• 제목/요약/키워드: Creativity problem solving

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수학과 교육과정에 반영된 핵심역량의 국제적 동향 탐색 (An Exploration of International Trends about the Core Competencies in Mathematics Curriculum)

  • 김선희;박경미;이환철
    • 한국수학교육학회지시리즈A:수학교육
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    • 제54권1호
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    • pp.65-81
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    • 2015
  • The purpose of this study is to investigate the international trends of how the core competencies are reflected in mathematics curriculum, and to find the implications for the revision of Korean mathematics curriculum. For this purpose, the curriculum of the 9 countries including the U.S., Canada(Ontario), England, Australia, Poland, Singapore, China, Taiwan, and Hong Kong were thoroughly reviewed. It was found that a variety of core competencies were reflected in mathematics curricula in the 9 countries such as problem solving, reasoning, communication, mathematical knowledge and skills, selection and use of tools, critical thinking, connection, modelling, application of strategies, mathematical thinking, representation, creativity, utilization of information, and reflection etc. Especially the four most common core competencies (problem solving, reasoning, communication, and creativity) were further analyzed to identify their sub components. Consequently, it was recommended that new mathematics curriculum should consider reflecting various core competencies beyond problem solving, reasoning, and communication, and these core competencies are supposed to combine with mathematics contents to increase their feasibility. Finally considering the fact that software education is getting greater attention in the new curriculum, it is necessary to incorporate computational thinking into mathematics curriculum.

과학 영재 학생과 일반 학생은 창의성에서 어떻게 다른가? - 서울대학교 과학영재교육센터 학생들을 중심으로 - (What are the Differences Between Scientifically Gifted and Normal Students in the Aspects of Creativity?)

  • 신지은;한기순;정현철;박병건;최승언
    • 한국과학교육학회지
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    • 제22권1호
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    • pp.158-175
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    • 2002
  • In the present study we have compared and analyzed three different measures of creativity in 135 gifted and 161 normal students to understand the nature of creativity and to propose the guideline for measuring creativity. The instruments used to measure creativity in this study are the Torrance Test of Creativity Thinking (TTCT), the Test of Creative Problem solving and Finding in Science (CPFS), and the Creative Behavior Checklist in Science (CBCS). The TTCT is the most widely used divergent thinking test and measures creativity in the aspect of domain-generality. The CPFS and the CBCS were developed for the purpose of this study and measure domain-specific creativity in the area of Science. The findings of this study revealed that gifted students are significantly more creative compared to normal students in all measures of creativity used in the study. The biggest difference between the gifted and normal students was found in the aspect of CPFS. This study implies that creativity, which is considered less useful to identify gifted students compared to achievement or IQ scores, is the important factor to consider for judging giftedness. The low correlations revealed among the TTCT, CPFS, and CBCS imply that the three measures of creativity address relatively different aspects of creativity. The results also suggest that it is essential to consider multiple criteria of creativity not to overlook potential creative students in the area of science. Implications of the study in connection with the identification and educational practices for gifted education program is discussed.

Cognitive Competency, Problem-Solving Skills and Decision-Making: A Case Study of Students' Extracurricular Activities in The Distribution Chains Sector

  • Thuc Duc TRAN;Thai Dinh TRUONG;Thong Van PHAM;Dien Huong PHAM
    • 유통과학연구
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    • 제22권2호
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    • pp.71-82
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    • 2024
  • Purpose: Despite significant research on decision-making, researchers struggle to comprehend the decision-making process. This paper aims to not only examine the relationship between problem-solving skills, cognitive competency, and decision-making but also develop measurement instruments for cognitive competency and problem-solving skills to better model decision-making. Research Design, Methodology and Approach: A cross-sectional study was conducted by surveying 292 university students in HCM City, Vietnam, via email sent randomly by Google Forms. This study identifies the conceptual framework and tests the hypotheses using a deductive approach. The SPSS program was used to evaluate the scales' reliability, and the SmartPLS program was used to assess the measurement and structural models. Results: The results show that the research model better modelled the relationship between problem-solving skills, cognitive competency, and decision-making. Although thinking ability has no direct impact on decision-making, both creativity and problem-solving skills have a positive impact on decision-making. The mediating role of problem-solving skills is also determined by the positive relationship between cognitive competency and decision-making. Conclusions: This study highlights decision-making efficiency through the cognitive process from low to high levels and provides for policymakers and managers to explain the decision-making process in a variety of sectors, such as distribution chains, marketing, and human resource distribution.

공학교육에서 비판적 사고와 창의적 문제해결력의 관계 (The Relation of Critical Thinking and Creative Problem-solving in Engineering Education)

  • 박승억
    • 공학교육연구
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    • 제24권2호
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    • pp.61-67
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    • 2021
  • The creative problem-solving becomes one of the most important cognitive skills in the engineering education. As AI and automation technology(of 4th Industrial Revolution) penetrate our everyday life, its role as a human ability is highlighted. In this paper, we examine the relation between the creative problem-solving and the critical thinking, and the usefulness of the latter in the engineering education. To sum up, the critical thinking is the pre-conditon of the creative problem-solving.

실내에서 수행할 수 있는 지질 관련 STEAM 프로그램 개발 및 적용 효과 (STEAM Program Development and the Application Effect for the Geological Feature Relation Which can be Executed at an Indoors)

  • 김덕호;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제33권3호
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    • pp.510-523
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    • 2014
  • Modern society is rapidly changing in the fields of science and technology, with new information and knowledge constantly being discovered. So enhancing the creativity and positive attitude of students is important. STEAM education enables students to develop their creativity, personality, intelligence and sensitivity with a well-balanced curriculum. In this study, considering the student's interest, a theme-centered STEAM program was developed in the 'Strata and Fossils' unit of elementary 4th grade science. The purposes were to find the impact on the academic achievement, creative problem solving abilities, and scientific attitude of elementary school students. The STEAM program are composed of contents which can be applied effectively indoors. As application results for STEAM program to J elementary school's students in J province, the experimental group increased significantly in the academic achievement, creative problem solving abilities and scientific attitude compared to the control group. Therefore, it is necessary to be developed continuous and systematic STEAM programs in units of various subjects to improve the students' academic achievement, creative problem solving abilities and scientific attitude.

사사프로젝트 학습을 통한 수학영재 지도 (Teaching mathematically gifted students through Mentor-Project Studying)

  • 전영주
    • 한국학교수학회논문집
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    • 제9권2호
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    • pp.163-177
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    • 2006
  • 수학영재의 창의적 문제해결력 신장을 위한 새로운 교수 학습방법이 요구되고 있다. 이에 본 연구는 과학고 수학반 학생들을 대상으로 사사프로젝트 학습을 실시하여 수학영재들이 어떠한 상황에서 창의성을 발휘하는가, 학습과정에서 벌어지는 영재 상호 간의 교류가 그들의 창의성 신장에 도움이 되는가, 또한 창의적 문제해결력 검사를 실시하고 그 결과 분석을 통해 수학영재들에게 사사프로젝트 학습이 효과성이 있는가를 알아보았다.

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구조화된 접근법을 이용한 창의적 발상에 관한 연구 - SIT와 BS의 결과비교를 중심으로 (Creative Ideation Using a Structured Approach - Focused on a Comparative Results of SIT and BS)

  • 정원일;김광필;송해근
    • 공학교육연구
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    • 제22권4호
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    • pp.3-11
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    • 2019
  • The purpose of this study is to introduce a modified CPS(Creativity Problem Solving) procedure as a new method for comparative analysis of creative techniques such as SIT(Systematic Inventive Thinking) and Brainstorming(BS) techniques. For this, a new sports game is employed as a case study. The results show that the ideas from SIT are more creative in terms of originality and practicality than those of BS. Several considerations for effective practical use of the proposed method are discussed in this study.

초등학생의 프로그래밍 능력과 특기적성간의 관계 분석 - 로고 언어 활용 사례 (The Analysis of the Relationship between the Elementary Students' Specialty-Aptitude and Programming Ability - a Case of LOGO Language Use)

  • 이현석;이수정
    • 컴퓨터교육학회논문지
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    • 제12권3호
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    • pp.23-30
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    • 2009
  • 프로그래밍 학습 효과에 관한 기존 연구는 대개 창의력과 문제해결력의 향상도를 측정하는 것에 국한되어 있다. 본 연구는 이들 두 요소 외의 관련 요소들을 초등학생들의 특기적성 검사를 통하여 찾아보는 연구이다. 이를 위하여 초등 4학년을 대상으로 LOGO 프로그래밍 교육을 시행한 후 성취도 평가를 실시한 결과, 4개 영역으로 구성된 특기적성 검사 항목들 중 지적능력만이 하위 5개의 세부항목 모두 프로그래밍 능력과 높은 양의 상관관계가 있음이 밝혀졌으므로, 창의성 보다는 지적능력이 뛰어난 학생들이 프로그래밍 능력이 우수함을 알 수 있었고, 이는 본 연구의 실험 환경에 국한하여 프로그래밍 학습이 문제해결력과 창의성 발달에 긍정적 영향을 미친다는 기존 연구 결과의 반대 명제는 성립하지 않음을 나타낸 것이다.

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패션디자인 능력 육성을 위한 창의성 개발 교육법 특성 연구 (A Study on the Characteristics of the Creativity Development Teaching Method for Promoting Fashion Design Ability)

  • 이은령
    • 한국의류산업학회지
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    • 제20권2호
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    • pp.156-166
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    • 2018
  • The purpose of this study is to present the suitable material that can be a real help to make the creativity development teaching method for creative inspirations of fashion design. To achieve these goals, researched and analyzed the creativity studies in the fields of psychology, education, and design (visual design, product design, fashion design, etc.) published in the national journal. Through this analysis, were extracted the characteristics of creativity, teaching methods for creativity learning, and expression methods. Based on this, intend to provide the creativity characteristic, the expression method, and the problem solving process in teaching methods for promoting fashion design ability. After the analysis, the results are as follows; First, the classical 4P (Place, Person, Process, Product) is important to a creativity development teaching method for fashion design. The elements of creativity of a creativity development teaching method for fashion design are 5elements; curiosity, openness, originality, patience, and synthetic ability. Second, the typical method is a drawing (such as a sketch) when visually express and embody ideas in fashion design. Drawing is an important activity that is working with the right brain and the left brain. Drawing exercises will reduce the burden of expressing ideas, providing pleasure and fulfillment in the development of creative ideas. Third, offered 5stages to solve problems of a creativity development teaching method for fashion design; understanding stage, idea stage, visualization stage, evaluation stage, and verification stage. Abstract intangible ideas are concreted and elaborated through stages of visual manifestation such as language, symbol, and drawing.

과학 창의성 계발을 위한 프로그램 개발 - 이론과 예시를 중심으로 - (Development of Programs to Enhance the Scientific Creativity - Based on Theory and Examples -)

  • 한기순;김병노;최승언;정현철
    • 한국지구과학회지
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    • 제23권4호
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    • pp.334-348
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    • 2002
  • 본 연구에서는 문헌을 통해 과학 창의성의 구성요소를 밝히고 창의성 계발 교육에 중요성을 두고 있는 영재 교육과정을 분석하여 과학 창의성 계발을 위한 프로그램을 개발하였다. 문헌연구를 통하여 본 연구에서는 과학 창의성을 특수한 문제(특히 잘 정의되지 않은 문제) 해결의 과정 또는 새로운 문제의 발견으로 보았다. 과학 창의성이 발현되는 중요 요소로서 과학지식, 과정지식, 확산적/비판적 사고, 문제의 종류, 문제의 발견력을 제시하였다. 과학 창의성 계발을 위해 3단계의 구분된 교수-학습 모형을 제시하였다. 1단계는 주제의 도입단계, 2단계는 소규모 과정 훈련단계 그리고 3단계는 실제문제를 해결하는 독립연구단계로 구성된다. 본 연구에서 개발된 프로그램은 지구과학영역에서 4개 주제 15차시 분량이다. 본 연구의 프로그램 개발과정과 산출물뿐만 아니라 프로그램의 특징, 운영 시 문제점들이 논의되었다.