• Title/Summary/Keyword: Group Creativity

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Development of teaching and learning materials by using GeoGebra and it's application effects for high school mathematically gifted students (GeoGebra를 활용한 교수.학습이 과학고등학교 수학영재들의 인지적 측면에 미치는 영향)

  • Kim, Mu Jin;Lee, Jong Hak;Kim, Wonkyung
    • Journal of the Korean School Mathematics Society
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    • v.17 no.3
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    • pp.359-384
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    • 2014
  • The purpose of this study is inquire the reaction and adaptability of the mathematically gifted student, in the case of introduce learning materials based on GeoGebra in real class. The study program using GeoGebra consist of 'construction of fundamental figures', 'making animation with using slider tools' (graph of a function, trace of a figure, definite integral, fixed point, and draw a parametric curve), make up the group report after class. In detail, 1st to 15th classes are mainly problem-solving, and topic-exploring classes. To analyze the application effects of developed learning materials, divide students in four groups and lead them to make out their own creative products. In detail, guide students to make out their own report about mathematical themes that based on given learning materials. Concretely, build up the program to make up group report about their own topics in six weeks, after learning on various topics. Expert panel concluded that developed learning materials are successfully stimulate student's creativity in various way, after analyze of the student's activities. Moreover, those learning programs also contributed to the develop of the mathematical ability to thinking that necessary to writing a report. As well, four creative products are assessed as connote mathematically gifted student's creative thinking and meaningful elements in mathematical aspects.

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Analysis on Creative Thinking Leaning Between Scientifically Gifted Students and Normal Students (과학영재와 일반학생들의 창의적 사고 편향에 대한 분석)

  • Chung, Duk-Ho;Park, Seon-Ok
    • Journal of Gifted/Talented Education
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    • v.21 no.1
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    • pp.175-191
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    • 2011
  • This study is to investigate the creative thinking style and it's leaning that normal students and scientifically gifted students use mainly at processing information. Right Brain vs Left Brain Creativity Test(R/LCT) and Brain Preference Indicator(BPI) is taken to investigate the creative thinking style of normal students(N=144) and scientifically gifted students(N=97). In the R/LCT, the normal students responded that they prefer to use right-brain thinking rather than left-brain thinking. But the scientifically gifted students prefer to left-brain thinking. The normal students showed most preference for Holistic Processing of right side brain and they did most avoiding for Verbal Processing of left side brain. The scientifically gifted students showed most preference for Logical Processing of left side brain. And they did most avoiding for Random Processing of right side brain. There was a meaningful difference between left side brain preference group and right side brain preference group on Sequential, Symbolic, Logical, Verbal, Random, Intuitive, Fantasy-oriented Processing of normal Students. But the scientifically gifted students showed a meaningful difference in right side brain processing mainly. In other word, all the scientifically gifted students took an lean processing in Logical, Symbolic, Linear Processing, etc. In sum, the scientifically gifted students are unequal in at processing information against the normal students. So it is required more appropriate teaching-learning method based on the creative thinking style and it's leaning for effective gifted education.

The Effects of Music Lesson Applying the Blended Learning-based STEAM Education on the Musical Knowledge and STEAM Literacy of Pre-service Kindergarten Teachers (블랜디드 러닝 기반 STEAM 교육 적용 음악수업이 예비유아교사의 음악지식 및 융합인재소양에 미치는 영향)

  • Kim, Ok-Ju
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.217-227
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    • 2018
  • The objective of this study is to analyze the effects of music lesson applying the blended learning-based STEAM education on the musical knowledge and STEAM literacy of pre-service kindergarten teachers. After conducting a pre-test on the musical knowledge and STEAM literacy targeting 20 students(3rd year) of early childhood music lesson in Dept. of Early Childhood Education of C University in O Metropolitan City and 19 students(3rd year) of early childhood music lesson in Dept. of Early Childhood Education of D University in B Metropolitan City, the effectiveness of the pre - post test design was verified. In the results of study, the experimental group with music lesson applying the blended learning-based STEAM education showed significantly improved results in all the areas of musical knowledge and convergence, creativity, and communication out of STEAM literacy than the control group with general music lesson. Such results of this study imply that music lesson applying the blended learning-based STEAM education could be usefully used as a teaching/learning method to improve musical knowledge and STEAM literacy of pre-service kindergarten teachers in university education site in the future.

A Meta-analysis of the Developmental Effect of Play in Early Childhood (유아 놀이의 발달적 효과에 대한 메타분석)

  • Jeong, Yeong Mi
    • Korean Journal of Child Education & Care
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    • v.19 no.2
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    • pp.145-163
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    • 2019
  • Objective: The purpose of this study was to systematically arrange previous ones on developmental effects of play in early childhood through a meta-analysis. Methods: For this purpose, the researchers searched for variety of databases and analyzed 110 studies, which were 90 graduate theses and 20 journals from 2005-2016. Results: First, the total developmental effect size of infant play was 1.21, with the effect size of the experimental group being 38.7% higher than that of the control group. The total developmental effect size was .81, however when inserted effect size was calculated, so it was supposed that the current effect size might be decreased, if missing studies were included. Second, effect size appears in all developmental areas, though actual effect size of sub-factors of child development tends to be mostly decreased: The fall in physical development fell down from 1.28 to .95 that emotional development was 1.42 to .86. The fall in social development was considerable from 1.13 to .85 that cognitive development was 1.19 to 1.07. In language development, it didn't change much. It stayed about the same as 1.30. The fall In creativity development stood at just below from 1.00 to .69. Third, effect size by moderating variables was examined to show that there were statistically significant difference in measurement, age, total number of training and types of activities between two groups. Conclusion/Implications: The results of this study have an implication, in that the study verified that infant play reflects and promotes child development and functions as a tool for developmental change, by illuminating effects of it child development.

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 Synesthetic Presence and Physical Movement of Nong-ak as Seen Through Affect Theory (정동 이론으로 본 농악의 공감각적 현존과 신체 운동)

  • Kwon, Eun-Young
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.5-35
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    • 2020
  • Affect is intensity and quality that are generated as the physical body senses the outside world. Of experienced affect, notions that are granted meaning and interpretation are emotions. Affect theory distinguishes emotion and affect and by focusing on affect, it provides methods with which to analyze physical body responses and changes and it presents new possibilities to performing arts research that uses the physical body as a medium. Nong-ak is art that concentrates mainly on the occurrence of affect rather than 'representation'. Nong-ak is a performance type in which sound, color, texture, and physical movement overlap and exist in a synesthetic way. Here, physical things such as instruments, props, costumes, and stage devices are gathered together with non-physical things such as rhythm, mood, and atmosphere around human bodies. The physical body is stimulated by these things, displays tendencies that suit performances, and becomes 'the body without an image' as it immerses itself into the performance, acting while displaying 'quasi-corporeality'. The body, which moves automatically as if without consciousness, appears more easily within groups. To transition individuals of everyday life to 'the body without an image', Nong-ak executes the group physical exercise of 'Jinpuri'. Such physical exercise builds up affect by increasing nonverbal communion and communication and brings out the creativity of individuals within mutual trust and a sense of belonging. Affect and emotion stirred up by Nong-ak act as confirmation and affirmation of the existence, vitality, and ability of one's self and groups. Such affirmation recalls Nong-ak as a meaningful and important value from group dimensions and perceives it as a performance form that should be preserved and passed on.

The Development of a Model for the Enhancement of Creative and Critical Thinking Skills through Hypotheses generating Activities and It's Applications on Teaching Science (가설 제안 활동을 통한 창의적 사고력과 비판적 사고력 신장에 기여하는 모델 개발 및 과학 교수에서 그 활용)

  • Kang, Soon-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.5
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    • pp.482-494
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    • 2008
  • The purpose of this study was to introduce a practical model to enhance creative and critical thinking skills through hypotheses generating activities for students. The 2007 Science National Curricula stresses the need for the enhancement of creative thinking skills for our students. The definition for the creativity in the narrow sense is the divergent thinking skills. The definition of the critical thinking skills is the strong sense of those skills. This model shows the use of the divergent thinking skills and convergent thinking skills together. The divergent thinking skills has been developed by making three alternative explanations about the causal question within a group of students by active discussion. The following procedure includes the selection of the most provable of the three explanations within a group of students also by active discussions. This process needs convergent thinking skills as well as critical thinking skills. This model can be used easily by exchanging from the one explanation about the causal question in any inquiry teaching strategy to three explanations about one. Although the partial modified strategy shows a small difference from any inquiry teaching strategy, but the effect of the enhancement of the creative thinking skills for our students shows significantly better (p<.05). More detailed study will be carried out in the near future.

Essay on Form and Function Design (디자인의 형태와 기능에 관한 연구)

  • 이재국
    • Archives of design research
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    • v.2 no.1
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    • pp.63-97
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    • 1989
  • There is nothing more important than the form and function in design, because every design product can be done on the basis of them. Form and Function are already existed before the word of design has been appeared and all the natural and man-made things' basic organization is based on their organic relations. The organic relations is the source of vitality which identifies the subsistance of all the objects and the evolution of living creatures has been changed their appearances by the natural law and order. Design is no exception. Design is a man-made organic thing which is developed its own way according to the purposed aim and given situations. If so, what is the ultimate goal of design. It is without saying that the goal is to make every effort to contribute to the -human beings most desirable life by the designer who is devoting himself to their convenience and well-being. Therefore, the designer can be called the man of rich life practitioner. This word implies a lot of meanings since the essence of design is improving the guality of life by the man-made things which are created by the designer. Also, the things are existed through the relations between form and function, and the things can keep their value when they are answered to the right purpose. In design, thus, it is to be a main concern how to create valuable things and to use them in the right way, and the subject of study is focused on the designer's outlook of value and uk relations between form and function. Christopher Alexander mentioned the importance of form as follows. The ultimate object of design is form. Every design problem begins with an effort to achieve fittness between the form and its context. The form is the solution to the problem: the context defmes the problem. In other words, when we speak of design, the real object of discussion is not form alone, but the ensemble comprising the form and its context. Good fit is a desirable property of this ensemble which relates to some particular division of the ensemble into form and context. Max Bill mainatined how important form is in design. Form represents a self-contained concept, and its embodiment in an object results in that object becoming a work of art. Futhermore, this explains why we use form so freguently in a comparative sense for determining whether one thing is less or more beautiful than another, and why the ideal of absolute beauty is always the standard by which we appraise form, and through form, art itself. Hence form has became synonymous with beauty. On the other hand, Laszlo Moholy-Nagy stated the importance of function as follows. Function means the task an object is designed to fulfill the task instrument is shaping the form. Unfortunately, this principle was not appreciated at the same time but through the endeavors of Frank Lloyd Wright and of the Bauhaus group and its many collegues in Europe, the idea of functionalism became the keynote of the twenites. Functionalism soon became a cheap slogan, however, and its original meaning blurred. It is neccessary to reexamine it in the light of present circumstances. Charles William Eliot expressed his idea on the relations between function and beauty. Beauty often results chiefly from fittness: indeed it is easy to manitain that nothing is fair except what is fit its uses or functions. If the function of the product of a machine be useful and valuable, an the machine be eminently fit for its function, it conspicuously has the beauty of fittness. A locomotive or a steamship has the same sort of beauty, derived from the supreme fittness for its function. As functions vary, so will those beauty..vary. However, it is impossible to study form and function in separate beings. Function can't be existed without form, and without function, form is nothing. In other words, form is a function's container, and function is content in form. It can be said that, therefore, the form and function are indispensable and commensal individuals which have coetemal relations. From the different point of view, sometimes, one is more emphasized than the other, but in this case, the logic is only accepted on the assumption of recognizing the importance of the other's entity. The fact can be proved what Frank Hoyd wright said that form and function are one. In spite of that, the form and function should be considered as independent indivisuals, because they are too important to be treated just as the simple single one. Form and function have flexible properties to the context. In other words, the context plays a role as the barometer to define the form and function, also which implies every meaning of surroun'||'&'||'not;dings. Thus, design is formed under the influence of situations. Situations are dynamic, like the design process itself, in which fixed focus can be cripping. Moreover, situations control over making the good design. Judging from the respect, I defined the good design in my thesis An Analytic Research on Desigh Ethic, "good design is to solve the problem by the most proper way in the situations." Situations are changeable, and so is design. There is no progress without change, but change is not neccessarily progress. It is highly desirable that there changes be beneficial to mankind. Our main problem is to be able to discriminate between that which should be discarded and that which should be kept, built upon, and improved. Form and Function are no exception. The practical function gives birth to the inevitable form and the $$\mu$ti-classified function is delivered to the varieties of form. All of these are depended upon changeable situations. That is precisely the situations of "situation de'||'&'||'not;sign", the concept of moving from the design of things to the design of the circumstances in which things are used. From this point of view, the core of form and function is depended upon how the designer can manage it efficiently in given situations. That is to say that the creativity designer plays an important role to fulfill the purpose. Generally speaking, creativity is the organization of a concept in response to a human need-a solution that is both satisfying and innovative. In order to meet human needs, creative design activities require a special intuitive insight which is set into motion by purposeful imagination. Therefore, creativity is the most essential quality of every designer. In addition, designers share with other creative people a compulsive ingenuity and a passion for imaginative solutions which will meet their criteria for excellence. Ultimately, it is said that the form and function is the matter which belongs to the desire of creative designers who constantly try to bring new thing into being to create new things. In accordance with that the main puppose of this thesis is to catch every meaning of the form and function and to close analyze their relations for the promotion of understanding and devising practical application to gradual progression in design. The thesis is composed of four parts: Introduction, Form, Function and Conclusion. Introduction, the purpose and background of the research are presented. In Chapter I, orgin of form, perception of form, and classification of form are studied. In Chapter II, generation of function, development of function, and diversification of function are considered. Conclusion, some concluding words are mentioned.ioned.

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Development of Junior high School Competition Program for Creative Problem Solving on the basis of Technological Hands-on Activities (중학교에서의 기술적 체험활동에 터한 창의적 문제해결 경진대회 프로그램 개발)

  • Kim, Darani;Yi, San-bong
    • 대한공업교육학회지
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    • v.36 no.1
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    • pp.149-166
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    • 2011
  • The purpose of this study was to develop a creative problem-solving competition program in order to provide an opportunity for junior high schoolers to solve problems on the basis of technological hands-on activities by deploying their creative problem-solving skills and to foster their cooperative and challenging spirits by tackling the given problems in group. Relevant literature and competition programs were analyzed to develop a junior high school competition program for creative problem solving on the basis of technological hands-on activities. This study was implemented in three stages: preparing, developing and applying. In the preparation stage, the content structure of technology and the fields of corresponding hands-on activities were investigated, and creativity theories were analyzed. Besides, domestic and foreign creativity-related competition programs were checked. In the development stage, an overview of the nature, object, question making and evaluation of a competition program for creative problem solving on the basis of technological hands-on activities was presented, and a program was developed, which consisted of three stages: planning, operating and evaluating. In the application stage, every student in a selected junior high school participated in the competition program. The findings of the study were as follows: First, the competition program developed in this study intended to offer a chance for every junior high schooler to solve problems on the basis of technological hands-on activities to display their creative problem-solving skills. Second, the program was designed to include planning, operating and evaluation stages, after the nature and object of the competition program and in which way question making and evaluation should be fulfilled were determined. Third, the competition program dealt with five areas according to the content structure of technology: manufacturing technology, construction technology, transportation technology, communication technology and biotechnology. And questions for each area and student worksheets were developed. Fourth, the program was utilized in a junior high school to give an example.

A Comparative Study on the Awareness of Concepts for Gardens and Parks between the Experts and General Publics (정원과 공원에 대한 전문가와 일반인 인식 비교 연구)

  • Miok, Park
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.1-9
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    • 2018
  • The purpose of this study was to identify differences of perceptions for gardens and parks between experts and the general public concerning several aspects including scope, scale, publicity, artistic and scientific nature, main materials, practicality and aesthetics, executive and management systems as well as legal understanding of garden and park. The properties of garden and park were derived through literature research, and the concept, similarity, and difference of gardens and the parks were recognized by the experts and the public viewpoint was clarified by questionnaire. As for the difference in the scope of the gardens and the parks, the expert group recognized it more widely than the general public. In general, the space recognized as a garden was the rooftop green space, and urban forests were recognized as a park. In addition, the general public recognized urban forests as gardens the same as they recognized parks, and the distinction was unclear. In the expert group, the perception that gardens were small and the parks were large was more prevalent. It was generally recognized that gardens were private spaces and the parks were public spaces. In the expert group, the gardens were more personal and the parks were more apparent to the public. In the general population, functional and scientific aspects rather than artistic creativity in both gardens and parks. In addition, both the general public and experts found that parks are more complex than gardens. The garden was centered on plant material, and the park was recognized as a center where the sculptural facilities were centered, or the plant material and the sculptural facilities were properly balanced. To the experts the view of the gardens was positive. Expert groups emphasized the aesthetics of the garden, and the parks were more practical, and the general population showed similar perceptions of utility and aesthetics when comparing gardens and parks. In addition, the utility of gardens in the general publics is more emphasized than the aesthetics of the park. Regarding the executive system the park was recognized as the public sector, and the difference was larger in the expert group. As for the management system, both experts and the general public perceive the management of the park or the garden to be carried out by the supporting organization, and it is necessary to discuss the diversification of the management subject. It is found that there is a certain difference in recognition with the mixture of concepts, and there is still a big difference in legal system and perception.