• Title/Summary/Keyword: Creative learning

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Development of teaching and learning materials by using GeoGebra and it's application effects for high school mathematically gifted students (GeoGebra를 활용한 교수.학습이 과학고등학교 수학영재들의 인지적 측면에 미치는 영향)

  • Kim, Mu Jin;Lee, Jong Hak;Kim, Wonkyung
    • Journal of the Korean School Mathematics Society
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    • v.17 no.3
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    • pp.359-384
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    • 2014
  • The purpose of this study is inquire the reaction and adaptability of the mathematically gifted student, in the case of introduce learning materials based on GeoGebra in real class. The study program using GeoGebra consist of 'construction of fundamental figures', 'making animation with using slider tools' (graph of a function, trace of a figure, definite integral, fixed point, and draw a parametric curve), make up the group report after class. In detail, 1st to 15th classes are mainly problem-solving, and topic-exploring classes. To analyze the application effects of developed learning materials, divide students in four groups and lead them to make out their own creative products. In detail, guide students to make out their own report about mathematical themes that based on given learning materials. Concretely, build up the program to make up group report about their own topics in six weeks, after learning on various topics. Expert panel concluded that developed learning materials are successfully stimulate student's creativity in various way, after analyze of the student's activities. Moreover, those learning programs also contributed to the develop of the mathematical ability to thinking that necessary to writing a report. As well, four creative products are assessed as connote mathematically gifted student's creative thinking and meaningful elements in mathematical aspects.

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A Study on the Developing Core competencies of Chinese Higher Education in terms of Education for Sustainable Development (지속가능발전교육의 관점에서 본 중국 고등 교육의 핵심 역량 개발에 관한 연구)

  • Zang, Juanjuan;Kim, Youngsoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.357-365
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    • 2018
  • In the 21st century, as the emergence of the age of creative economy is expected, interest in the cultivation of creative talents required in society around the world is newly rising. Sustainable development education should not be limited to school education, but should be promoted and supported at all social education sites for the purpose of lifelong education. Therefore, the purpose of this paper is to consider the relationship between the possibility of formal and informal learning and the development of capacity in higher education. Exploratory and qualitative research based on intensive groups was designed using several groups of formal and informal learning settings. In China, the creation of a creative economy is set as a major national policy direction for the new government. What is required for talented people in the creative economy era and how to educate them is becoming a major policy issue. The development of core competencies requires multiple contexts based on cognitive non-cognitive disposition. By combining the formal and informal learning environment within higher education for the purpose of a new learning culture, it can provide a variety of situations and improve competency development. While this study can identify aspects of formal and informal learning settings, the interdependencies between them are still difficult to grasp. However, practical implications can be seen clearly. In other words, based on the results, you can point out key aspects of competency acquisition that can be a key element in the higher education environment. As a result, this study analyzed implications for formal and informal learning environments for new ways of developing core competencies in higher education.

A Study on Necessary Guidelines for Teachers of Distance Learning due to COVID-19 (COVID-19에 따른 원격수업 시 교사들에게 필요한 사항)

  • Won, Jeongmin;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.167-176
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    • 2021
  • In this paper, from the pervious studies investigating the current status of distance learning due to COVID-19, the needs of teachers for effective distance learning were analyzed. As a result, it was found that support related to distance learning contents was necessary. Specifically, it is necessary to establish a platform specialized for content production for distance learning, expand teacher training related to content production and operation, and improve the copyright system related to content production. In addition, since distance classes differ from those of back-to-school classes in system and characteristics, it is necessary to supplement the institutional aspects for distance classes. It is judged that it is necessary to support the evaluation method suitable for distance learning, the authority to operate the curriculum, and the learning management system. In addition, it was analyzed that it is necessary to expand the infrastructure for distance learning, and a structure and platform for self-directed improvement programs and self-directed distance learning are needed to prevent the learning gap problem from repeating due to distance learning.

Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment (진보된 E-learning 환경으로써 Second Life의 탐색 아이디어와 가능성)

  • Baek, Young-Kyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.280-283
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    • 2009
  • Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

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Multiple Intelligences, Creative Home Environment, Social economic status, and Leadership of Children (유아의 다중지능, 창의적 가정환경 및 사회인구학적 변인이 유아의 리더십에 미치는 영향)

  • Kim, Min Young;Moon, Hyuk Jun
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.259-284
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    • 2011
  • This thesis examined the effects of social demographical variables, multiple intelligences, and creative home environment on the child leadership. Study samples are 5 years old children at the kindergartens located in Seoul and metropolitan areas as well as their parents and (homeroom) teachers. 173 copies were analyzed. Results of this study are as follows: First, in terms of difference of multiple intelligences, creative home environment and child leadership depending on social demographical background, The second child showed significantly different interpersonal intelligence among other multiple intelligences from the first child with regard to the birth order. In terms of mother's education level and creative home environment, mothers with education more than universities showed big difference in family pressure. In terms of effects of total income, the children from families with total income over 4 million won showed significant difference in logical, mathematical, naturalist intelligence. and language intelligence. In terms of creative home environment, significant difference was found with regard to learning environment and child respect. Second, multiple intelligences, creative home environment, and child leadership showed correlated strongly. Third, total income in social demographic variables, language intelligence in multiple intelligences, and family pressure in creative home environment were found to have effects on it. Total income in social and demographical variables and family pressure in creative home environment were found to have effects on it. Interpersonal relation intelligence in multiple intelligences and learning environment in creative home environment were found to have effects on it. Total leadership had effects on family pressure only in creative home environment.

A Study on the Effects of ESG Entrepreneurship Education and Participatory Learning Method on Creative Problem-Solving and Social Value Recognition (ESG기업가정신교육과 참여적 학습 방식이 '창의적 문제해결' 및 '사회적 가치 인식'에 미치는 영향에 관한 연구)

  • Lee Sunyoung;Kim Seungchul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.2
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    • pp.201-219
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    • 2023
  • ESG (Environment, Social, Governance) is becoming the core of the interest of today's entrepreneurs concerning about the earth crisis. Numerous studies are going on these days about the importance of ESG, but most of them seem confined to the introductory level. This study concentrates on "ESG education" that will teach the learners how to put various ESG ideas into practice, knowing that the earth crisis would not be overcome without actual practice of those ideas. First, elementary and junior·senior high school, professors in university and educational consultants in the field designed educational programs and related content materials under "ESG entrepreneurship education" integrated with ESG and Entrepreneurship education, which have been implemented previously. Participatory learning methods are converged with the program. The researcher analyzed the learning effects in depth after implementing the programs in the education field. Thus, this study first examined the effects of key variables of ESG educational program i.e., ESG entrepreneurship education, student participatory learning, and team-based learning on creative problem-solving and social value recognition with an essential variant of ESG educational programs and identified the relations to creative problem-solving and social value recognition. Besides, this study investigated the moderating effects of school atmosphere, and teachers' enthusiasm, regarding traits of educational programs and social value recognition. Findings indicate that sub variants of the traits of educational programs i.e., ESG entrepreneurship education, student participatory learning, and team-based learning significantly affect creative problem-solving skills and social value recognition and that creative problem-solving impacts social value recognition. In addition, teachers' enthusiasm has moderating effects between traits of educational programs and social value recognition. This study provides content-program learning methods that can be practically applied in education, emphasizing practice in ESG in elementary and junior·senior high school education. Implications suggest that ESG entrepreneurship education and active participatory learning affect social value recognition and that teachers' enthusiasm plays a significant role in education.

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A Study on way to Promote Learners' Participation in Real-Time Distance Education (실시간 원격교육에서 학습자의 학습 참여 촉진을 위한 방안 모색)

  • Suh, Soonshik
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.149-158
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    • 2020
  • Corona19 has experienced radical changes in teaching methods in primary and secondary schools and higher education institutions, and the Ministry of Education has continued various attempts and support to ensure the quality of teaching and to promote learning participation in distance education. In this study, the support policy of the Ministry of Education for the post-Corona era was reviewed, and the professors' experiences in remote education were investigated and analyzed through intensive interviews. As a way to utilize programs to support participation in learning in real-time distance education, first, consideration of the proper period of concentration of learning by learners, second, coping with unexpected problems during learning activities, and using small meeting rooms and chatting as a collaboration tool were presented.

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 on the Spatial Design of Makerspace in Public Library Based on L-Commons Model (창의학습공간(L-Commons) 모델을 적용한 공공도서관 메이커스페이스 공간조성에 관한 연구)

  • Oh, Young-ok;Kim, Hea-Jin
    • Journal of Korean Library and Information Science Society
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    • v.50 no.3
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    • pp.293-315
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    • 2019
  • Based on the current status of use of L-Commerce installed in the Yongsan Public Library and Mapo Lifelong Learning Center, this study suggested the direction of spatial design for the public library's makerspace with L-Commons model. To this end, we investigated the literature research on library makerspaces and the case studies of makerspaces installed in 25 public libraries in Korea and 18 public libraries in the US. And In-depth interviews and user surveys were conducted. The public library makerspace presented through this study should be an open space where everyone in the community can easily enter, break down barriers between all classes in the region, and lead to smooth communication. Second, it should be a learning, cooperation, and creative space where resources can be shared and cooperation for creative activities and projects can be carried out. Third, it should be a creative workspace where community members can turn ideas into physical things that anyone can't do elsewhere or work on something interesting.

Instructional Design of m-Learning for Effective PBL in Engineering Education (공학교육에서 효율적 PBL을 위한 m-러닝 교수설계)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.619-623
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    • 2018
  • This paper aimed to design a computer course teaching-learning strategy for (m-learning?) to be used in a Problem Based Learning (PBL) environment. The research findings were as follows. Firstly, learning contents were provided as educational tools for mobile device usage. The educational contents provided were designed for effective usage on mobile devices, such as smartphones, thereby making mobile devices suitable for use as learning tools. Secondly, learning contents for PBL were provided. PBL problems (for computer engineering courses) were made with the principles of teaching plans. The learning objectives were achieved through the problem-solving progress of the learners and their self-directed and cooperative learnings. Thirdly, learning resources were provided that were easily accessible through smartphones, laptops and PDAs. This study is about the PBL instructional design of creative engineering design subjects, which aims to foster talent. The PBL model developed in this study consists of Analysis, Design, Development, Implementation, and Evaluation. We made a plan for creative engineering design subjects based on PBL, and focused on the process of PBL. This research was able to establish the basis for PBL usage in Engineering Schools and help achieve its ultimate goal of endowing professional intellectuals with creative problem-solving abilities.