• Title/Summary/Keyword: 과학적 창의성

Search Result 563, Processing Time 0.03 seconds

The Effects of Background Knowledge and Prior-Examples in Creative Problem Solving (창의적 아이디어 산출에 대한 배경지식과 사례의 영향)

  • 이정모;정재학
    • Korean Journal of Cognitive Science
    • /
    • v.13 no.2
    • /
    • pp.47-59
    • /
    • 2002
  • Three experiments were conducted to investigate whether different types (common vs. uncommon) of prior-examples entail different effects in creative problem solving, and whether types/levels (rich or lean. common or uncommon) of background knowledge interact with types of prior-examples. It was found that the example types and the types/levels of background knowledge do interact and have some differential effects on generating novel and useful ideas. In Experiment 1 and 2. uncommon examples had a positive effect - generating many novel and useful ideas. regardless of background knowledge types. while common examples had positive effects, only when the background knowledge was somewhat uncommon In Experiment 3 it was also found that types (irrelevant,. single common. single uncommon, or multiple common + uncommon) of background knowledge seemed to influence differently on the ease of finding solutions: when background knowledge is diverse or not directly related to the task problem, uncommon prior examples produced much greater number of novel ideas than it was with single common or sin91e uncommon background knowledge. Implications of the present study were discussed. in relation to mental sets and fixation.

  • PDF

Method of Teaching Material to Develop Computer Creativity by Accessing to the Computer Principle in Elementary School (컴퓨터 원리 교육을 통한 초등 창의성 교재 개발 방안)

  • Jung, Eun-Young;Kim, Jong-Jin;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.281-288
    • /
    • 2004
  • 오늘날 IT의 급속한 진보는 많은 변화를 가져왔다. 단순한 자원이나 노동력보다는 첨단과학기술을 이용하여 얼마나 의미 있는 정보를 찾아내고 활용하는가에 따라 개인의 경쟁력이 좌우된다. 즉, 개개인의 창의적인 아이디어와 지식, 정보의 생산과 활용이 앞으로의 국가경쟁력을 좌우하게 된다. 이에 따라 교육계에서도 창의적인 능력을 발휘할 수 있는 인간상을 추구하고 있다. 전국의 초 중등학교가 정보인프라 구축으로 컴퓨터를 활용하는 교육이 가능하게 되었다. 비로소 미래사회를 대비하여 정보우수인력을 길러낼 수 있는 여건이 조성된 것이다. 그러나 현재까지 개발된 초등 컴퓨터 교재는 소프트웨어의 활용법을 소개하는 데 그치고 있다. 컴퓨터 교육이 활용교육으로 치우치다 보니 창의력 제한, 자기 주도적 학습 능력 부족 등 여러 가지 문제점이 발생하고 있다. 따라서 본 연구는 컴퓨터 활용법에만 두었던 기존의 교육방법을 탈피하여 체계적이고 쉬운 초등 컴퓨터 창의성 교재 개발 연구 방안을 제시하고자 하는데, 특히 컴퓨터 구조, 운영체제, 네트워크 등의 동작 원리를 기반으로 한다.

  • PDF

Constitutional Amendment for Post-industrial Society (포스트-산업화 시대의 과학·기술과 헌법 : 제헌헌법 제5조의 '창의 존중'과 미래혁신)

  • Buh, Gyoung-Ho
    • Journal of Korea Technology Innovation Society
    • /
    • v.21 no.3
    • /
    • pp.1179-1206
    • /
    • 2018
  • Korea has entered into a post-industrial era with the Constitution of the industrial age, which defines 'science technology' as a means for national economic development. For Constitutional amendment for the new era, it is necessary to identify the "inertia of the industrial age" adhered to the Constitution. To this end, I analyzed the Constitution concerning 'science-technology' with comparative legal study and diachronic approach. The "inertia of the industrialization age" implied by the Constitution is as follows. First, it is constriction of 'science and technology'. In the Constitution, science is subordinate to technology, technology is limited to science. Second, it marks 'science and technology' as a means for economic development. Third, 'innovation' in Article 127 is still conceived as 'development or promotion'. The 'science' must be liberated from the means for industrial technology, and the 'technology' must be convergent with diversity and creativity. In addition, a constitutional provision acknowledging various influences of science and technology other than economic development is required, which means constitutional declaration of 'science and technology state principle'. Finally, in the era of so-called 'the Fourth Industrial Revolution', the Korean national innovation system(KNIS) should be re-established within the framework of the Constitution. In the post-industrial era, the pursuit of technological innovation system should based on individual freedom and creativity to the best in all areas of science, technology, politics, economy, society and culture. Therefore, renaissance of Article 5 of the constitutional Constitution is required for the KNIS, which had made 'Creativity' the basic character of the state along with 'Liberty and Equality'.

A study on Connection between Creativity Development and Emotional Quotient in Cartoon Learning (만화학습에 있어서 창의성개발과 감성지능의 관계에 관한 연구)

  • Choi, Mi-Ran;Cho, Kwang-Soo
    • Science of Emotion and Sensibility
    • /
    • v.15 no.2
    • /
    • pp.183-192
    • /
    • 2012
  • This study aims at expressing the correlation of 'creativity' and 'emotional intelligence' in cartoon expression learning through literary research and correlation analysis. Analyses were made on each sub-factor for the self emotional intelligence evaluation and the creativity evaluation made by experts through cartoon expressions by elementary school students, who are the learners. Studies on preceding research showed that creativity and emotional intelligence had a correlation and that it is common preception that higher creativity is equivalent to higher emotional intelligence. However, results of correlation analysis in this study showed that while there is a relation between creativity evaluation and emotional intelligence in cartoon expression learning, not all factors were correlated. Furthermore, the results of emotional evaluation of the upper and lower group learners did not show similar results in the creativity evaluation. Through this study, it can be said that for emotional intelligence and creativity factors, finding the appropriate emotional intelligence development method would be the way to enhance creativity. Therefore, in order to develop creativity through cartoon expression learning, systematic research should be performed for extracting the relative emotional intelligence factors.

  • PDF

Research of Emerging Process on Scientific Creative Products: Case Study of Self-Organization Process on Emerging of objective knowledge from Subjective Experience of Scientists (과학 분야 창의적 산물 발현과정 연구: 과학자의 주관적 경험이 객관적 지식으로 발현하는 자기조직화 과정의 사례 분석)

  • Kang, Jungha;Cho, Sunhee;Kim, Mijin
    • Journal of Gifted/Talented Education
    • /
    • v.24 no.1
    • /
    • pp.113-147
    • /
    • 2014
  • This study is a case study of the process of emerging for creative products to lead world science and technology. The aim of the study is to understand the emerging process of scientific creative products, and is to provide the direction of gifted education that discovers and trains globally competitive science talents through this. To discuss the emerging process of creative products, this study has academically discussed the creativity of the complexity of dealing with theory of evolution, the real life settings, and self-organization of experience etc., and has methodologically adopted the qualitative research method through a case study to look at the structures and processes. Data collection has been formed through a discussion with 12 Korean scientists who have created selected creative products, greatly contributed for the world science and technology(12 areas). The analysis has been carried out by the latter part positivist methods. As a result, the emerging process of creative products in the field of science and technology were separated into four steps: (1)the foundation stage of knowledge, (2)the exploration stage of knowledge, (3)the construction stage of knowledge, and (4)the emerging stage of knowledge. Each stage has been revealed growing up through the macro-system and the self-organization of each micro-systems.

Development of a Dynamic Motor on Smart Touch Control of one Point Linkage drag (1 포인트 드래그 연동 스마트 터치 제어용 다이나믹 모터 개발)

  • Kim, Hee-Chul
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.10 no.3
    • /
    • pp.327-332
    • /
    • 2015
  • Educational robot was introduced as an effective educational tool is to foster scientific creativity and learn the basic principles of science are applied to change the configuration of the educational after-school learning kits for science education. SMEs as a tool to foster scientific creativity center and a variety of educational robot technology and the wide range of games for students and robotic technology development, existing e-Learning by downloading mp3 music or learning content for the robot, such as the provision of specialized content Although the technology is still being developed to take advantage of the professional community formation is insufficient side. Currently, one-point linkage drag Smart Touch control dynamic motor development does not need this motor development is possible for users to easily.

Implicit Knowledge on the Creative Person in Korea, China and Japan - Based on Characteristics and Occupations (창의적 인물의 특성과 직업군에 대한 한국, 중국, 일본인의 암묵적 지식 비교)

  • Choe, In-Soo;Lee, Gun-Hee;Pyo, Jung-Min
    • Journal of Gifted/Talented Education
    • /
    • v.23 no.4
    • /
    • pp.615-632
    • /
    • 2013
  • The purpose of this study was to explore the implicit knowledge of creative person in Korea, China and Japan. To this end, participants of all ages in three countries (Korean 328, Chinese 388, Japanese 394) were required to fill out the survey about creative persons. The major results of this study were as follows: First, Korean and Japanese recognized most the characteristics of creative person as "original" at all ages, Chinese recognized as "intellectual" in most ages. Second, occupations of creative persons were classified into nine categories. Third, in Korea scientist and artist, in China politician, in Japan artist were the occupations of the highest frequency at all ages. These results of this study can be used as a basis for the research of implicit knowledge on creativity in East Asian countries. This study suggests that the implicit knowledge about creative person differs in three countries and cultural characteristics of each country should be considered in the study of creativity.

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
    • /
    • v.19 no.1
    • /
    • pp.47-60
    • /
    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

The Potential Application of Environmental Psychology and Behavior Studies to Environmental Design (환경심리.행태 연구의 가능성과 한계성)

  • 임승빈
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.14 no.1
    • /
    • pp.33-43
    • /
    • 1986
  • Environmental designers in Korea have shown interests in Environomental Psychology and Behavior Studies (EPBS) since 1970's. However, many designers, who have expected a great deal of contribution from the EPBS, have disappointed due to their overexpectation and misunderstanding on the EPBS. This study intends to analyse the nature of the EPBS and to investigate the potential contribution of the EPBS to the field of environmental design. The EPBS are able to help designers by providing scentific data in each stage of the design process. Further, most design theories and principles are based on the findings of the EPBS. Thus the development of the EPBS has great potential of contribution to the development of design theories arid principles Due to the scientific nature of the EPBS, however, the EPBS have difficulties in supplying scientific data within relatively short period, which make most designers impatient. Designers should understand the scientific nature of the EPBS and be patient in expecting usable outcome from the EPBS. Further, Designers should not expect the EPBS give them design soultion itself.

  • PDF

Applications for Self-Regulating Learning Strategy to Quantitative Relationships in Chemical Reaction (탐구실험 수업에 자기조절학습 전략을 적용: 학업성취도 및 과학적 태도에 대한 효과)

  • Kim, Yeon Chul;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.487-495
    • /
    • 2021
  • Using self-regulation learning strategies that can cultivate the creative and critical thinking required in the era of the Fourth Industrial Revolution, it was applied to the exploration experimental class of the section 'quantitative relationship in chemical reactions' in high school chemistry and the effects on academic performance and scientific attitudes were analyzed. In case of academic achievement, although there was no meaningful difference between the two groups in the pre-test, the average value of the experimental group was significantly higher in the post-test. In the case of scientific attitudes, the difference in average points between the two groups was the greatest in readiness and curiosity. In the post-test of the experimental group, academic achievement showed the highest correlation with meta-cognition and scientific attitude with behavioral regulation, respectively. Considering the effectiveness of metacognition and scientific attitudes, self-regulation learning strategies are the most suitable teaching-learning forms for creativity and personality education in this era.