• 제목/요약/키워드: the creative experience activity

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창의적 체험활동 프로그램이 과학개념 및 자기주도적 학습능력에 미치는 효과 (The Effects of Science Lessons Using Creative Activities on Scientific Concepts and Self Directed Learning Ability)

  • 이용섭;김윤경
    • 대한지구과학교육학회지
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    • 제8권3호
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    • pp.399-408
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    • 2015
  • This study is to find out that the effects of a creative experience activity program to scientific concepts and self-directed learning skills. This study has been aimed at 2 class 40 students of 4th grade in D metropolitan city A elementary school in 2015, one class 20 students are the research group to apply Scientific research program using creative experience activity, another class 20 students were comparison groups to apply general science classes. The related class section of this study is 4th grade 2 semester of science 4 chapters, 'The Earth and the moon' This section is in fourth grade elementary science curriculum revision in 2009 is a Sections to learn for the first time about astronomical area. Target research group in club activities as part of the creative activities implemented using scientific inquiry and analyzed the results. In addition, in order to better research based on the results of this study as follows. First, the science curriculum in elementary schools, as well as applied research about the creative experience activity classes in other subjects is required. The ongoing research is needed to classes utilizing the characteristics of creative experience activities in several subjects of the elementary school curriculum. Second, Creative experiential learning is only effective when it is done consistently, it is worth studying for long periods of time.

2009 개정 창의적 체험활동에 관한 고등학교 교사들의 관심도 분석 (An Analysis on High School Teacher's Stages of Concern on 'Creative-Experience Activity' in 2009 Revised National Curriculum)

  • 박한숙
    • 수산해양교육연구
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    • 제25권4호
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    • pp.958-972
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    • 2013
  • The purpose of this study is to analyze on high school teachers' stage of concern(SoC) on 'Creative-Experience Activity' in 2009 revised national curriculum and investigate the improvements of their levels. The subjects for this study were 234 high school teachers through out all part of the Korea country. The instrument for this study was developed according to the Hall & Hord(2006)'s stage of concerns questionnaire of Stage of Concern. The Data were analyzed by Profiling of teachers' concern and one-way ANOVA. The major findings of this study were as follows: First, 85.25% of the high school teachers were in stage of Awareness. 6.34% of teachers were in stage of Information. Most of high school teachers' concern about 'Creative-Experience Activity' was generally 'non-user' stage that unconcerned. Second, there were not significant differences in teachers' stage of concern according to their sex and teaching career except for region. In region, the teacher in metropolis tent to interest getting new information than small and midium size city. We need to make an effort to transfer from 'non-user' stage to 'early-user' stage of and 'impact' stage. To do so, we may sublate too much curriculum revise and start teacher training for 2009 revised 'creativity-experience activity' curriculum. The result of the study provide that there are not curriculum implementation success without teachers' concern about revised curriculum.

창의적 체험활동과 연계한 초등학교 지속가능발전교육 프로그램의 개발과 적용 (The Development and Application of Education for Sustainable Development (ESD) Program related to Creative-Experience Activity for Elementary School Students)

  • 오현주;박재근
    • 한국초등과학교육학회지:초등과학교육
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    • 제36권4호
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    • pp.316-330
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    • 2017
  • The purpose of this study was to develop the ESD program related to creative-experience activity, and to examine the effect of its application. The program was composed of 13 sessions for fifth-grade class in elementary school, including all of the environmental, economic, and social aspects of ESD. This program was connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. The results was as follows. First, the experimental group to undergo the ESD program related to creative-experience activity did not show significant differences in environmental literacy compared to the control group, but it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and participation. Second, the experimental group did not show significant differences in scientific attitude compared to the control group, but it was considered to affect the elementary students' criticism, self-esteem, and patience in positive and effective manner. In conclusion, more ESD program that cultivate elementary school students' environmental literacy need to be developed continuously, and more intensive research should be conducted to earn better understanding of ESD.

과학 분야의 창의적 체험활동을 통한 고등학교 과학동아리 학생들의 과학관련 태도 변화 (The Changes of Attitude Related to Science of Students in the High School Science Club through the Creative-Experience Activity of Science field)

  • 김지현;김지나
    • 과학교육연구지
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    • 제38권3호
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    • pp.471-489
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    • 2014
  • 이 연구에서는 창의적 체험활동 모델 프로그램을 수정하여 고등학교 과학동아리 학생들에게 운영 후 학생들의 과학관련 태도의 변화를 조사하였다. 이를 위하여 창의적 체험활동 모델 프로그램을 학교실정에 맞게 수정하였고, 수정된 프로그램을 부산소재의 고등학교 과학동아리 학생에게 운영하였다. 학생들의 활동 결과지와 면담을 통하여 학생들의 과학관련 태도의 변화를 분석하였다. 과학관련 태도의 변화는 긍정적인 변화를 보였다. 과학에 대한 흥미와 과학과 관련된 직업에 대한 흥미, 과학에 대한 취미적 관심이 대다수의 학생에게서 증가하였다. 과학에 대한 취미적 관심은 망원경으로 관찰한다든지 실험기구를 만져보는 것과 같이 사용했던 관련 도구에 의해 영향을 많이 받았다. 창의적 체험활동은 과학 수업에 대한 즐거움을 긍정적으로 변하게 하는 데는 효과적이지 않았다. 이는 창의적 체험활동 프로그램이 과학 수업 내용과 연계되지 않았기 때문으로 보이며, 교육과정을 고려하여 체험활동을 실시한다면 그 결과가 달라질 수 있을 것이라고 생각된다. 또한 창의적 체험활동 프로그램은 참관형 프로그램 보다는 참여형 프로그램이, 또한 과학 지식을 요하는 프로그램이 과학관련 태도 변화에 긍정적이라는 것을 알 수 있었다.

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학교 캠퍼스를 활용한 창의적 체험활동 운영방안 연구 (The Study of Investigating the Way Applying a School Garden for the Creative Experience Activity)

  • 문병찬;김용택;임형선
    • 대한지구과학교육학회지
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    • 제9권1호
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    • pp.39-53
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    • 2016
  • The purpose of this study was to investigate the way applying a school garden for the creative experience activity on the school learning program. For this study, the 27s elementary students who were the 5th and 6th grades participated in this program. And the 10units lessons programs what were consisted with the inquiry, debating, and cooperating activities were developed, and applying to classroom and school garden. The key concepts of developing program were 'rocks which were in the school garden'. he results are follows, for the creative experience activity on the school teaching/learning program, the school garden has useful value as teaching/learning field. The teaching/learning activity applying the school garden makes an offer the awareness to students that the knowledges learned in school were actually relative with their life. Also, the students are affirmatively participate to learning, debate, and cooperate activities because the school garden is very familiar environment to them. Lastly, the students are interesting in learning classes because they think that the school garden environments will reform actually to new shape of their ideas. After this learning were finishing, most of students indicated their intention with satisfaction. Some of them suggested applying the additional program using the school garden. Consequently, the school garden has the very useful value for applying program of the teaching/learning in elementary school education.

창의적 과학 활동이 저소득층 아동의 과학 태도, 자아존중감과 자기효능감에 미치는 효과 (The Effects of Creative Science Activities on Scientific Attitude, Self-Esteem and Self-Efficacy of Children Low-Income Family)

  • 김은경;이석희
    • 대한지구과학교육학회지
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    • 제8권2호
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    • pp.139-151
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    • 2015
  • In this study, we studied the effects of creative science activities of children from low-income family. Before and after the creative science activity programs, we investigated the children from low-income family on scientific attitude, self-esteem and self-efficacy. Also, after the creative science activity programs for low-income family children were interviewed and the results were analyzed. The result of this study was summarized as following. First, the creative science activities has a positive effect on scientific attitude of low-income family children. Through the creative science activities, the children from low-income familie's average of scientific attitude increased meaningfully. Second, the creative science activities has a positive effect on self-esteem and self-efficacy of low-income family children. Through the creative science activities, the children from low-income familie's average of self-esteem increased meaningfully. In the case of the self-efficacy's average points increased, but there was no statistically meaningful. Based on the results of this research, the children from low-income family were influenced positively by the creative science activities. Especially, the children from low-income families who have fewer chances of science experience than other general children were positively influenced in every aspect of this study.

창의적 체험 활동에서의 코딩교육이 일반계 고등학생의 창의적 문제해결력에 미치는 효과 (The Effects of Coding Education on Creative Problem Solving of Academic High School Students in Creative Experience Activities)

  • 이은아;이승훈
    • 한국콘텐츠학회논문지
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    • 제21권6호
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    • pp.716-724
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    • 2021
  • 본 연구에서는 창의적 체험활동에서의 코딩교육이 일반계 고등학생들에게 창의적 문제해결력에 미치는 효과를 검증하고자 하였다. 본 연구대상은 충청북도 충주시 J인문계 고등학교에서 코딩 교육을 희망하는 학생 1~3학년 24명(남 14명, 여 10명)을 선정하였다. 실험집단에게 중재 프로그램은 스크래치 프로그램을 활용해 월 2회, 5개월 동안 10차시 교육을 실시하였으며, 창의적 문제해결력에 미치는 효과를 알아보기 위하여 사전·사후 검사를 실시하였다. 이러한 연구결과를 요약하면 다음과 같다. 첫째, 실험집단의 창의적 문제해결력을 검증한 결과 전체 평균 점수의 상승으로 통계적으로 유의미한 것으로 나타났다. 일반계 고등학생을 대상으로하는 코딩교육이 창의적 문제해결력의 향상에 효과가 있었다. 둘째, 코딩교육은 '일상의 문제를 합리적이고 창의적으로 해결할 수 있는 능력을 기른다'는 창의적 체험 활동의 하위 목표 성취를 위해 적합하며, 특히 자기확신 및 독립성 향상에 효과가 있다는 것을 알 수 있었다.

초등재량활동에서의 로봇활용교육 효과 및 사례 분석 (Effectiveness analysis of educational robot utilization in elementary school extra-curricular activity)

  • 김수아;김진오;박일우;한정혜;조미헌
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2011년도 동계학술대회
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    • pp.175-178
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    • 2011
  • 최근 3년간 재량활동 선택과목 운영현황과 정보관련 교과 운영 현황을 살펴보면 정보교육을 편성한 학교 수와 편성 단위가 꾸준하게 줄어들고 있음을 알 수 있다. 또한 2009개정교육과정에서는 재량활동과 특별활동 시간이 창의적 체험 활동으로 대체되면서 학교에서 정보교육의 입지가 많이 줄어 들 것으로 예상된다. 또한 현재 학교 현장의 정보 교육은 다양한 사회적 요구와 변화에 적극적으로 대처하지 못하고 기존 교육 과정을 답습하고 있는 설정이다. 이에 본 연구에서는 초등 정보교육의 새로운 확대된 영역으로서 로봇활용 교육의 가능성을 모색해보고 이를 정규교육과정인 재량활동(창의적체험활동) 프로그램에 적용하여 창의적 인성과 창의적 유창성에 대한 효과 및 사례를 분석하였다.

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VE에 대한 올바른 이해 (The Right Understanding Of Value Engineering(VE))

  • 김태준
    • 기술사
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    • 제39권4호
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    • pp.38-41
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    • 2006
  • Value Engineering(VE) is the systematic activity to make a Alternatives for user's needs with an access by function analysis, creative thoughts, and the lowest life cycle cost. However, the current activity called VE is to make a Alternatives by experience and to make a report in similar to VE format. The right understanding of the concept and the process of VE is required for more effective Alternatives and VE activity with reliability.

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창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색 (Exploring the Types of AI Platforms for Creative Activities and How to Use Them)

  • 박주연;안수진
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 춘계학술대회
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    • pp.361-364
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    • 2022
  • 본 연구는 창작활동을 위한 인공지능 플랫폼의 종류를 조사하고 활용방안을 탐색하는 목적으로 수행되었다. 창작활동의 대표적인 영역인 미술과 음악 창작 영역에서 인공지능을 배우기 위해 인공지능을 체험하고 간단한 프로그래밍을 할 수 있는 인공지능 플랫폼의 종류를 조사하였다. 그리고 각 인공지능 플랫폼이 학생들의 생각을 풍부하게 표현하고 창의력을 높이는데 사용되도록 활용방안을 제시하였다. 이를 통해 인공지능 플랫폼이 창작활동에서 학생들의 표현력과 창의력을 높이는 도구로써 활용될 수 있음을 시사하였다는데 의의가 있다.

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