• Title/Summary/Keyword: creative thinking process

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Analysis of Awareness of Teachers for Core Competencies and Scientific Core Competencies (핵심역량과 과학과 교과역량에 대한 초등 교사의 인식 분석)

  • Ha, Ji-hoon;Shin, Youngjoon
    • Journal of Korean Elementary Science Education
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    • v.35 no.4
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    • pp.426-441
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    • 2016
  • The purpose of this study was getting the information for successful application to the national curriculum and students' core competencies enhancement, through investigation about competencies discussed in 2015 revised national curriculum development process and analysis about perception of 150 elementary school teachers in study. The results were as follows : Communication skill is considered to be the most important. Thinking ability what has been important traditionally is the middle of the rankings. Elementary school teachers think that a competency is specific to a subject. From this point of view, Creative/Scientific Problem-Solving Ability is the most important in science. They think that the enhancing of the ability of inquiry performance is highlighted in current science class. On elementary school teachers' awareness, inquiry model is the most effective in enhancing of scientific thinking and the ability of inquiry performance. And STS instruction model is in the other. PBL learning model and experimental inquiry model is the most effective in enhancing a competency has the highest feasibility like scientific thinking or the ability of inquiry performance.

A Study on the Expression of Traditionality in the Contemporary House base on Schema (스키마에 의한 현대주택의 전통성 표현에 관한 연구)

  • Lee, Wan-Geon;Jung, Rye-Hwa
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.60-67
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    • 2006
  • An architecture is a result from representation of design knowledge by architect's creative thinking, and operated only in his internal organization system. Design knowledge based upon the experience that they have achieved in the past as well as the informations they have accumulated over the time. In this point of view, the Schema that formed by problems settlement and process repetitions for the best conclusion, not only play an important part in the designer's thinking system about a specific problem but also appeared by distinctive features. This research looks to achieve a new design method by finding out how architects express traditionality in the contemporary house through schema. This research analyze contemporary house built in seoul of 1990's. The result are as followings. First, Schema is a 'frame' that already exist in the architect's thinking, will make a good guide about express the traditionality. Second, We found out several distinctive characters in the form and the space. The form is divided in five types. It is an condensed form of roof image, the metamorphosis of form grammar, the change of part details, the representation of design principle and the directly expression. Lastly, In the space, it is the borrow of the connection method of inside and external space, the three parts composition of the space, the adaptation of 'Madang' and the Independent composition of the space due to 'Chae'

Development of a teaching-learning model for effective algorithm education (효과적인 알고리즘 교육을 위한 교수-학습 모형 개발)

  • Han, Oak-Young;Kim, Jae-Hyoun
    • The Journal of Korean Association of Computer Education
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    • v.14 no.2
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    • pp.13-22
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    • 2011
  • The importance of algorithm education has been emphasized for creative problem-solving capability. Especially, algorithm teaching materials related with mathematics and science are under development to enhance logical thinking. However, there are not enough teaching-learning models applicable in the field of education. Therefore, this paper proposed a teaching-learning model for effective algorithm education. The teaching-learning model reflects two characteristics : an algorithm learning process is spiral, and algorithm education is based on logical thinking. Furthermore, a survey was conducted for students' satisfaction, and the result was a mixed teaching-learning model with PBL, SDL, and peer tutoring. Based on the proposed model, examples of classes for mathematics and science are suggested to show the feasibility of effective algorithm education.

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Designing an Intelligent Data Coding Curriculum for Non-Software Majors: Centered on the EZMKER Kit as an Educational Resource (SW 비전공자 대상으로 지능형 데이터 코딩 교육과정 설계 : EZMKER kit교구 중심으로)

  • Seoung-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.901-910
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    • 2023
  • In universities, programming language-based thinking and software education for non-majors are being implemented to cultivate creative and convergent talent capable of leading the digital convergence era in line with the Fourth Industrial Revolution. However, learners face difficulties in acquiring the unfamiliar syntax and programming languages. The purpose of this study is to propose a software education model to alleviate the challenges faced by non-major students during the learning process. By introducing algorithm techniques and diagram techniques based on programming language thinking and using the EZMKER kit as an instructional model, this study aims to overcome the lack of learning about programming languages and syntax. Consequently, a structured software education model has been designed and implemented as a top-down system learning model.

Engineering Educations for Creativity and Design in Mind at HIU (공학교육에서의 디자인 및 창의적 설계교육)

  • Han, Byung-Kee;Jee, Hae-Seong
    • Journal of Engineering Education Research
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    • v.9 no.4
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    • pp.19-27
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    • 2006
  • HIU(Hong-Ik University) has inculcated students with values necessary to serve society as independent, creative, and cooperative professionals. In HIU, students are encouraged to foster independent thinking, free from the influence of others, but are forged to cultivate their creativity in harmony with the knowledge and experience of others. In the department of MSDE(Mechanical and System Design Engineering), students are educated via three major courses for targeting engineering design, Creative Engineering Design (freshman), Design Process (Senior), and Creative Product Development (Junior). All these courses are based on personal tool exercises for design software and hardware and team-project group activities of the students with other team members. This paper will briefly discuss the main focuses of these courses and case studies of the teaching results.

The Development of A Micro:bit-Based Creative Computing Education Program (마이크로비트 기반의 창의 컴퓨팅 교육 프로그램 개발)

  • Koo, Dukhoi;Woo, Seokjun
    • Journal of The Korean Association of Information Education
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    • v.22 no.2
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    • pp.231-238
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    • 2018
  • Software education has started as a compulsary subject or part in elementary, middle and high school, but there is a limitation for using the physical computing toolkit and instructional guidelines that teacher can use. The purpose of this study is to propose a computing education program using a physical computing toolkit called the Micro:bit. The novel instructional model is called "MDIAP" which consists of five stages : Motivation, Demonstration, Imitation, Application, Presentation. Instructional process is presented in spiral, consisting of basic micro-bit sensors, and maker's learning using additional sensors and actuators. This study will help students to enhance creative computational thinking through the MDIAP instructional activities.

The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.

Investigation of 'Group Scientific Creativity' Factors in Gifted Students' Creative Project Solving Context (영재학생들의 창의적 문제해결상황에서 집단 과학창의성 영향요인 탐색)

  • Hong, Eunjeong;Heo, Namyoung;Lee, Bongwoo
    • Journal of The Korean Association For Science Education
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    • v.36 no.4
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    • pp.527-538
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    • 2016
  • The purpose of this study is to select the factors of 'Group scientific creativity' and to find out how 'Group scientific creativity' turns out in the creative problem-solving process of students. To select the factors that affect 'Group scientific creativity', this research extracted 27 influencing factors on the group creativity from the prior study and organized them according to opinions of education experts. To select factors that affect 'Group scientific creativity' in the creative problem-solving process of students, this research analyzed the group problem-solving process that has been done on 72 gifted students for two days. Main results of the study is as follows: First, nine elements such as scientific thinking, scientific knowledge, scientific information-processing capacity, motivation, challenge, age and gender, existence of diversity, creativity educational experience, and the group cohesiveness were selected as human factors. Four elements such as scientific communication skills, scientific inquiry process, autonomy, and leadership were selected as the combining factors. Also, three elements such as the learning environment, teacher types, and compensation were selected as the Environmental factors. Second, it was possible to find that the group scientific creativity influence factors affecting the creative process by analyzing the gifted students in creative-problem solving process. Based on these results, this study described additional points on the factors improving 'Group scientific-creativity.'

Exploring Teachers' Perceptions of Computational Thinking Embedded in Professional Development Program (컴퓨팅 사고를 반영한 교사연수 과정에서 나타난 교사의 인식 탐색)

  • Hwang, Gyu Jin;Park, Young-Shin
    • Journal of the Korean earth science society
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    • v.42 no.3
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    • pp.344-364
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    • 2021
  • The study explored how two elementary school teachers perceived computational thinking, reflected them into curriculum revision, and taught them in the classroom during longitudinal professional developed program (PDP) for nine months. Computational thinking is a new direction in educational policy-making including science education; therefore we planned to investigate participating teachers' perception of computational thinking to provide their fundamental understandings. Nine meetings, lasting about two hours each, were held with the participating teachers and they developed 11 lesson plans for one unit each, as they formed new understandings about computational thinking. Data were collected through PDP program while two teachers started perceiving computational thinking, revising their curriculum, and implementing it into their class for nine months. The results were as follows; first, elementary school teachers' perception of computational thinking was that the definition of scientific literacy as the purpose of science education was extended, i.e., it refers to scientific literacy to prepare students to be creative problem solvers. Second, STEAM (science, technology, engineering, arts, and mathematics) lessons were divided into two stages; concept formation stage where scientific thinking is emphasized, and concept application, where computational thinking is emphasized. Thirdly, computational thinking is a cognitive thinking process, and ICT (informational and communications technology) is a functional tool. Fourth, computational thinking components appear repeatedly and may not be sequential. Finally, STEAM education can be improved by utilizing computational thinking. Based on this study, we imply that STEAM education can be activated by computational thinking when teachers are equipped with competencies of understanding and implementing computational thinking within the systematic PDPs, which is very essential for newly policies.

A research on the way of spreading creative design thinking by Semantic Network -Focus on product design- (의미 네트워크 개념을 통한 창의적 디자인 사고의 확산방법에 관한 연구 -제품디자인 중심으로-)

  • Zhang, Ye;Zheng, Hua;Eune, Ju-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1137-1144
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    • 2009
  • Creativity, the ability to produce through imaginative skill, is pursued by all designers. However, originality does not refer to absolute novelty. In this age, information is shared and disseminated. Creation of works is an activity to re-establish all shared information and reorganize relationship among things. Therefore, a new design is a product of reorganization rather than originality. Moreover, designers can generate ideas different from each other because they individually espouse different system of knowledge. From such perspective, a very important task of designers is to explore methods of expanding design thinking that can enhance the ability to new connection among things in the process of assimilation and modification. The task can be carried out by identifying characteristics and limits of their unique system of knowledge. Therefore, it is necessary to seek methods of expanding design thinking for efficient cognitive activities. In explaining human knowledge, this study applied semantic network, a method used in cognitive science for creating structure, and the method of expanding design thought was proposed by corresponding method of design conceptualization. By organizing, categorizing, and flexibly combining and modifying the methods of design thinking conceptualization and expansion generated by this study, strengths of each method were enhanced and limits of each method were overcome to enable more effective design thinking. In this study, the method of expansion was used when connecting of nodes cannot be sustained after using each method of conceptualization. By avoiding unique method of thinking through diversification and vitalization of conditional points, efficient design thinking was achieved. The value of this study lies in the fact that the proposed method of expanding thinking using the mechanism of network enhances the ability to establish new connections in the process of assimilation and modification.

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