• Title/Summary/Keyword: Creative learning

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A Study on the Effect of Reading Instruction on the Creative Ability and the Self-Directed Learning Ability (창의력과 자기주도적 학습능력에 미치는 독서교육의 영향에 관한 연구)

  • Cho Mi-Ah
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.3
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    • pp.53-71
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    • 2006
  • The purpose of this study is to investigate how the different types of reading instruction programs and reading methods influenced the creative ability and the self-directed learning ability, They were divided into two groups. Class A was taught to use 'The Author-Reader-Inquirer Cycle'. which concentrated on the writing-centered reading program model. Class B was taught to use 'The Literature Circles'. which concentrated on the speaking and listening-centered reading program model. After reading instruction. the creative ability and the self-directed learning ability increased. The writing-centered reading instruction was more effective than the speaking and listening-centered reading instruction. The reading instruction during the long-period was more effective than that during the short-period. The 'intensive reading' among the reading methods had a significant influence on the creative ability and the self-directed learning ability.

The Effect of Programming Learning Using CPS on Creative Problem Solving Ability (CPS를 활용한 프로그래밍 학습이 창의적 문제해결력에 미치는 효과)

  • Choe, Jong-Won;Yang, Gwon-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.497-504
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    • 2010
  • In this study, experiment was carried out on the 37 experiment group in order to investigate the effect of programming learning based on the CPS on the creative problem solving of elementary school students. Programming learning program based on the CPS, Dolittle, and creative problem solving checklist were used as research tools. Study procedures were followed by pre-test, experimental process, and post-test in order and the data processing was performed by paired sample t-test. The results show that programming learning based on the CPS has a positive effect on the creative problem solving(from 3.07 to 3.39), divergent thinking(from 2.94 to 3.14), critical and logical thinking(from 3.13 to 3.81), and motivational factors(from 3.12 to 3.39).

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PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

An Effects of Blended Novel Engineering on Improving Creative Problem-Solving Ability (블렌디드 노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 영향)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Yoo, Jun-Hee
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.27-32
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    • 2021
  • Novel Engineering(NE) is integrated learning model to figure out problems in a book and solve them with creative engineering process. NE has been performed on offline until now. We have to research blended learning projects for COVID-19 outbreak. In this paper, we are going to explore that blended NE is effective to creative problem solving ability. The results showed that blended NE is highly effective to all of four sub-elements; self conviction & independence, diffusion thinking, critical thinking and motivational element. This means that blended novel engineering class is effective to competence-centered class proposed in 2015 revised curriculum. We hope that the research is spread and settled into our school.

The Influence of NCS (National Competency Standard) Food and Beverage Practice Class using the SCAMPER Method on Learning Motivation: Subject to Specialized High Schools

  • Jeong, Sangmin;Moon, Jinuk;Ha, Heon Su;Jung, Jihye
    • Culinary science and hospitality research
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    • v.22 no.1
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    • pp.19-31
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    • 2016
  • In this study, the SCAMPER method which is a creative thinking method is applied in the food and beverage class of a specialized high school NCS study module to enhance creative thinking and investigate the influence on learning motivation of students. For verification, 10 sessions of 50 minutes classes were performed on 1, 2 grade students in H high school located in Gyeonggi-do Yangju City from August to November 2015 subject to 54 subjects in the experiment group and 54 subject in the control group. To look into the influence of the NCS food and beverage practice class using the SCAMPER method on learning motivation, pre post survey investigation was conducted on the students for measurements through surveys to deduct conclusions. As a result, it was verified that the NCS food and beverage practice class using the SCAMPER method had positive influence on the learning motivation of specialized high school students and positive change was also found in the awareness of SCAMPER method using classes and creative activities in the students. In this study, the influence of the NCS food and beverage practice class using the SCAMPER method on learning motivation subject to specialized high school students is investigated to have meaning as data to expand the research range of NCS food and beverage practice education.

Research on applicability of Teaching-Learning Methods for Creative Problem Solving to a course in University (창의적 문제해결 교수학습법의 대학수업에의 적용가능성에 관한 연구)

  • Park, Choul-Soo;Park, Su-Hong;Jeong, Sun-Young
    • Journal of Engineering Education Research
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    • v.13 no.1
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    • pp.23-37
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    • 2010
  • The purpose of this study is to explore applicability of teaching-learning methods for creative problem solving which was designed to improve students' creative thinking and problem solving competencies. Methodology is literature review and focus group interview. The students who attended the elective course 'creative women and science' was participated during 15 weeks. Through this teaching-learning methods, students were fully aware of learning methods for creative problem solving, sought for problems, clarified problems, found solutions through discussions, and continuously examined ideas by receiving feedbacks. They could deduce creative new solutions to solve encountered problems regarding team dynamics and apply it in real situation. As the results of applying teaching-learning methods for creative problem solving to a course in University, it had the advantages of enhancing students' competencies in analyzing problems and applying derived solutions in actual field.

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A Study on the Effect of Problem Posing Learning on the Academic Achievement in Highschool Mathematics (고등학교 수학과에서 문제설정학습이 학업성취도에 미치는 효과에 관한 연구)

  • 윤남진
    • Journal of the Korean School Mathematics Society
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    • v.2 no.1
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    • pp.133-144
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    • 1999
  • This study aims at identifying the effect of problem posing on the academic achievement in high school mathematics. As subjects of the study, two classes of first grade in high school were selected. One of them was treated with problem posing learning, the other was treated with learning-in-a-body. Each has 40 students and was also divided into two groups(high- level and low-level) according to their learning-level. Two instruments were used for this study. One was the teaching-learning method developed by the researcher. The other was TTCT(Torrance Test of Creative Thinking). The 't-test' was used for this study and the significant level of test was within 5 percent. The results of this study are as follows: 1. The group with problem posing learning showed significantly higher academic achievement(learning-ability) than the one with learning-in-a-body. 2. There was no significant difference in the academic achievement(creativity) between the two groups. But there was significant difference in the creative factors. 3. There was no significant differences in the academic achievement between high-level-groups in each group. 4. There was significant difference in the academic achievement (learning-ability) between low-level groups in each group. And there was significant difference in the creative factors. On the basis of the results above, the following conclusions could be made. The problem posing learning method was more effective in the academic achievement in highschool mathematics than learning-in-a-body. Especially low-level group was more effective than high-level group. These facts implies that it is more effective for a teacher to adopt the problem posing learning considering the students' learning-levels.

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The Development of Competency-Based Extracurricular and its Operating System for developing creative-convergent talent (창의융합인재양성을 위한 역량중심 비교과과정 개발 및 운영체계에 관한 연구)

  • Kim, Young-mi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1987-1993
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    • 2016
  • The core value of the college of Interdisciplinary & Creative Studies is rely on the supporting system which can develop the learners' practical 'performing' competency. For aiming this, educational process of university constitutes the competencies which can be expected at the local field and develop the competency-oriented extracurricular & its operating system. Defining the creative convergent talent, as 'collaborative creative convergent one, bricoleur' and categorizes core competency named as TX competency. T competency contains humanities and the professionals of each major field needed. X competency consists of creative problem solving, convergent thinking ability, self-oriented learning ability and cooperative leadership. Developing extracurriculum & its operating system learners can be exposured the systemic learning and managing process. They can develop their potential abilities and can accumulate a proper mileage at their learning achievement. This research can be expected as a model of competency-based extracurriculum and its operating system which can develop learners' multiple competency overcoming the limit scope of curriculum.

Strategic Model Design based on Core Competencies for Innovation in Engineering Education

  • Seung-Woo LEE;Sangwon LEE
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.141-148
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    • 2023
  • As the direction of education in the fourth industry in the 21st century, convergence talent education that emphasizes the connection and convergence between core competency-based education and academia is emerging to foster creative talent. The purpose of this paper is to present the criteria for evaluating the competency of learning outcomes in order to develop a strategic model for innovation in engineering teaching-learning. In this paper, as a study to establish the direction of implementation of convergence talent education, a creative innovation teaching method support system was established to improve the quality of convergence talent education. Firstly, a plan to develop a teaching-learning model based on computing thinking. Secondly, it presented the development of a teaching-learning model based on linkage and convergence learning. Thirdly, we would like to present educational appropriateness and ease based on convergence learning in connection with curriculum improvement strategies based on computing thinking skills. Finally, we would like to present a strategic model development plan for innovation in engineering teaching-learning that applies the convergence talent education program.

Developing Teaching and Learning Materials for the Gifted Students Based upon a Creative Output Related to Catalan Number (`카탈란수의 탐구`에 관련된 창의적 산출물 중심의 수학영재 교수-학습 자료의 개발)

  • Lee, Sang-Keun;Chung, Ki-Young
    • Communications of Mathematical Education
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    • v.21 no.1 s.29
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    • pp.65-79
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    • 2007
  • In this paper we study various aspects of Catalan number with its focus on creative output. As a result we we develop teaching and learning materials for the gifted students which can lead to creative output at the middle school level.

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