristics of digital entrepreneurs. 2) Evaluating creative economy innovation involving design thinking. 3) Assessing the characteristics of digital entrepreneurs based on design concepts. Results: 1) the development of a learning model involving design thinking to develop creative economy innovation and digital entrepreneurial competency 2) The students who studied using the learning model involving a design thinking process had the highest overall scores in terms of creative economy innovation 3) The scores for the assessment of digital entrepreneurial activity for the students who studied by using the design thinking learning model were at a high level. Conclusions: The development of the design thinking learning model can encourage students to be able to develop creative economy innovations and to empower digital entrepreneurs' ability for distribution strategy. Educational institutions that would like to succeed in developing creative economy innovative and digital entrepreneurship characteristics with the support of design thinking.

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

The Relationship Between Cooperative Learning Competency and Personality in University Students: The Mediating Effects of Creativity (대학생의 협동학습역량이 인성에 미치는 영향: 창의성의 매개효과)

  • Kim, Sei-Kyung
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.746-754
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    • 2021
  • This study intended to identify the relationship between cooperative learning competency and personality, and to evaluate how creativity mediate this relationship. Participants were 123 university students in Busan, the collected data was analyzed using Model 6 of SPSS PROCESS Macro. The results indicated as follows. First, cooperative learning competency, creative ability, creative disposition, and personality all showed a significant positive correlation. Second, it was found that cooperative learning competency had a significant effect on personality. Third, the mediating effect of creative ability wasn't found to be significant in the relationship between cooperative learning competency and personality. Fourth, the mediating effect of creative disposition was found to be significant in the relationship between cooperative learning competency and personality. Fifth, in the relationship between cooperative learning competency and personality, the sequential mediating effect of creative ability and creative disposition was confirmed.

Effect of Game based Learning Utilized Sandbox Game on Creative Problem-solving Ability and Learning Flow (샌드박스형 게임을 활용한 게임기반학습이 창의적 문제해결력과 학습몰입도에 미치는 영향)

  • Jeon, Inseong;Kim, Jeongrang
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.313-322
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    • 2016
  • The effect on creative problem solving ability and learning flow is analyzed by applying game-based learning using sandbox game, Minecraft Edu for elementary school students. It appeared to be effective when applied to sand box utilizing game-based learning than traditional lecture teaching method on creative problem solving ability and learning flow. It is found to be a significant difference observed in all sub-elements on Creative problem solving ability and it is found to be a significant difference in all sub-elements on learning flow except sense of control and transformation of time.

An Adaptive Learning System based on Learner's Behavior Preferences (학습자 행위 선호도에 기반한 적응적 학습 시스템)

  • Kim, Yong-Se;Cha, Hyun-Jin;Park, Seon-Hee;Cho, Yun-Jung;Yoon, Tae-Bok;Jung, Young-Mo;Lee, Jee-Hyong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.519-525
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    • 2006
  • Advances in information and telecommunication technology increasingly reveal the potential of computer supported education. However, most computer supported learning systems until recently did not pay much attention to different characteristics of individual learners. Intelligent learning environments adaptive to learner's preferences and tasks are desired. Each learner has different preferences and needs, so it is very crucial to provide the different styles of learners with different learning environments that are more preferred and more efficient to them. This paper reports a study of the intelligent learning environment where the learner's preferences are diagnosed using learner models, and then user interfaces are customized in an adaptive manner to accommodate the preferences. In this research, the learning user interfaces were designed based on a learning-style model by Felder & Silverman, so that different learner preferences are revealed through user interactions with the system. Then, a learning style modeling is done from learner behavior patterns using Decision Tree and Neural Network approaches. In this way, an intelligent learning system adaptive to learning styles can be built. Further research efforts are being made to accommodate various other kinds of learner characteristics such as emotion and motivation as well as learning mastery in providing adaptive learning support.

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A Study on the Development of Environment Design STEAM Program in Coping with Climate Change for Elementary School Students (초등학생을 위한 기후변화대응 환경디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Ban, Ja-Yuen
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.15-22
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    • 2016
  • Recent changes in the Korean education policies are promoting the advances in science and technology and cultivating people of convergence talent. STEAM (science, technology, engineering, art and math) educational program is Korean styled convergence program for creative competent human resources. Therefore, Therefore the aim of this study is developing convergence hand-on educational program coping with climate change for elementary school students. For development of the program, we investigated the curriculum of the elementary school about the climate change, and allocated in the creative learning standard frame. Also, we selected themes related the climate change in the curriculum and learning activity. For more effective program to build the convergence competency, we analyzed the program based on creative problem based learning process and 4 core competency(creativity, communication, convergence, caring) elements. In conclusion, the STEAM program needs to develop by school curriculum and leaner's ability. For elementary school students, the STEAM program consists with creative problem based learning process. And the convergence educational program would analyze by the creative PBL process and convergence competency elements. So, this developing program has brought the promotion of the creative convergence competent talented person for the future global environment.

Development of Creativity Integrated Problem-Based Learning Model for Nursing Education (간호학 문제중심학습에 기초한 창의성통합교육모형(C-PBL) 개발 및 효과)

  • Kang, So-Young
    • The Journal of Korean Academic Society of Nursing Education
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    • v.17 no.3
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    • pp.433-443
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    • 2011
  • Purpose: This study aimed at (a) developing an instructional model of creative thinking education on the problem-based learning method (C-PBL) in undergraduate nursing curriculum at one University, and (b) examining its effect on nursing students' level of creativity and outcomes from problem-based learning. Methods: The C-PBL model was implemented on 43 juniors of the experimental group with a 30 hour-nursing class during one semester. The control group, with 54 seniors, received 4 hours of problem based learning training in an adult nursing class. Pre-and post-tests were done with the Torrance Tests of Creative Thinking for creative thinking ability, the Integrated Creativity Instrument for creative motivation and attitudes, the Problem Solving Competency questionnaire, and the Self-Directed Learning Instrument. Results: The C-PBL model was developed using a caring situation scenario to solve nursing problems with 3 training steps of 'encountering a patient in a caring situation', 'exploring nursing knowledge', and 'designing creative caring beyond given knowledge'. Between the experimental group and the control group, there were significant differences in creativity (p<.010), problem-solving ability (p<.010), and self-directed ability (p<.010). Conclusion: This C-PBL method could contribute in increasing creative competency as well as problem-solving ability for nursing students.