• Title/Summary/Keyword: Creativity program

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The Proposition of the Checklist and the Case Study of Art Education Environment for Usability and Safety - Focusing on Domestic and International Public Elementary Schools - (사용성과 안전성을 고려한 초등학교 미술교육환경 체크리스트 제안 및 사례연구 - 국내외 공립 초등학교 중심으로 -)

  • Lee, Na Young;Paik, Jin Kyung
    • Korea Science and Art Forum
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    • v.16
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    • pp.299-310
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    • 2014
  • The purpose of this research propose the improvement of the visual arts educational environment according to the previous studies that is visual arts education have effect on the students' creativity and their Psychological Aspects. In addition, This study provide the preceding material in terms of the future quality of the environment and curriculum for public schools and indicate the advantages and disadvantages of each design space as examining what is needed aspect of the art connectivity. Research method is to investigate the domestic and International public school's visual arts education environment aspects of the facility and space status for safety and activity. As well, method is that it will find out how the program is being conducted in any part of the local culture. Art Education is not the non-intrusive training, but the series of processes going to work together and solve problems through participation of the creative experience based on the art motif. Therefore, it will be a well-supported guideline to establish the art educational environment.

An Investigation into Students' Perception of Problem-Based Learning Implemented in Middle School Open-Inquiry Program (문제 중심 학습에 대한 학생들의 인식 탐색: 중학교 1학년 과학 자유탐구 수업 사례를 중심으로)

  • Yoon, Heo-Jeong;Kim, Kyung-Won;Woo, Ae-Ja
    • Journal of The Korean Association For Science Education
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    • v.31 no.5
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    • pp.720-733
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    • 2011
  • Problem-based learning (PBL) is an effective teaching-learning strategy for enhancing students' motivation, problem solving ability, and creativity. Its educational values coincide with the aim of open-inquiry activity introduced in 2007 revised national curriculum. From this aspect we designed the PBL open-inquiry program and implemented to 202 first year middle school students in Gyeonggi provincial office of education for one semester. We developed an energy related PBL problem. The program was designed in four steps: 'understand the problem,' 'investigate information,' 'solve the problem,' and 'present and evaluate the result.' Through the program, students did such activities as 'make Know/need to know chart,' 'group discussion,' 'search information,' and 'preparation of group report.' After completing the program, a survey was conducted to understand the students' perception of the program. The results are as follows: First, 40.6% of students showed positive attitude toward the program. Especially, students responded that 'make Know/need to know chart' was very useful. However, some students responded that 'search information' and 'preparation of group report' were difficult to perform. Second, male students showed positive attitude toward the PBL program compared to female students. Also students had higher scores in attitude toward science, showed more positive attitude toward the PBL program. Third, there was a significant correlation between attitude toward science and perception of PBL steps. Based on survey results, some suggestions were made for teachers who were planning to implement PBL in open-inquiry program.

The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science (문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

The Study on Development of Creativity-Improvement Program for Information Communication Technology Education (정보통신 기술교육 수업을 위한 창의성 증진 프로그램 개발 연구)

  • Kim, Sung-Bin;Hwang, Hong-Eik;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2006.01a
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    • pp.216-221
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    • 2006
  • 창의적인 아이디어나 생각이 국가 경쟁력이 되는 현 시점에서 각 선진국의 교육은 교수 학습에 있어서 창의력을 얼마나 효과적으로 개발할 것인가에 집중하고 있다. 따라서 한국의 교육도 많은 부분에서 창의성 신장을 위한 연구가 활발히 이루어지고 있지만 현재의 초등학교 컴퓨터 교육에서는 소프트웨어 활용이나 기능 습득 위주로 교재나 지도서가 구성되어 있어서 창의력 신장을 위한 수업을 하는데 어려움이 많이 있다고 보여진다. 이에 본 연구는 정보통신 기술교육에서의 내용체계를 중심으로 창의성 신장을 위한 창의성 증진 프로그램을 개발하고 적용하여 효과를 알아보자 한다.

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Effectiveness Analysis of Programming Education for College of Education Student Based on Information Processing Theory Applied DEVS Methodology (DEVS 형식론 기반의 정보처리학습이론을 적용한 사범대생 대상 프로그래밍교육의 효과성 분석)

  • Han, Youngshin
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1191-1200
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    • 2020
  • In this paper, we proposed DEVS based programming education model that based on the cognitive information processing theory, not a grammatical programming education, and studied effectiveness analysis using computer thinking patterns. By creating a small range of patterns in the grammar which underlies the programming language and solving various examples through combinations, this paper shows an education method to develop problem-solving skills based on algorithmic thinking. The purpose of this study is to facilitate non-majors learn programming languages and understand patterned program structures when writing programs by patterning of control statements which the most important in learning programming.

Clusters of Preschoolers' Play Behaviors (유아의 실내놀이행동 군집에 따른 예측변인 연구)

  • Shin, Nary;Lee, Hyungmin
    • Korean Journal of Child Studies
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    • v.37 no.2
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    • pp.79-94
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    • 2016
  • Objective: This study aimed to examine the predictors of indoor play behaviors using cluster analyses. Methods: Data from 963 children (age 4 years) who participated in the $5^{th}$ phase of the Panel Study of Korean Children, their parents, and their teachers were analyzed using K-means clustering analyses, F-tests and multinomial logistic regression analyses. Results: The clustering analyses revealed three distinctive profiles: positive-theme oriented, general-exploratory/manipulative, and negative-exploratory/manipulative groups. Child characteristics, including cognition, language, and social level, and teachers' age were significantly associated with the groups in a different way; the clusters were partially different in the gender and creativity of children, interaction level of teachers' interaction, classroom environment, and program types that children attended. Conclusion: Findings revealed three clusters of play behaviors and highlighted the importance of the ecological variables that determined the clusters.

A Comparative Study of the Effect of Dolittle Education and Robot Program Education on Creativity (두리틀 교육과 로봇 프로그램 교육의 창의성에 미치는 효과 비교 연구)

  • Park, Kyoung-Jae;Lee, Soo-Jung
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.89-94
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    • 2010
  • 본 연구에서는 지식 정보화 사회에 필요한 창의성 신장을 위한 효과적인 교육방법을 모색하는데 목적을 두고 두리틀 교육과 로봇교육을 각각 10차시 분량의 교육과정을 개발하고, 창의성 신장을 위한 창의성 수업모형을 개발하였다. 개발된 교육과정을 창의성 수업 모형에 따라 적용하였다. 또한 창의성 구성요소를 창의적 사고능력, 창의성 성격면으로 나누어 검사하였으며, 창의적 사고능력은 유창성, 융통성, 독창성 면을 측정하였으며, 창의적 성격은 호기심, 민감성, 집착력 면을 측정하였다. 측정 결과 비교반(일반수업) 보다 실험반(두리틀 교육, 로봇교육)의 창의성이 신장되었으며, 두리틀 교육보다 로봇교육이 창의성 신장에 도움이 됨을 알 수 있다. 본 연구를 통해 아동들의 창의성 신장을 위한 효과적인 교육방법을 제안하는데 목적이 있다.

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A Case Study of Drama Education for Kindergarten Children in the United States: Drama Specialists' Beliefs and Practices

  • Wee, Su-Jeong
    • Child Studies in Asia-Pacific Contexts
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    • v.1 no.1
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    • pp.59-75
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    • 2011
  • This case study examines two drama specialists' perspectives on the purpose of drama education and how their visions and beliefs are reflected in their drama practices during a sixweek kindergarten drama program. Two experienced drama specialists who have worked at public elementary schools located in the Midwestern United States were the main participants of this case study. Using a qualitative case study method, in-depth observations and semistructured interviews were carried out. Findings show that the drama specialists believed the purpose of drama education to be the building of self-confidence, creativity, awareness of the arts and respect for others. Both congruent and inconsistent relations between their beliefs and their teaching practices were observed. Based on these findings, an understanding of how specialists' beliefs and practices contribute to a broader understanding of drama education is further discussed.

Design of a Web-Based Learning Program through Six Thinking Hats for Creativity Development (창의성 개발을 위한 여섯 색깔 사고 모자 기법 중심의 웹기반 학습 프로그램 설계)

  • Park, Yun-Seong;Lee, Jae-Inn
    • 한국정보교육학회:학술대회논문집
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    • 2005.08a
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    • pp.116-123
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    • 2005
  • 현재의 교육에서 창의성은 선택이 아닌 필수 조건이다. 예전의 모범답안 찾기식 교육으로는 복잡한 현대 사회에 적응하기도 어렵거니와 남보다 한 걸음 더 앞서 나갈 수가 없다. 그만큼 창의성 개발이 중요하다고 할 수 있으나, 국내에서 환경을 이용한 실용적인 창의성 개발 프로그램은 많지 않다. 이에 본 연구에서는 창의성 개발 기법 중에서 한 가지 주제에 대하여 여러 관점에서 접근하도록 하는 기법인 여섯 색깔 사고 모자 기법과 그 기법을 활용할 수 있는 대표적인 네 가지 주제에 대하여 웹 상에서 학습할 수 있도록 프로그램을 설계하였다.

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A Plan for an Interior Design of the "N" Company Relocation Project ("N" 회사 재배치 프로젝트의 인테리어 디자인 계획안)

  • Ryu, Hye-Ji;Park, Hyun-Ok
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.79-80
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    • 2007
  • Office interior design is based on the understanding of diversity information about working program, organization and networking system of the company. To build a good working environment, flexibility of space and communication between employees and employer in the office are very important. Due to the business growth, the "N" company requires more working space and this project is basically initiated to relocate in new working environment. This work pursues the clients can enhance more creativity and productivity in their working area. In order to promote the efficiency and comfort of the working environment, diverse employee's working characteristic, individual and collective requirements have been observed. The basic concept of the design can be summarized in the following : youth, simplicity, modern and nature.

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