• Title/Summary/Keyword: 과학적 창의성

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Development and Implementation of Middle School Science Program for Fostering of Students' Creativity Through Partnerships Between University and Local Schools (창의성 계발을 위한 대학과 중등학교간 과학과 연계 프로그램의 개발 및 시범적용 연구)

  • Choi, Byung-Soon;Kim, Beom-Ki;Kang, Seong-Joo;Shin, Jae-Sup;In, Mi-Young;Shin, Ae-Kyung;Kim, Young-Shin;Jin, Jeong-Mi
    • Journal of the Korean Chemical Society
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    • v.48 no.5
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    • pp.510-518
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    • 2004
  • The purposes of this study were to find out the effectiveness of instructional program developed utilizing various strategies to foster the students creativity in science and to analyze the recognition of the students as well as the science teachers on this program for the improvement of the program. Instructional program was consisted of student's worksheet and teacher guidebook. This program was applied to 93 7th grade students for three months. Result of this study showed that the students in experimental group got higher scores than those in the control group, which implied that creativity of the students could be promoted through specially designed program. Analysis of the change of creativity of the students by science achievement showed that the degree of promotion of creativity was higher as the achievement of the students becomes higher. Recognition on this program of the students and teachers who participated in this project revealed positive in that this program was different from the instructional program they have used and that this program would make the students eager to learn and explore the phenomena they faced. Students and teachers also indicated that shortage of instructional time, too many students in class, passive attitude of the students in class discussion, and so on as the problem they have to solve in running the program.

A Study on the Plurality of Nature of Science in Science Education ('과학의 본성' 교육 -그 다원성 고찰-)

  • Cho, Eunjin;Kim, Chan-jong;Choe, Seung-urn
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.721-738
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    • 2018
  • Nature of Science(NOS) has been a well-organized focus of science education and one of the key elements in defining and cultivating scientific literacy for more than a century. In recent years, a specific description of NOS, which is often known as 'the consensus view of NOS', has become very influential and has gained ready acceptance as an arrangement for both curriculum building and research into understanding of NOS by students and teachers in many countries around the world. This study has two purposes; one is to review some debates and criticism on the consensus view of NOS which consists of a list of sentences to describe nature of refined and general science, which have been heated up for the last few years by many prominent science education researchers, and the other is to consider alternative perspectives on NOS for the purpose of a new direction of NOS education. As a result of an investigation into such views as 'Teaching about NOS', 'Critical NOS', 'Critical Thinking-NOS', 'Whole Science', 'Features of Science' and 'Reconceptualized Family Resemblance Approach to NOS', some implications which focus on the generality and plurality of content knowledge of NOS based on current philosophy of science and sociology of scientific knowledge are suggested for the improvement of teaching and learning NOS.

Qualitative and Quantitative Analysis of Paper-Pencil Test Items for Exploring its Appropriateness as a Selection Tool of the Gifted in Science (과학 영재 선발 도구로서 지필 검사의 적합성 탐색을 위한 질적 및 양적 문항 분석)

  • Lee, Ki-Young;Dong, Hyo-Kwan;Hong, Jun-Eui;Kim, Hyun-Kyung;Jo, Bong-Jae
    • Journal of The Korean Association For Science Education
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    • v.28 no.1
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    • pp.32-46
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    • 2008
  • The purpose of this study was to analyse the qualitative and quantitative characteristics of paper-pencil tests for exploring its appropriateness as a selection tool of the gifted in science. For this purpose, we developed two (internal and external) item analysis frameworks, and applied these frameworks to analyse qualitative characteristics. Also, we analysed the relationship between two characteristics. The results of analysing qualitative characteristics revealed that the portion of items with acceleration context exceeding middle school curriculum level was relatively large, which caused low content validity. Furthermore, there was considerable deviation in content and context by subject matter and year, which caused test unstability. Items measuring knowledge domain was the most prevalent, and too much weight on data interpretation & analysis domain in inquiry process skills. In case of creativity test, the portion of items measuring convergent thinking was much larger than that of divergent or associative thinking. Most of these items were represented by using pictures and tables rather than using graphs. Item types of multiple-choice and short answers were superior to essay types. Discrimination index, on the whole, was appropriate (above 0.3), but item difficulty showed a vast deviation ($0.01{\sim}0.90$). Correlation coefficients among subject matters and test tools were very low, and test reliabilities were also low. Low item difficulty & high discrimination index item types were distinguishable. Items with acceleration context were more discriminating than enrichment context. Implications of developing quality paper-pencil test items in the selection of gifted students are discussed.

Development and Application of a Maker Education Program Using Virtual Reality Technology in Elementary Science Class: Focusing on the Unit of 'Animal Life' (초등 과학 수업에서 VR 기술을 활용한 메이커교육 프로그램의 개발과 적용 - '동물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.42 no.3
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    • pp.399-408
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    • 2023
  • This study developed and applied a maker education program for an elementary school's science unit on 'Animal Life'. It examined the program's impact on students' academic achievement and creative problem-solving ability. The theme of the maker education program was 'creating a robot virtual reality (VR) exhibition hall mimicking animal characteristics'. It explored scientific concepts and creatively created a robot VR exhibition hall in accordance with the TMI maker education model. Findings revealed that the program significantly improved students' academic achievement and creative problem-solving ability (p<.05). This study provides evidence for the effectiveness of maker education in elementary school science classes and suggests that using maker education can increase students' interest in and engagement with science learning. To implement maker education more actively in elementary school science classes, stakeholders should develop various topics and programs. Additional research investigating the effectiveness of maker education in different age groups and various other areas of elementary science education is required to generalize the results of this study. Moreover, educational and teacher capacity building is required for educators to utilize maker education effectively.

Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

Research on the Educational Role of Informal Educational Institution Based on the Analysis of the Educational Programs - A Case Study of the Seodaemun Museum of National History (교육프로그램 분석을 통한 비형식 과학교육기관의 교육적 역할 제고: 서대문자연사박물관을 중심으로)

  • Kim, Yi-sul;Sohn, Jungjoo;Jeong, Jong Chel
    • Journal of Science Education
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    • v.35 no.2
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    • pp.149-158
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    • 2011
  • The purpose of this study is to improve education program for Informal Science Education Institution by analyzing education program of Natural History Museum, one of informal science education institution. This research subject is Seodaemun Museum of Natural History, located in Seodaemun-Gu, Seoul. It is Public Natural History Museum, which runs more than 60 education programs every year continuously for recent 6 years. Objects of this study are 32 education programs for 3rd to 6th grade of elementary school. The result of study shows that teaching materials of programs, run by informal science education institution, don't contain enough script and activity for improving creativity and inquiring mind. As the result of the study, it is required that guidance plan of education program be developed with more activities, teaching method and script, to seek quality of class than quantity of that when developing education program of science education institutes. And it is required to develop teaching material using creative technique and to improve medium and long term program for development of feedback.

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Theoretical Review on the Meaning and Importance of Autonomous Inquiries for the Gifted in Science Education (과학영재 교육에서 자율탐구활동의 의미와 중요성에 대한 이론적 고찰)

  • Lee, Hyonyong;Cho, Hyunjun
    • Journal of Science Education
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    • v.32 no.2
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    • pp.33-50
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    • 2008
  • This study was designed to raise the quality of education programs for those gifted students in science education. The authors suggest the importance of autonomous inquiries amongst various activities for those gifted in this study. For this purpose, we identified the meaning of autonomous inquiry by comparison with the open inquiry and presented the importance of the autonomous inquiries with the aim of the gifted in science education. From this, we emphasized the necessity of program development to cultivate the gifted adolescents' independence, creativity, and autonomy beyond previous programs.

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The role of positive emotion in education (교육에서의 긍정적 감성의 역할)

  • Kim, Eun-Joo;Park, Hae-Jeong;Kim, Joo-Han
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.225-234
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    • 2010
  • To investigate the role of positive emotion in education, we have reviewed the previous studies on positive emotion, learning and motivation. In the present study, we examined the definition of positive emotion, and influences of positive emotion on cognition, creativity, social relationship, psychological resource such as life satisfaction, and interactive relationship among positive emotion, motivation and learning. To investigate the role of positive emotion on motivation and learning more scientifically, we examined the recent results of neuroscience. In other words, we have reviewed diverse research on positive emotion, learning and motivation based on brain-based learning. We also examined the research of autonomy-supportive environment as the specific example of improving positive emotion. As one of the most effective methods for emotional education, we discussed brain-based learning, the new research field. As the future prospects, we discussed the implications, possibilities and limitations of brain-based learning.

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The Theoretical Inquiry for Teaching Creativity in Home Economics Education (가정과 교육에서의 창의성 교수를 위한 이론적 고찰)

  • Ryu, Sang-Hee
    • Korean Journal of Human Ecology
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    • v.10 no.2
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    • pp.215-224
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    • 2001
  • Creativity is a trait necessarily demanded in highly industrial and information oriented society. Accordingly, we should develop creativity through school education. The purpose of this study is to inquire a conceptual model and teaching method for developing creative problem solving skills in home economics education which can work at a platform for the curriculum developer. Although many definitions of creativity consider cognitive aspect more, personal or affective aspect is heavily involved with creativity. Therefore, creativity is a dynamic system which cooperates many contrasting and dialectic components in personal and cognitive aspects. The function of creativity is dependent on diverse environmental system. Environments influence on the extent of the development of creativity. Thus, the person-situation interaction model devised by Woodman and Schoenfeldt, integration of cognitive, affective, and situational aspects, is suggested as a conceptual model for teaching creativity in home economics education. The practical reasoning teaching model is suggested as a teaching method for developing creative problem solving skills in home economics education. The components of creative problem solving which involved with practical reasoning process are general knowledge and skills, specific knowledge and skills, divergent thinking skills, motivation and motives, and critical thinking skills.

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A Study on K-Wave's Business Expansion: Based on Creativity Type Model (한류의 비즈니스 확장에 관한 연구: 창의성 유형 모델 기반으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.39-54
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    • 2018
  • This study aims to expand K-Wave business. For this, it firstly investigated previous studies and pointed out limitations of the current scope of the K-Wave business. Therefore, as a theoretical background, it attempts to construct an analysis framework based on four types of creativity type model and to redefine the concept of K-Wave business, which refers to a series of business activities that create, utilize the asset, and reuse the originality of intellectual property assets. This study analyzes the business activities of K-Wave's asset creation, utilization, and talent linkage during 2013~2017. The scope of the asset creation covers the highest ranked movies, dramas, and K-pops, while the utilization of those is analyzed in cosmetics, food, and fashion industries. The personal talent is the source of new K-Wave value creation and Webtoon IP is analyzed. As a result, in the case of movies and dramas, the representative market is China, which is the result of the efforts to avoid the continuation of China's regulation and the development of local OTTs. It is confirmed that the product development for Chinese consumers is active as activities of K-Wave utilization in cosmetics, food and fashion. Interesting is that new K-Wave content is circulated in the beauty sector. Finally, it is confirmed that Webtoon IP, which has been structured with a solid story in individual talent, is the origin of new K-Wave asset creation such as movies and dramas.