• Title/Summary/Keyword: Creativity program

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Development of a Writing Program Using a Mind-map Software (마인드맵 소프트웨어를 활용한 논술 프로그램 개발)

  • Seo, Mi-Kyung;Park, Sun-Ju
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.215-224
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    • 2009
  • The aim of teaching writing is not to memorize a single piece of knowledge but to acquire higher thinking that could be related to other fields using learners' various reading experiences and schemata. Among several strategies or techniques to write well, it is recommended to use a mind-map technique. A mind-map software applies the mind-map technique into computer for learners to study autonomously. However, the mind-map software is not common in educational fields yet and there are only few studies on the effect of it. Therefore, this study analyzed various curricula to extract the elements of writing and developed a mind-map software program which was applied and tested. As a result, the writing program using the mind-map software was effective in promoting learners' motivation and lowering anxiety. It also improved learners' competence of writing such as understanding, analytic thinking, creativity, ability to organize, and expression.

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Analysis of Problem-Solving Processes through Data-based STEAM Education: Focusing on Atmospheric Circulation and Surface Currents (데이터 기반 STEAM 교육을 통한 문제 해결 과정 분석: 대기대순환과 표층 해류 내용을 중심으로)

  • Hong, Seok Young;Han, Shin;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.330-343
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    • 2020
  • In this study, STEAM program on the subject of 'atmospheric circulation and surface current' was produced based on data and applied to 106 first-year high school students to analyze its effect and problem-solving processes. This program was organized to collect, refine, visualize, and analyze data and to allow communication processes to proceed based on these results. Using this, the concept of circulation in daily life was expanded from a global perspective to identify problems about circulation around the world. As a result of the application of the program, significant changes were identified in knowledge information processing competency. Also, significant changes were made in terms of convergence and creativity, which are sub categories among STEAM core competencies. It also sought to obtain suggestions for data-based STEAM education by analyzing students' responses in the form of a Text network.

Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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A Development of Cryptography Learning Program with the PCM Model for the Gifted Elementary Students of Information Science (초등 정보 영재학생들을 위한 병행 교육과정 모델을 적용한 암호화 교육 프로그램 개발)

  • Kim, Jeehyun;Kim, Kapsu
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.371-380
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    • 2014
  • There is a little curriculum for gifted and talented elementary information. Generally parallel curriculum model(PCM) for gifted children is being applied to many subjects. It is necessary to apply the PCM for gifted elementary children of information science. This model is a prime example of a training program was applied to the encryption. There are four parallel curriculum model. The four curriculum model can be used individually or combined, may be used only partially. In this study, the benefits of parallel curriculum model in order to reflect as much as possible in order all four courses were used. This program for 19 students in the gifted children for information science class were applied to four periods. Observe and record the activities of students in class, the survey targeted learners, assignments, methods of analysis were used. We found that the level of the program was suitable and the aspects of giftedness such as an ability to focus on the task and an ability to solve the problem were enhanced. Moreover, participants became more interested in the topic of encryption following the program.

Development of Multi-Disciplinary Learning Program for 21st Century Learning Skills (21세기 학습능력 신장을 위한 다학문적 교육 프로그램 개발)

  • Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.221-230
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    • 2014
  • In this study, we propose a learning method that can be extended to take advantage of the knowledge of the various disciplines in the project related to the subject to perform the process of restoring stork. The development program is grade 3.4 Group 4 class hours, grade 5.6 Group 4 class hours, total 8 class hours, and in each class hour, it was designed to be extended such creativity, problem solving skills, communication skills and ability to learn, based on knowledge and concepts of the elementary curriculum related to storks. Content validity was verified using a method consisting of 12 experts to verify the validity of the program. Feasibility evaluation of Lawshe (1975) content validity ratio for the analysis: we used (Content Validity Ratio CVR) calculation formula. As a result of a feasibility study in total 8 class hours, It was analyzed that match with the development effect except for program of grade 3.4 group 4 class hours. grade 3.4 group 4 class hours program was raised this issue for the academic linkage region, was fixed. Later, It is necessary to measure the degree of learning skills improves effectiveness by applying it to the elementary school students in the proposed research program.

Research on the Educational Role of Informal Educational Institution Based on the Analysis of the Educational Programs - A Case Study of the Seodaemun Museum of National History (교육프로그램 분석을 통한 비형식 과학교육기관의 교육적 역할 제고: 서대문자연사박물관을 중심으로)

  • Kim, Yi-sul;Sohn, Jungjoo;Jeong, Jong Chel
    • Journal of Science Education
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    • v.35 no.2
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    • pp.149-158
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    • 2011
  • The purpose of this study is to improve education program for Informal Science Education Institution by analyzing education program of Natural History Museum, one of informal science education institution. This research subject is Seodaemun Museum of Natural History, located in Seodaemun-Gu, Seoul. It is Public Natural History Museum, which runs more than 60 education programs every year continuously for recent 6 years. Objects of this study are 32 education programs for 3rd to 6th grade of elementary school. The result of study shows that teaching materials of programs, run by informal science education institution, don't contain enough script and activity for improving creativity and inquiring mind. As the result of the study, it is required that guidance plan of education program be developed with more activities, teaching method and script, to seek quality of class than quantity of that when developing education program of science education institutes. And it is required to develop teaching material using creative technique and to improve medium and long term program for development of feedback.

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The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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The Analysis of the Educational Objectives, Scientific Models and Cognitive Processes in Scientific Inquiry of the SNU Scientifically Gifted Student Program (서울대학교 과학 영재 프로그램의 학습 목표, 과학적 모형, 과학탐구의 인지 과정 분석)

  • Shin My-Young;Chun Miran;Choe Seung-Urn
    • Journal of the Korean earth science society
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    • v.26 no.5
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    • pp.387-394
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    • 2005
  • We have analyzed the science-gifted educational program (year 2002) at the Seoul National University in terms of its educational objectives, scientific models, and cognitive processes in scientific inquiry in order to provide insights into developing and improving science-gifted educational program. We assumed the following items as important factors for teaching scientifically gifted students: higher-order thinking skills involving synthesis domain in the educational objectives, highly abstract nature and complexity in the scientific models, cognitive processes of planning experiments in the cognitive processes in scientific inquiry. According to the analyzed results, the program has the following characteristics: (1) the rates of both higher and lower-order thinking skill domain in the educational objectives are similarly high, but the rate of synthesis domain is relatively low; (2) in the case of the scientific models, the rate of the multiple concepts and/or processes model is relatively low, while the level of the abstractness is relatively on average (3) cognitive processes of authentic scientific inquiry is not thoroughly reflected in the scientific inquiry activities, and very few cognitive processes of planning experiments factor is reflected. Therefore, we conclude in the synthesis domain in the educational objectives, multiple concepts and/or processes model, and cognitive processes of planning experiments should be especially reflected more on the science-gifted educational program in order to serve the needs of scientifically gifted students.

Case Study on Engineering Camp Program involving Engineering Design Activity and Intra-/Inter-Team Works for High School Students: Plant factory as main theme (공학설계활동과 팀 내, 팀 간 협력 기반 고등학생 공학 캠프 프로그램 운영 사례: 식물공장을 주제로)

  • Cho, Kyung-Suk
    • Journal of Engineering Education Research
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    • v.18 no.3
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    • pp.46-58
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    • 2015
  • Informal engineering education program for high school students was developed to cultivate engineering literacy using the human resources and facilities of university. Plant factory, a smart farming technology, was selected as a main theme, and the novel engineering camp program involving engineering design activities and intra-linter-team works was planned. The camp program was applied to 38 high school students in an active learning classroom. Five teams were constructed according to elemental technologies such as biotechnology, information-communication technology, energy engineering, mechanical engineering and architectural engineering, and the students were participated in intra- and inter-team activities to achieve the final goal of 'the construction of a plant factory in school'. The team works were conducted according to the eight steps of engineering design process (identifying the problem and need, identifying criteria and constraints, brainstorming possible solutions, selecting the best possible solution, constructing a prototype, testing and evaluating the solution, communicating the solution, and refining design). Participants' satisfaction survey showed that the satisfaction on the contents of engineering design was 4.48 on 5-point Likert scale. The participants' satisfaction on creative activity and systematic methodology was 4.43 on 5-point Likert scale. 97% of participants responded positively to team works, and 92% of participants were satisfied with career mentoring activity supplied by undergraduate/graduate students. These results indicates that the engineering camp program involving engineering design activity and intra-/inter-team works can contribute to cultivate engineering literacy such as creativity, problem solving ability, collaboration, communication skills for high school students, and to increase their interests in engineering fields.

The Development of STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.