• Title/Summary/Keyword: creative thinking process

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A Study on Psychophysiology and Psychopathology of Korean Medicine -Focus on Emotion and Thought in Huangdineijing (한의학의 정신 생리와 병리에 대한 소고 -황제내경의 오신, 칠정을 중심으로-)

  • Choi, Woo-Jin
    • Journal of Oriental Neuropsychiatry
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    • v.29 no.1
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    • pp.21-34
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    • 2018
  • Objectives: The purpose of this study is to understand the theories about the psychophysiology and psychopathology of Korean Medicine. Methods: The concepts and functions of spirit (神), soul (魂魄), five spirits (五神), and seven emotions (七情) occurring in the Huangdineijing have been interpreted, and the correlation between thought and emotion considered. Results and Conclusions: (1) Spirit (神) refers to the source and discipline of vital activity and mental activity. (2) With soul (魂魄), ethereal soul (魂) manifests itself as the mental process, and corporeal soul (魄) as the physical sensory interaction, such as the nervous system. (3) In the five spirits, ethereal soul (魂) is the recognition process of drawing out memories. Spirit (神) is the process of creative thought. Cognition (意) is the ability to recognize and integrate information. Corporeal soul (魄) is the process of selecting what is important and choosing it. Will (志) is the process of storing memories. Ethereal soul (魂) and corporeal soul (魄) of the five spirits (五神) and soul (魂魄) use the same characters, but the meaning differs. Also, spirit (神) and the spirit (神) in five spirits (五神) are the same character, but, because the meaning is different, they need to be interpreted according to the context. (4) Heart (心), Cognition (意), Will (志), Thought (思), Consideration (慮), and Wisdom(智) are all cognitive processes, like perception, recognition, and thinking. (5) Psychopathology is when excessive emotion affects the five viscera, harming the Energy (氣) and Blood (血) and eventually affecting the five spirits, which causes problems in thinking. Therefore, for healthy mental functioning, not only must the emotions be regulated so that they do not become excessive, but the five viscera also need to be kept healthy.

A Study on the Anterior Creative Attributes of Chaos and Fratals and Their Applicability to Environmental Design (카오스, 프랙탈의 창조적 속성과 환경디자인에의 적용가능성에 관한 연구)

  • 김주미
    • Archives of design research
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    • v.13
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    • pp.235-255
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    • 1996
  • The world-view of a period or a society refers to the way it conceives of the order and governing principles of the universe. The ad and outcome of the crealive process of a designer reflect his or her world-view or value system. Contemporary students of design seem to find the traditional approach to art based upon the Euclidean logic rather redudive and confining and are trying to develop a new way of thinking and methodology, a new frame of reference. In this study, I am offering the chaos- and fractal theory, concepts drawn from science, as a new anchoring point for design. This approach makes use of the concept of chaos as the basis of a new, open system that enables a designer to find and generate numerous visual possibilities immanent in chaos. Likewise. fractal geometry is offering new concepts and vocabularies for the study of physical universe and design thinking, as well as bridging the gap between science and art. The number of structural possibilities fractal theory generates for environmental design seems to be virtually unlimiLl'd. In fine. this study places a great emphasis on the new approaches t() the environment we inhabit. which I hope will contribute to generating a greater number of creative possibililil:s for environmental design.

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Empowerment on Clinical Nursing Skills Core Program (임상 시나리오 중심 핵심 간호기술 강화 프로그램의 효과)

  • Kim, Hye-Suk;Park, Hae-Ryoung;Park, Eun-Hee
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.589-599
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    • 2014
  • Critical thinking includes creative thinking, open-mindedness, inquisitiveness. Critical Thinking Disposition was significantly higher in experimental group that was enhanced by the scenario-based learning contents than that of the control group(t=4.102, p<.001). Problem Solving process was significantly higher in experimental group that was enhanced by the scenario-based learning contents than that of the control group(t=5.082, p<.001). However, there was no significant difference between the two groups in Clinical Competence(t=2.646, p=.009). But experimental group was significantly higher score than that of the control group score decreased. These results support that the implementation of a scenario-based learning contents need to be continued as an effective educational material but we need more research to establish how this can be effectively implemented in a students' practicum.

The Effect of Problem-Based Learning on Student's Creativity in Middle School Science Class (중학교 과학수업에서 문제중심학습이 창의력에 미치는 효과)

  • Oh, Hee-Jin;Kim, Sang-Dal;Lee, Yong-Seob
    • Journal of the Korean earth science society
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    • v.26 no.1
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    • pp.1-8
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    • 2005
  • The purpose of this study is to identify the effect of Problem-Based Learning on Student's Creativity Ability in Middle School Science Class. The experimental group had Problem-Based Learning classes for six weeks and control group had traditional inquiry instruction for the same period. The results of this study presents that Problem-Based Learning is significantly effective for the improvement of creative skills test and creative tendencies. And PBL group student's had positive thinking for PBL. It's not easy to generalize these results because of many different variables. but the results suggests that teachers should make an effort to improve student's creativity applying Problem-Based Learning. And it's necessary to develop many kinds of problems and teacher's instruction method to enrich creativity in the process of Problem-Based Learning.

Comparison on Effectiveness of SW Education using Robots based on Narrative-Paper Art Activities (내러티브-종이아트 활동 기반 로봇활용 SW교육 효과성 비교)

  • Sohn, Kyungjin;Han, JeongHye
    • Journal of The Korean Association of Information Education
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    • v.22 no.4
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    • pp.419-425
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    • 2018
  • The national curriculum includes the problem solving process, algorithms, and programming of SW education. The education using robots is one of attractive alternatives for students who have no interest of SW or are poor at programming. We have developed a courseware using robots for SW education based on paper art activities with narrative storytelling to enhance students' creative thinking and problem solving within limitation of class time in schools. We apply the courseware and obtained the result of pre and post-test on the creative problem solving ability of third graders in the elementary school The four factors of creative problem solving have shown significantly increase. In addition, it had an significant effects for understanding robot technology and for learning attitude using robots of SW or programming.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

The Application of Convergence lesson about Private Finance with Life Science subject in Mongolian University (몽골대학에서 개인 금융과 올바른 삶 교과간 융합수업 적용)

  • Natsagdorj, Bayarmaa;Lee, Kuensoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.872-877
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    • 2018
  • STEAM is an acronym for Science, Technology, Engineering, Arts, and Mathematics. It is considered important to equip students with a creative thinking ability and the core competences required in future society, helping them devise new ideas emerging from branches of study. This study is about the convergence of instructional design in private finance for the life sciences, which aims to foster talent through problem-based learning (PBL). Skills like collaboration, creativity, critical thinking, and problem solving are part of any STEAM PBL, and are needed for students to be effective. STEAM projects give students a chance to problem-solve in unique ways, because they are forced to use a variety of methods to solve problems that pop up during these types of activities. The results of this study are as follows. First is the structured process of convergence lessons. Second is the convergence lesson process. Third is the development of problems in the introduction of private finance and the life sciences for a convergence lesson at Dornod University. Learning motivation shows the following results: understanding of learning content (66.6%), effectiveness (63.3%), self-directed learning (59.9%), motivation (63.2%), and confidence (63.3%). To make an effective model, studies applying this instructional design are to be implemented.

Analysis on the Perception Discrepancy between Teacher's Teaching Goal and Students' Learning Goal in the Elementary School Mathematics Class for the Gifted (초등수학영재학급에서 교수자의 지도 목표와 학습자의 학습 목표 인식 간극 분석)

  • Lim, Seoung Jae;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.19 no.1
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    • pp.1-16
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    • 2015
  • This study investigated the analysis of examples that gifted students' realizing the learning objectives through teaching method of the teacher's questions and advice. 6 gifted students were selected to be examined with 'magic square' in class. The teacher emphasized the learning objectives without directly proposing. Whereas, the teacher proposed the learning objectives by questioning and giving advice to students. After the class, the 6 gifted students were surveyed to answer about realizing the learning objectives of mathematics (about contents, process, and attitude in mathematics learning objectives). Mathematical gifted students thought about the process that consists of deductive thinking, analogic thinking, extensive thinking, creative thinking, and critical thinking. But, they underestimated the deductive thinking. So the teacher should develop the questions and advice to teach the mathematical gifted students according to the level of them. The high level of mathematical gifted students were able to realize the value and the importance of the mathematical attitude, while the low level of mathematical gifted students were able to realize them little. For this reason, the teacher should apprehend the level of the students, and propose materials and contents of the learning. The teacher should also make the gifted students realize value, will, and personality of mathematics by questions and advice. Lastly, like it is needed in general classes, there should be a constant researches and improvements about questions of the teacher that are appropriate to each student's learning abilities and cognition ability.

Analysis of Reflective Thinking Characteristic of College Students in General Physics Experiment (일반물리학실험에 나타난 대학생의 반성적 사고 특징 분석)

  • Kim, Hee Jung;Choi, Kyoulee;Oh, Yoonjeong
    • Journal of Science Education
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    • v.44 no.2
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    • pp.225-239
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    • 2020
  • This study aims to analyze the characteristics of reflective thoughts of students during experiments in general physics experiments. The participants were 32 college students, they submitted 10 experiment reports including answers to questions for reflective thinking. The results were as follows: First, students show reflective thinking broadly in the experiment, levels were followed by practical reflection, technical reflection, and critical reflection. Also, they actively accepted the knowledge related to experiments, but were passive in connecting new knowledge and experiences obtained through the experiments or forming new questions. Second, the reflective thinking of students show high correlation with experiments related to prior knowledge or the easy-to-understand process. Third, through the qualitative analysis of open-ended questions, it was confirmed that technical reflection occurs in individual evaluation, practical reflection in group evaluation, and practical reflection and critical reflection in improvement proposal. While the students' reflective thinking were superficial or mainly functional, however, they recursively examined the learning contents and the experimental process concurrently.

Textuality and Vision : Visual Narrative of Ancient Chinese Literature Art Focused on Narratology's Viewpoint (중국 고대예술의 도상서사와 시각문화 연구 -회화의 이시동도법과 만화의 칸의 상호 해석-)

  • Jo, Jeong-rae;Huang, Kuo-Li
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.779-790
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    • 2016
  • This study is to exhibit the iconographic narrative and visual culture of ancient Chinese art. The focus of the study is the composite integration of literature and graphic forms, in particular the heterochronous expression of different scenarios of scenes occurring in different time periods in pictures of ancient art. The unity of their origins with picture narration and comic art creation is the fusion of our modern times. The ancient Chinese understanding of visual art includes the traditional style of images and their symbolic meanings. Among artistic narrative expression, imagery contemplation and visual presentation have significance. Artistic thinking is inseparable from visual articulation. It is a rational thought process through creative language interpretation in visual media of imagery narratives. The characteristics of ancient imagery thinking and the way of presenting sequential incidents in the form pictures is a creative space of time. This is the spatial thinking of modern comic art, which is demonstrated through acceptance in artistic styles. Image narration needs new forms and media styles, including integrating with cultural values as aesthetic communication is necessary.