• Title/Summary/Keyword: 과학적 창의성

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STEAM Education considering the Level of Cognitive Development of Students in order to Cultivate Creative Convergence Talents (창의적 융합인재양성을 위해 학생들의 인지발달 수준을 고려한 융합인재교육)

  • Ahn, Sun Kyung;Kwak, Ock Keum;Jeon, Byeong-Gyun;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.527-535
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    • 2021
  • The STEAM education was applied to science high school students, and changes in perceptions of students and teachers were investigated after class treatment. By the results of the student's perception survey, very positive results were found in increasing problem-solving capabilities, educational satisfaction, etc. More than 98% of students said they would continue to participate in STEAM education classes. Meanwhile, the lack of time for class activities put a burden on students to complete the problems during class. Especially nanoscience content and activities were properly organized in consideration of the level of cognitive development of the students. In addition, as a result of a survey of teachers' perceptions for students, more than 80.0% of teachers responded very positively in 'self-directed learning ability' and 'problem-solving capability', etc.

Analysis of Selection Items Test for Selecting Scientifically Gifted Students in Chemistry Class (과학영재 선발을 위한 선발문항 분석: 서울대학교 과학영재센터 중학교 심화과정의 화학영역 중심)

  • Choi, Chui-Im;Jung, Min-Soo;Hong, Hun-Gi;Chae, Hee K;Jeong, Dae-Hong
    • Journal of the Korean Chemical Society
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    • v.52 no.3
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    • pp.295-302
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    • 2008
  • In this study, the test that were used in entrance examination for chemistry class in a Science-Gifted Education Center for middle school students were analyzed by using criteria for identification and measurement of scientific giftedness and a classical test theory. The result of analysis exhibited that most of problems measured more than two elements of scientific giftedness and required applications of scientific knowledge of middle school level to solve problems. In the analysis of sub-elements of scientific giftedness, originality, fluency in creativity and finding problems/formulating hypothesis, planning inquiry, interpreting data in science process skills were dominant while drawing conclusion and generalization processes were lacking. In correlation analysis between total score and each type of problems, total score was most influenced by the problems measuring science inquiry linked with scientific knowledge. Item difficulty is moderately high and item discrimination is moderate.

Development and application of SW fusion safety education program applying Novel Engineering (Novel Engineering을 적용한 SW융합 안전교육 프로그램 개발 및 적용)

  • Hong, Ji-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.2
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    • pp.193-200
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    • 2019
  • The 2015 revised curriculum aims to cultivate a 'creative fusion talent' capable of creating new knowledge and fusing various knowledge to create new value. Therefore, it is strengthening reading education to raise humanistic imagination and software education to promote scientific creativity. In addition, we have created [Safe Living] textbooks based on experiential activities as a way to strengthen safety education that is becoming a social issue. And we use it to conduct safety education at creative activity time. Novel Engineering believes that it can develop thinking skills in the process of reading books and finding and solving problems in life in them. Therefore, in this study, we will develop software education programs for safety education that are applied with Novel Engineering and apply them to actual classes to verify the educational effectiveness of students' creative problem solving skills and safety education.

The Effects of Pre-Service Early Childhood Teachers' Gratitude Disposition and Creative Personality on Teacher Professionalism (예비유아교사의 감사성향이 교사전문성에 미치는 영향: 창의적 인성의 매개효과)

  • Hae Jung Lee;Seung Hwa Jwa
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.31-38
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    • 2023
  • This study aimed to find out how gratitude disposition and creative personality affect teacher professionalism in 384 pre-service early childhood teachers. Data were analyzed using descriptive statics, Pearson correlation, multiple regression, and Sobel test for mediating effect. The results of the study were as follows: First, the average value was high in the order of teaching professionalism, gratitude disposition, and creative personality of pre-service early childhood teachers. Second, there was a positive corelation between pre-service early childhood teachers' gratitude disposition and creative personality, gratitude disposition and teaching professionalism. Third, as a result of examining the relative effects of gratitude disposition and creative personality on teaching professionalism, persistance was found to be the strongest predictor among creative personality.

The Influences of Inquiry Learning-Based Analogical Experiments on Experimental Design Processes of Science-Gifted Students (비유 실험을 활용한 탐구학습이 과학영재의 실험설계 과정에 미치는 영향)

  • You, Ji-Yeon;Park, Youn-Ok;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.31 no.6
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    • pp.986-997
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    • 2011
  • In this study, we developed analogical experimental activities to foster scientific creativity in inquiry learning and applied them to 7th grade science-gifted students. The influences of inquiry learning-based analogical experiments were investigated with respect to the experimental design processes. We classified the patterns of experimental design processes by creative thinking processes and analyzed performance levels by the elements of experimental design processes. The students' experimental design processes were categorized into three kinds of patterns such as reinitiated motion, backward-divergent motion and stationary motion. Those belonging to the reinitiated motion performed precise experimental design from new perspectives by identifying the mapping in depth and considering the elements of experimental design processes. In the case of the backward-divergent motion, they shifted their positions to new directions, but the concreteness of experimental design was insufficient due to the lack of mapping or considering the elements. In the type of stationary motion, maintaining their previous positions, they showed less performance of experimental design without considering the elements sufficiently. Educational implication of these findings are discussed.

A meta-analysis of the effect for Creativity, Creative Problem Solving Abilities in STEAM (융합인재교육(STEAM)의 창의성과 문제해결력 효과에 관한 메타분석 -연구방법 및 연구자를 중심으로-)

  • Lee, Seokjin;Kim, Namsook;Lee, Yoonjin;Lee, Seungjin
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.87-101
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    • 2017
  • The analysis was carried out with meta-analysis on master's and doctoral dissertations, and academic journals that analyzed the effects of STEAM education between 2012 and 2015. From the total number of 75 dissertations and articles analyzed, 183 different effect sizes were calculated. The analysis was done to find out the kinds of differences that would be created according to the effect size of creativity, problem-solving ability, and researcher, target area, student division research design type, and level of schools. The total effect size of creativity scored 0.776, and demonstrated satisfaction in symmetry of funnel plot, with no publication biases. The fail-safe N scored 780, and since the number is smaller than 8,945, the results of this research has credibility. Furthermore, problem-solving ability shows intermediate level of effect size with a score of 0.584. It also showed satisfaction in symmetry with funnel plot, with no publication bias. With the different research methods of the sub-factors of creativity, fluency scored the highest with 0.929, flexibility with 0.881, originality with 0.838, sophistication with 0.653, abstractness with title 0.705, and resistance to termination, 0.527. This study finds its significance in the demonstration of average effect size of STEAM education through meta-analysis. According to research results, the effects of inclusive education could be determined, yet the specific effect cause or learning principles were difficult to find. It was found that the effects of STEAM education do not rise or fall depending on school age, and demonstrated differences in creativity according to the research methods or the researchers.

Research on Establishing Master Plan to Foster Creative Human Resources (창의인재육성 마스터플랜 수립을 위한 기초연구)

  • Seo, Ji-Yeon;Kim, Sung-Kook;Byon, Jae-Gyu
    • Journal of Gifted/Talented Education
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    • v.21 no.2
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    • pp.357-372
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    • 2011
  • Enhancing individual competitiveness as well as national competitiveness by fostering creative human resources are one of the important visions of the nation. Thus, fostering creative human resources should be important mission of the nation. The purpose of this study is to identify what type of creative human resources is possible, based on Korean culture and background. Qualitative research experts was given to six experts of academics, institutes, and industries in science, humanities, social science, and art. The result indicated that key words for fostering creative human resources in Korea are 'fusion' and 'integration', and the definition and factors of creative human resources as well as educational strategy to foster it depend upon them. How to foster creative human resources in life-long learning also discussed.

The Study of the Correlation between Media Art Creative City and Local festival - with Lyon, Sapporo, Linz as the central figure - (미디어아트 창의도시와 지역축제의 연관성 연구 - 리옹, 삿포로, 린츠를 중심으로 -)

  • Jeong, Hye Young;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.399-409
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    • 2016
  • This study's purpose is to research the correlation between property and the major festivals with media art of exemplary 3 cities among 8 Unesco Media Art Creative Cities. As a result, it is drawn a conclusion that the below strategies are necessary to achieve success for Unesco Media Art Creative City. First, from the Creative City's point of view, on the basis of the maximization of various merits such as history, natural surroundings, and human resources of the city, it is necessary to reconcile a vision of the city and an identity of Media Art Creative City, and to seek for continuous growth of the city by consistency and durability of control tower within the local government. Second, from the local festival's point of view, it is necessary to provide a differentiated service in the existing media art festivals, to attract the fusion of media art and festivals, and the diversification and the popularization of media art programs. And, it needs to lead to involvement of young people with the fusion of on-line and off-line festivals, the fusion of analogue and digital festivals. In the conclusion, for the successful constructing of Media Art Creative City, it is necessary to maximize the merits of the city's own, to enhance the image for Media Art Creative City with the correlation between the merits and media art, and to differentiate the city's own various festivals, ant the same time, to converge them with media art technology. With these strategies, the local festival can make a new leap for global festival when it constitutes a whole with Media Art Creative City.

Development of a scoring rubric based on Computational Thinking for evaluating students' computational artifacts in programming course (비전공자 프로그래밍 수업 창의적 산출물의 컴퓨팅 사고력 기반 평가 루브릭 개발)

  • Kim, Minja;Yoo, Gilsang;Ki, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.1-11
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    • 2017
  • The demands of computer science education for non-majors in higher education is increasing but relevant evaluation tools for the students' computational artifacts are lack. This research aims to develop a scoring rubric to assess student's computational artifacts in non-major programming course at Computational Thinking point of view. The rubric was developed based on 'CT Practice Design Pattern' as a framework. The rubric consists of 'domain, skills, evaluation, evaluating resources, and scales'. Domains are 'Design of abstract model', 'Design and application of creative artifacts', and 'Analysis of the artifacts'. Experts reviewed the rubric to ensure contents validity. The rubric is resulted in reliable for consistency. This rubric can be revised and applied to application environment accordingly.

A Study on the expressions material and method in design education(1) (디자인교육에서의 표현 재료와 방법에 대한 연구(1))

  • Im, nam-sook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1061-1063
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    • 2009
  • The study notices the value of the expressions material and method in design education as the subject of for appreciation study. The objective of the present study is, it is as follows: to understand education system and social and cultural atmosphere, diverse elements including in the value of the expressions material and method; to get an overall perspective on various aspects of life; and to develop contents for appreciation study which points to help learners perceived values.

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