• Title/Summary/Keyword: 과학 창의적 문제 해결력

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The Effect of Maker Education Program in School Maker Space on Creative Problem Solving Ability and Self-Directed Learning Ability of Elementary Students (학교내 무한상상실을 활용한 메이커교육 프로그램 적용이 초등학생의 창의적 문제해결력과 자기주도적 학습력에 미치는 효과)

  • Son, Kyoung-ok;Lee, Hyeong-cheol
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.55-65
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    • 2021
  • The purpose of this study was to investigate the effects of application of maker education program in school maker space on the creative problem solving ability and self-directed learning ability of elementary students. For research, we secured 18 periods of creative experience activities with 5 categories appropriate for elementary students, and integrated these activities into an elementary maker education program in school maker space. Pre and post tests were done before and after application of this maker education program to assess the changing in participants' creative problem solving ability and self-directed learning ability. The results of this study can be summarized as follows: First, the maker education program meaningfully improved the creative problem-solving abilities of elementary school students. Second, the maker education program meaningfully improved the self-directed learning abilities of elementary school students. From interview with the students, we could know that this program made the students have self-confidence and gave them favorable impression.

Development of a New Design Course to Apply Problem Based Learning in Mechanical Engineering: Product Dissection and Design Reasoning (기계공학에서의 PBL적용 교과과정 개발: 제품해체 설계추론)

  • Hwang Sung-Ho;Kwon Oh-Chae;Kim Yong-Se
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.20-30
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    • 2005
  • Recently, a new education paradigm 'Self-directed Learning' has attracted considerable attention. Problem-Based Learning (PBL) has been recognized as methodology to help students expand scientific thinking and knowledge. improve applicability, develope critical knowledge, and creatively solve problems. There have been significant efforts to develope PBL-based courses in mechanical engineering. A new PBL-based, multi-disciplinary course 'Product Dissection and Design Reasoning' has been developed in this paper. The course examines the way in which products and machines work and is intended to show freshman or sophomore level students how fundamental physical principles relate to engineering practice through hands-on dissection experience : thus, the course emphasizes the importance of knowledge of the fundamental physics for design reasoning. The primary role of this course is to develop creative design manpower. This paper describes the philosophy and content of this course and presents results from one year of development.

A Study on Teaching and Learning about Bitmap Graphic Data Presentation in Elementary School Computer Education (초등학교 컴퓨터교육에서 비트맵 데이터 표현 교수 - 학습 설계)

  • Lee, Mi-Young;Seol, Moon-Gyu;Han, Byoung-Rae
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.295-300
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    • 2007
  • 지난 20년간의 지속적인 투자와 장기간에 걸친 교육을 통해 육성된 우수한 인재 때문에 우리나라는 세계적인 IT강국이 되었다고 할 수 있다. 그러나 현 컴퓨터교육은 컴퓨터과학의 원리에 대한 체계적인 학습을 통해 창의적인 문제해결력과 논리적 사고력을 신장시키는 교육이 아니라 단순히 응용소프트웨어 및 학습용 소프트웨어의 기능을 익히는 형태로 이루어지고 있다. 이에 본 연구에서는 초등학생을 대상으로 지식교육의 중심이라 할 수 있는 컴퓨터 교과 내용학의 한분야인 컴퓨터그래픽 중 비트맵 데이터 표현에 관한 교수-학습 방법을 설계하였다.

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Effect of STEAM Education Program Based on Hands on Sensor (Hands on 센서 기반 고도화된 STEAM 교육 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heonchang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.79-89
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    • 2013
  • Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.

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Development of Evaluation Criteria for Online Problem-Based Science Learning (온라인 문제기반 과학 탐구과제 평가준거 개발)

  • Choi, Kyoungae;Lee, Sunghye;Chae, Yoojung
    • Journal of The Korean Association For Science Education
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    • v.37 no.5
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    • pp.879-889
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    • 2017
  • The purpose of this study is to develop the evaluation criteria for students' research reports on online science inquiry problems that promote thinking abilities. The steps of developing the evaluation criteria are as follows; First, based on previous study results and literature review, the evaluation categories of the science inquiry contents were determined: 1) knowledge, 2) logical and analytical thinking, 3) critical thinking, 4) science process skills, 5) problem-solving, and 6) creative thinking. Second, evaluation criteria are developed according to the following steps: 1) define each category, 2) identify sub-category, 3) develop evaluation criteria for all categories that could serve as guidelines in the development of scoring rubrics, and 4) expert validation processes were performed. Finally, the usability test for these evaluation categories and criteria were done by being applied to the development of real scoring rubrics for 24 problems included in e-learning contents. Then the users' feedbacks were filed and the implications of this study were discussed.

초등과학영재를 위한 원격교수 학습모형 및 탐구사고력 지도를 위한 자료 개발

  • 박종석;오원근;박종욱;정병훈
    • Proceedings of the Korean Society for the Gifted Conference
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    • 2003.05a
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    • pp.143-144
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    • 2003
  • 6차 교육과정부터는 과학 교육에서 학생들의 학습 목표를 과학 개념에 대한 이해 뿐 아니라 탐구 사고력 및 기능 향상도 중요한 목표로서 취급하고 있다(교육부, 1992). 그런데 학생의 탐구 사고력을 향상시킬 수 있는 과학교육이 제대로 이루어지지 못하고 있는 것이 현재의 실정이다. Schwab(1961)가 탐구 학습의 단계를 분류하면서 지적한 바 있듯이 탐구는 주어진 과제를 해결하는 고정적 탐구보다는 스스로 과제를 설정하고 이를 해결하려 하는 유동적 탐구가 더 바람직한 방향이며, 이러한 유형의 탐구를 통하여 학생들은 창의성의 신장과 함께 과학적탐구가 이루어지는 과정을 더 올바르게 이해할 수 있을 것으로 생각된다. 따라서 탐구의 상황을 학교 실험실만이 아닌 좀 더 생활 주변의 여러 가지 경험과 관련된 쪽으로 안내하는 것도 필요하다. 최근 활발한 컴퓨터의 보급과 인터넷 환경의 확대로 인하여 학생들이 이러한 환경에서 교사와 직접 동일한 시간, 동일한 장소에서 대면하지 않고도 의사소통하고 교수-학습이 이루어질 수 있는 기회가 사회적으로 가능해지고 있다. 이러한 원격교육은 교사의 안내에 따른 탐구 교수 형태의 개념 확인 및 검증 실험이 대부분인 전통적 과학학습 방법과 달리 학생 스스로 문제를 찾고 해결하려고 시도하는 것을 통하여 과학적 탐구 기능의 향상은 물론 과학적 개념의 획득, 과학, 사회, 기술에 대한 폭넓은 인식을 형성하는데 도움이 된다. 또한 인터넷 환경을 이용하면 학교 실험실 상황을 벗어나 학생들에게 다양한 탐구 활동 기회를 제공할 수 있고, 또한 그에 따른 의사 소통이 더 용이해질 수 있다. 이에 따라서 본 연구에서는 탐구 과정기술과 사고력을 중시하는 초등학교 과학과목의 특성을 고려하여 이에 적합한 인터넷 원격교수-학습을 위한 교수-학습 모형과 학생들의 과학적 탐구력과 사고력을 신장시킬 수 있는 멀티미디어 학습자료를 개발하고, 이를 실제적으로 적용할 수 있는 웹사이트를 개발, 현장에 적용하여 원격교수학습이 과학적 탐구력과 사고력에 미치는 효과에 대하여 조사하였다.

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Development of STEAM Program using App Inventor -Focusing on the Concept of Speed in Elementary Science Education- (앱인벤터를 활용한 STEAM 프로그램 개발 -초등학교 과학의 '속력' 개념을 중심으로-)

  • Shin, Seungki;Choi, Ikseon;Bae, Youngkwon
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.530-544
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    • 2015
  • We live in the modern society which is called as Knowledge-Information society. The national and social goal is to raise the creative person for preparing the rapidly changing society. Thus, the schools and families concentrate on and effort to enhance the creativity and problem solving ability. Specially, the school is pushing forward the STEAM education and Software education for raising the creativity person and enhancement of national competitiveness. In this study, we suggested for STEAM education the way how we utilize the App Inventor which was supported by MIT and came up as a computer programming language for Software education, and we verified and evaluated through professional group verification. We completed STEAM instructional design according to the results from the professional group verification, and we suggested the authentic instruction for STEAM education. In addition, we suggested the further prospects of Software education and instructions through going through the characteristics and application plan of App Inventer in terms of educational computer programming language.

An Analysis of Creativity Factors, Family Backgrounds and Parenting Styles of Korean 3 Inventors in Korean Elementary Textbooks through Narrative Inquiry (내러티브 탐구를 통한 초등 교과서에 수록된 한국 발명가 3인의 창의성 요소, 가정환경, 부모 양육방식 특징 분석)

  • Chae, Dong-Hyun;Jo, Dae-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.196-210
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    • 2020
  • According to many researches, invention education relates to improvement of students' creativity and problem solving skills, which are essential in future. So effective invention education is necessary. This study is to analyze creativity factor, family background and parenting style of three korean inventors in elementary textbooks through narrative inquiry and find similarities. As a result of study, all three inventors had intellectual curiosity, originality, productive thinking and sophistication. And they were born in wealthy families and had a member who support them. Also, their parents had secure attachments to them, actively participated in their education and were the first person who found their creativity.

The Effects of the Creative Problem Solving Ability and Scientific Attitude through the Science-Based STEAM Program in the Elementary Gifted Students (과학 기반 STEAM 프로그램이 초등과학 영재 학생들의 창의적 문제해결력과 과학적 태도에 미치는 영향)

  • Kim, Gwon-Suk;Choi, Sun Young
    • Journal of Korean Elementary Science Education
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    • v.31 no.2
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    • pp.216-226
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    • 2012
  • The purpose of this study was to examine the effects of the creative problem solving and scientific attitude through the science-based STEAM program for the elementary gifted students. For the purpose of this study, a teaching plan and worksheet for students based on STEAM was developed and applied. The objects of this study were the fourth grade of both an experimental class (18 students) and a comparative class (20 students) at the gifted class located in Gyeonggi Province. The results of this study were as follows: First, the change in students' science creative problem solving in the experimental group applying science-based STEAM program has statistically meaningful difference (p<.05). Second, the scientific attitude score of the experimental class improved, but it has no meaningful difference statistically. Third, according to the analysis of questionnaire for evaluating the program, experimental class students had a positive recognition in respect of the STEAM program and got higher satisfaction about the lesson. Therefore, science-based STEAM program applied in this study might be useful to improve the creative problem solving, and can be expected the scientific attitude' improving and better be widely applied to gifted education.

Thomas Young's Problem Solving through Analogical Reasoning in the Process of Light Inference Theory Formation and Its Implications for Scientific Creativity Education (창의적 과학자 토마스 영(T. Young)의 빛의 간섭 이론 형성과정에서의 비유추론을 통한 문제해결과 과학창의성 교육적 함의)

  • Kim, Wonsook;Kim, Youngmin;Seo, Hae-Ae;Park, Jongseok
    • Journal of Gifted/Talented Education
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    • v.23 no.5
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    • pp.817-833
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    • 2013
  • The study aims to analyze Thomas Young's problem solving processes of analogical reasoning during the formation of the interference theory of light, and to draw its implications for secondary science education, particularly for enhancing creativity in science. The research method employed in the study was literature review of the papers which Young himself had written about sound wave and property of light. His thinking processes and specific features in his thought that were obtained through analysis of his papers about light are as follows: Young reconsidered Newton's experiments and observations, and reinterpreted Newton's results in the new viewpoints. Through this analysis, Young discovered that Newton's interpretation about his own experiments and observations was faulty in a certain point of view and new interpretation is necessary. Based on the data, it is hypothesized that colors observed on thin plates and colors appeared repeatedly on Newton's ring are appeared because of the effect of light interference. Young used analogical reasoning during the process of inference of similarity between sound and light. And he formulated an hypothesis on the interference of light through using abductive reasoning from interference of water wave, and proved the hypothesis by constructing an creative experimental device, which is called a critical experiment. It is implicated that the analogical reasoning and experimental devices for explaining the light interference which Young created and used can be utilized for school science education enhancing creativity in science.