• Title/Summary/Keyword: Creative problem-solving process

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The development of an Instrument for Measuring the Creative Engineering Problems Solving Propensity for STEAM (융합인재교육(STEAM)을 위한 창의적 공학문제해결 성향 검사 도구 개발)

  • Kang, Ju-Won;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.9 no.3
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    • pp.276-291
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    • 2016
  • This study is to develop a valid and reliable instrument for measuring students' creative engineering problem solving propensity. The creative engineering problem solving is operationally defined in this study as a creative problem solving skill in an engineering context. To develop the instrument, first we define seven common constructs between engineering problem solving skill and creative problem solving skill through an intensive literature review; motivation, context, personal character, engineering design, engienering habits of mind, understandings of engineering and engineers, communication skill, and collaboration skill. Based on the seven constructs and the face validity test conducted by two in-service science teachers and 4 experts in science education research, 40 preliminary items were developed. Then the preliminary instrument was implemented in a science gifted highschool to measure the reliability of the instrument. From the 40 items, 34 items were selected through the initial reliability test by Cronbach's ${\alpha}$(>.75). Finally through the three times of factor analysis process, 28 items in five construct categories were selected; motivation (3 items), engineering design (6 items), engineering habits of mind (9 items), understandings of engineering and engineers (4 items), communication and collaboration skill (6 items). The factor analysis result showed that the reliability of each construct category was between .733 to .892., meaning that the instrument is reliable in terms of the higher structural validity (each item is categorized in an appropriate construct category). We expect that the creative engineering problem solving propensity instrument developed in this study can be used in various contexts for STEAM education research as a reliable and valid instrument.

The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

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.

Development and Application of a STEAM Program Integrated the Appearances of Bird's Beak and Insectivorous Plants (조류의 부리와 식충식물의 생김새에 대한 STEAM 프로그램의 개발 및 적용 효과)

  • Yang, Ji Hye;Choi, Youngmi;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.35 no.4
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    • pp.442-453
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    • 2016
  • The aims of this study are to develop a STEAM program focused on the appearances of birds' beaks and insectivorous plants and to identify its influence on elementary students' basic scientific process skills, creative problem solving ability and affective domain. For these objectives, the STEAM program was developed by reorganizing contents of the appearances of animals and plants in the units of 'Life of Animals' and 'Life of Plants' from 2009 revised national science curriculum for 3th and 4th grades. The developed STEAM program was applied to twenty nine 3th grade students of J elementary school located in S city. As a result of applying the STEAM program, the experimental group in this study showed significant improvements of the creative problem solving ability, scientific process skills and affective domain compared to the control group's scores. Therefore, development studies on STEAM programs integrated different science fields using animals and plants could be meaningful works to encourage elementary students' skills and interest.

The Effects of Instructional Strategies Using the Process of Procedural Thinking on Computational Thinking and Creative Problem-Solving Ability in Elementary Science Classes (초등과학 수업에서 절차적 사고과정을 활용한 학습 전략이 컴퓨팅 사고력과 창의적 문제해결력에 미치는 효과)

  • Kim, HyunSeok;Choi, Sun-Young
    • Journal of Science Education
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    • v.43 no.3
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    • pp.329-341
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    • 2019
  • The purpose of this study is to investigate the effects of instructional strategies using the process of procedural thinking in elementary science classes on students' computational thinking and creative problem solving ability. For this purpose, instructional strategies using the process of procedural thinking for science class were developed and applied. The objects of this study were 6th graders from an experimental class (29 students) and a comparative class (29 students) at S elementary school in Gimpo City. The results of the study are as follows: First, as a result of examining the difference in the computational thinking ability between experimental group and comparative group, the experimental group scored higher than the comparative group, but there was no statistically significant difference. Second, the creative problem solving ability of the experimental group after applying this program was higher, and statistically significant differences were observed (p < .05).

A study on the improvement of ability of a creative solving mathematical problem (수학문제의 창의적 해결력 신장에 관한 연구 -농어촌 중학교 수학영재를 중심으로-)

  • 박형빈;서경식
    • Journal of the Korean School Mathematics Society
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    • v.6 no.1
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    • pp.1-17
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    • 2003
  • In this paper, we study the methods of improving an ability of a creative solving mathematical problem belonging to an educational system which every province office of education has adopted for the mathematically talented students. Especially, we give an attention on a preferential reaction in teaching styles according to student's LQ., the relationship between student's LQ. and an ability of creative solving mathematical problems, and seeking for an appropriative teaching methods of the improvement ability of a creative solving problem. As results, we have the followings; 1. The group having excellent students who have a higher intelligential ability prefers inquiry learning which is composed of several sub-groups to a teacher-centered instruction. 2. The correlation coefficient between student's LQ. and an ability creative solving of mathematical is not high. 3. Although the contents and the model of thematic inquiry learning don't have a great influence on the divergent thinking (ex. fluency, flexibility, originality), they affect greatly the convergent thinking - a creative mathematical - problem solving ability. Accordingly, our results show that we should use a variety of mathematical teaching materials apart from our regular textbooks used in schools to improve a creative mathematical problem solving ability in the process of thematic inquiry learning. Also we can see that an inquiry learning which stimulates student's participation and discussion can be a desirable model in the thematic mathematical classroom activities.

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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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The Development of Assessment Tools to Measure Scientific Creative Problem Solving ability for Middle School Students (중학생의 과학 창의적 문제 해결 능력을 측정하기 위한 도구 개발)

  • Park, In-Suk;Kang, Soon-Hee
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.210-235
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    • 2012
  • The purpose of this study was to develop a valid and reliable assessment tool for measuring scientific creative problem solving ability for middle school students. To achieve this aim, an assessment framework, four assessment items, and detailed rubrics for scientific creative problem solving were developed. The assessment framework had three dimensions (i.e. science contents, inquiry process, and thinking skills) and sub-elements for each dimension. The assessment items were tested with 320 middle school students in order to determine reliability, difficulty, and item discrimination. Science teachers and experts in science education checked the validity of the items and the rubrics. The results proved that the assessment tool was reliable enough to evaluate students' scientific creative problem solving skills.

The Effect of STEAM Program for Hydroelectric Energy on Elementary Students' Energy Literacy and Creative Problem-solving (수력에너지에 관한 융합인재교육 프로그램이 초등학생의 에너지소양과 창의적 문제해결력에 미치는 영향)

  • Choi, Il-hoon;So, Keumhyun
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.498-509
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    • 2021
  • In this study, a convergence talent education program was developed and applied to elementary school students to investigate its effect on their energy literacy and creative problem-solving ability. Accordingly, a study was conducted on 29 sixth-grade elementary school students. The results of pre- and post-tests on energy literacy and creative problem-solving ability were analyzed. The results revealed that the convergence talent education program on hydraulic energy had a positive effect on the elementary school students' energy literacy as well as their creative problem-solving ability. Furthermore, after completing the hydro-energy convergence talent education program, the students' interest in energy and science increased and they wanted to connect such with their daily life. It appears that meaningful results were obtained through the convergence talent education program, specifically in the process of generating and utilizing hydraulic energy a plan was developed to allow students to solve problems in student-centered classes.

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.