• Title/Summary/Keyword: Perceived Creativity

Search Result 96, Processing Time 0.02 seconds

Science Teachers' Perceptions and Needs for Courses in Science Education Subjects for Science Teacher Preparation Program in Korea (과학 교사 양성과정에서 과학교육학 과목 운영에 대한 과학 교사들의 인식과 요구)

  • Kim, Young-Min;Park, Jong-Won;Park, Jong-Seok;Lee, Hyo-Nyong;Kim, Young-Shin
    • Journal of The Korean Association For Science Education
    • /
    • v.30 no.6
    • /
    • pp.785-798
    • /
    • 2010
  • The purposes of this study are to investigate Korean science teachers' perception of the current science teacher preparation courses in Korea, especially focused on subjects of science education, and to induce implications for improvement of in-service program for science teachers. To do this, a questionnaire was developed by the authors and administered to the 215 science teachers sampled nationwide. The study concluded that science teachers perceived that the two compulsory subjects, 'science education theories' and 'science teaching-learning materials and teaching methods' were not enough for a professional science teacher. Particularly, they consisently insisted that more practices under the relationship with teaching science in schools were necessary when learning subjects of science education. Based on science teachers' response, we recommended that the following 4 subjects should be added in the course of pre-service program for science teachers: 'Development of experiment/demonstration devices', 'Teaching creativity and education for the gifted in science', 'Development of science teaching materials', and 'Science inquiry learning and teaching'.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
    • /
    • v.46 no.2
    • /
    • pp.26-45
    • /
    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

A Study on the Staging of Scientific Imagination -History and Current Status of SF Theaters (과학적 상상력의 무대화에 대한 시론 -SF연극의 역사와 현재)

  • Jun, Jee-Nee
    • Journal of Popular Narrative
    • /
    • v.25 no.4
    • /
    • pp.73-108
    • /
    • 2019
  • This paper is an attempt to discuss the history and the current state of 'SF theaters.' SF theater is still an unfamiliar genre to the public, and may surprise some, given that the stage is perceived as an insufficient space for stretching the scientific imagination. Since 2010 works that bring the scientific imagination into the theater have frequently been performed, and a recognition of SF theaters began to be established. Producers came to be absorbed in human psychology, and our isolation amidst the progress in technology, as well as in the absurdities of the world, while giving up the ideal of realistic descriptions. This became the foundation for SF theaters in South Korea today. Starting from the research history and the conceptual change in SF theaters, this study examined the status of SF dramas going back to the colonial period for SF theaters. Through inquiring into the history of SF theaters, we were able to derive the following implications and problems. Firstly, as they are based on future society or technical improvement without consideration of scientific probability or rationality, the scientific imagination is too absent for the work to be named 'SF theater.' Secondly, while being highly evaluated as an attempt to integrate science and stage in an era that emphasizes convergence, when we delve into the creativity of a material it is noticeable that the view of the world is still regressive. Thirdly, there are many cases in which scripts lean on SF classics or Japanese original works. Nevertheless, if young creators' diverse attempts in a genre can breathe with the contemporary audience desiring a new material, the foundation of a Korean-style SF theater may be expanded to include more significant work.

An Analysis of High School Students' Activity on Problem-finding in III-structured Scientific Problem Situation (낮게 구조화된 과학적 문제 상황에서 고등학생들의 문제발견 활동 분석)

  • Ryu, Si-Kyung;Park, Jong-Seok
    • Journal of The Korean Association For Science Education
    • /
    • v.26 no.6
    • /
    • pp.765-774
    • /
    • 2006
  • The purpose of this study was to suggest an instructional direction for improving scientific problem-finding ability. For this purpose, the present study made an in-depth analysis about activity on problem finding tasks of high school students in an ill-structured scientific problem situation. Subjects were divided into two groups (cooperative and individual) and two kinds of problem finding tasks were administered to two groups. Results indicated that a cooperative activity on problem finding happened to a series of steps exploring problem situation, expressing knowledge and experience, discussing provisional problems, creating various problems and selecting the best problem. Besides, a cooperative activity on problem finding depended heavily on prior knowledge and experience, and in the meantime, various scientific concepts turned out to naturally be expressed. As for the problems found out during a cooperative activity, their scores in creativity factors, including the degree of agreement in original problem selection came out to be on the whole, as excellent. In addition, the types of the problems found out in open problem situation showed that they were more various than those found out in closed problem situation. Subjects perceived that activity on problem finding had positive influence on scientific concept and science process skills. Findings of this study have the following educational implications: First, it is needed to prepare for educational environment that enables students to explore various knowledge and information. Second, the offering of various opportunities is needed to enlarge the scope of scientific knowledge and experience. Third, it is needed to prepare for a study atmosphere that lets students express their knowledge and experiences freely.

EEPERF(Experiential Education PERFormance): An Instrument for Measuring Service Quality in Experiential Education (체험형 교육 서비스 품질 측정 항목에 관한 연구: 창의적 체험활동을 중심으로)

  • Park, Ky-Yoon;Kim, Hyun-Sik
    • Journal of Distribution Science
    • /
    • v.10 no.2
    • /
    • pp.43-52
    • /
    • 2012
  • As experiential education services are growing, the need for proper management is increasing. Considering that adequate measures are an essential factor for achieving success in managing something, it is important for managers to use a proper system of metrics to measure the performance of experiential education services. However, in spite of this need, little research has been done to develop a valid and reliable set of metrics for assessing the quality of experiential education services. The current study aims to develop a multi-item instrument for assessing the service quality of experiential education. The specific procedure is as follows. First, we generated a pool of possible metrics based on diverse literature on service quality. We elicited possiblemetric items not only from general service quality metrics such as SERVQUAL and SERVPERF but also from educational service quality metrics such as HEdPERF and PESPERF. Second, specialist teachers in the experiential education area screened the initial metrics to boost face validity. Third, we proceeded with multiple rounds of empirical validation of those metrics. Based on this processes, we refined the metrics to determine the final metrics to be used. Fourth, we examined predictive validity by checking the well-established positive relationship between each dimension of metrics and customer satisfaction. In sum, starting with the initial pool of scale items elicited from the previous literature and purifying them empirically through the surveying method, we developed a four-dimensional systemized scale to measure the superiority of experiential education and named it "Experiential Education PERFormance" (EEPERF). Our findings indicate that students (consumers) perceive the superiority of the experiential education (EE) service in the following four dimensions: EE-empathy, EE-reliability, EE-outcome, and EE-landscape. EE-empathy is a judgment in response to the question, "How empathetically does the experiential educational service provider interact with me?" Principal measures are "How well does the service provider understand my needs?," and "How well does the service provider listen to my voice?" Next, EE-reliability is a judgment in response to the question, "How reliably does the experiential educational service provider interact with me?" Major measures are "How reliable is the schedule here?," and "How credible is the service provider?" EE-outcome is a judgmentin response to the question, "What results could I get from this experiential educational service encounter?" Representative measures are "How good is the information that I will acquire form this service encounter?," and "How useful is this service encounter in helping me develop creativity?" Finally, EE-landscape is a judgment about the physical environment. Essential measures are "How convenient is the access to the service encounter?,"and "How well managed are the facilities?" We showed the reliability and validity of the system of metrics. All four dimensions influence customer satisfaction significantly. Practitioners may use the results in planning experiential educational service programs and evaluating each service encounter. The current study isexpected to act as a stepping-stone for future scale improvement. In this case, researchers may use the experience quality paradigm that has recently arisen.

  • PDF

Development and Application of an Appropriate Technology Educational Program Related to Water Acquisition and Purification (물의 취득 및 정수와 관련된 적정기술 교육 프로그램 개발 및 적용)

  • Hyunguk Kim;Sojean Jeong;Sori Jeong;SungYun Mun
    • Journal of Science Education
    • /
    • v.47 no.3
    • /
    • pp.238-250
    • /
    • 2023
  • This study aims to explore the effect of an appropriate technology program related to water acquisition and purification on scientific attitudes and creative problem-solving skills in elementary school students. Thus, this study developed a learning program related to the appropriate technology composed of 8 sessions, and some were for exploring water acquisition-related scientific principles and the appropriated technology of Warka Tower, and the others were for conducting water purification-related inquiry experiments, such as Life Straw and Drinkable Book, and the last two sessions were for presenting practical tasks through creative ideas and designs and carrying out the relevant campaign activities. For research subjects, this study selected 51 students from two sixth-grade classes, and after modifying the scientific attitude questionnaire and the creative problem-solving skill questionnaire fit for the environment and situation, this study conducted a paired-sample t-test by applying both the questionnaires before and after this program. In addition, while looking into the correlation between scientific attitudes and creative problem-solving skills, based on the post-test results, this study examined relationships between sub-domains perceived by the students after this program was applied. The results can be summarized as below. Out of all the scientific attitudes, curiosity, openness, cooperation, and creativity showed statistically significant results with an increase in the average value when their overall averages of the pre-test were compared with those of the post-test. With creative problem-solving skills, the domain of mastering a specific area and the domain of divergent thinking showed statistically significant results. The correlation analysis results showed that cooperation out of the scientific attitudes had a significant correlation with all the domains of creative problem-solving skills, especially showing the highest correlation coefficient with such sub-domains as critical and logical thinking. All the four domains of creative problem-solving skills showed a number of significant correlations with the sub-domains of scientific attitudes. Through the research results above, this study has several implications on how and where to apply such appropriate technology-related topics in the future and various responses from students.