• Title/Summary/Keyword: 그룹 창의성

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Collaboration between Artists and Engineers: 'Experiments in Art and Technology' Group (예술가와 공학자의 협업 모델: '예술과 기술의 실험' 그룹)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.79-85
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    • 2019
  • 'Experiments in Art and Technology' Group was established in the mid-20th century, and then developed the larger interdisciplinary experiments into the range of art world and its outside field. The motive power of group's activities was the collaboration between artists and engineers traversing the boundary between old different disciplinary conventions. E.A.T was officially launched in 1967 by the engineers Billy $Kl{\ddot{u}}ver$ and Fred Waldhauer and the artists Robert Raushenberg and Robert Whitman. They performed various possibility of material, technology, and engineering available to contemporary art. By reflecting the function of art and technology in society, eventually they developed the methodology of new aesthetics which had organic relationship with contemporary world. In this sense, this research have its academic significance. This paper firstly examined the socio-cultural context of emerging the E.A.T. group as a representative model for convergent practice, and verified the fact that the collaboration between artists and engineers had produced the expansion of artistic expression as well as new relationship among art, engineering, and society by considering E.A.T's various projects. Therefore, I will refer the E.A.T. group as an exemplary model for concrete method of collaboration that contemporary discourses about convergence need.

Development of English Teaching Model Applying Artificial Intelligence through Maker Education (인공지능활용 메이커교육 프로그램 적용 영어 교수학습 모형 개발)

  • Shin, Myeong-Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.61-67
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    • 2021
  • The purpose of this study is to demonstrate how EFL learners can overcome the limitations of traditional classes and practice communication through the learning activity model. As a research method, it was conducted from March to June 2019 to develop and derive strategies and guidelines through model development, validation, and application. After two validity tests, the model was applied to the experimental group, resulting in an increase of self-direction, engagement, problem-solving, and participation. Moreover the post results showed significant results in all fields, the usefulness of this model was confirmed. However, continuous follow-up research is needed, including the development of software that can easily apply AI related to English learning to classes, and the presentation of convergence activities with more systematic maker education in learning activities.

Development of a Gifted Behavior Checklist Based on the Observation Probability and Importance of the Behavior in Class (관찰가능성과 중요도를 고려한 관찰·추천용 초등 영재 행동 특성 체크리스트 개발)

  • Lee, In-Ho;Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.25 no.6
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    • pp.817-836
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    • 2015
  • This research focuses on the development of gifted child behavior checklist which feasibly has application on the nation-wide gifted children observation-recommendation method. Corresponding measure has significance as it reflects actual observations of teachers teaching gifted children first-hand and involves measure of importance regarding each characteristic. An open survey on gifted children behavior characteristics lists and specific behavior patterns has been acquired from teachers in gifted education, and the checklist was developed through expert group review, pre-test, and confirmatory factor analysis process. The former checklists have shown several difficulties on application of observation-recommendation on the field due to behaviors that can't be observed in school, less important behaviors, and collide and duplicate behaviors etc. With regard to such problems, problematic clauses were removed based on the observation probability and importance of the behaviors. Ultimately, total of 32 behavior characteristic checklist consisting of ten sub factors(logical thinking, high achievement, originality, perfectionism, creative problem solving, curiosity, task commitment, conversation ability, creativity, passion) and two to three questions on each factor had been drawn. Through internal consistency test and item-total score correlation, each item of the measure has been analyzed to be consistently evaluating corresponding variables. In addition, the result of confirmatory factor analysis showed every item to be weighed appropriately on its sub-factor, strongly suggesting its feasibility on observation-recommendation of elementary gifted children as an appropriate checklist.

A Model of Storytelling Board Game based on Motif (모티프를 활용한 스토리텔링 보드 게임 개발)

  • Ahn, Jin-kyoung;Park, Hyoung-eun
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.15-24
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    • 2016
  • The purpose of this study is to propose a storytelling board game model using cards, focusing on motif theory illustrated at , a type of software that supports story-making. First, the study categorizes storytelling board games into 4 types, then sets a development objective. Furthermore, after creating a 205 types of motif cards according to motif categorizing system, the study presents development model of both basic and expansion mode. The study aims to verify its game characteristics and elaborate its model through focus group tests henceforth.

Establishing the Supplementary Quantitative Guidelines for Successful Establishment of NRF Grant Funding Mechanism on Basic Research (한국형 그랜트 지원방식 도입에 따른 선정평가 효율화를 위한 정량적 가이드라인 수립에 관한 연구)

  • Seo, Ok-Ee;Park, Kwisun;Shin, Suk Kyung;Lee, Sung Jong;Rhie, Won Geun;Lee, Yun Hee
    • Journal of Korea Technology Innovation Society
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    • v.16 no.2
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    • pp.424-443
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    • 2013
  • National Research Foundation of Korea (NRF) provides underpinning to boost international and domestic competitiveness in basic science and engineering (S&E) research. In 2012, NRF came up with the idea about implementing koreanized grant funding system and a NRF grant funding mechanism on basic research was applied to General Researcher program. The main components of the mechanism are 1) no final evaluation, instead intensive evaluation for next proposal submission, 2) no paper account report, instead reporting it online, 3) no lengthy final report, instead unloading a brief overview of research achievements. For successful establishment of the NRF grant funding mechanism, the quality and quantity-based quantitative guidelines of research achievement for various research areas are essential. In this study, we suggest 3 quantitative indexes and these quantitative guidelines provides a supplementary tool for researcher's capability review. These guidelines will be also useful to elevate the reliability and objectivity of peer review.

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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.

e-Learning Classroom using Bi-directional Education Equipment (양방향 e-Learning 교육환경 구축)

  • Kim, Hyeog-Gu
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.271-271
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    • 2007
  • 본 내용은 첨단 정보통신 기술을 이용하여 강의자 중심의 단방향 교육(Teaching) 환경을 학생 중심의 양방향 교육(Learning) 환경으로 개선하여 보다 창의적인 인재를 양성할 수 있는 교육환경 구축에 관한 내용이다. 우리나라를 포함한 OECD 국가들은 ICT활용 수업에 대한 필요성을 공감하고 교단 선진화를 위한 연구 및 지원을 다양하게 진행하고 있다. 학생들에게 지급하는 교과서를 인쇄매체 대신에 메모리 스틱, CD-ROM 및 인터넷을 통한 전자 매체로 대체하는 방안 등이 그 예이다. 따라서 학생들이 강의실에서 멀티미디어를 이용해 강의를 듣고, 과제를 풀며 정리된 내용을 발표하고 토론할 수 있는 양방향 수업환경이 요구된다. 그러나 컴퓨터를 활용한 수업을 진행할 때의 문제점이 강의내용을 학생들에게 효율적으로 전달하기가 어렵고, 학생들의 컴퓨터를 통제할 수 없기 때문에 수업을 이탈하는 경우가 발생되는 등 교육에 역효과가 초래된다. 본 내용에서 소개하는 양방향 수업진행 장비(드림랩)는 강의자가 학생들의 컴퓨터 모니터, 키보드 및 마우스를 자유로이 통제할 수 있어서 강의자의 화면과 음성을 실시간으로 선명하게 학생들에게 전달하고, 학생들의 내용을 모니터하고 제어할 수 있으며, 개인지도 및 수준별 그룹지도가 가능하다. 또한 강의자에게 개인적으로 질문을 할 수 있고, 학생들의 내용을 자신의 자리에서 전체 학생들에게 발표할 수도 있다. 드림랩은 순수 하드웨어로 구성되어 컴퓨터 기종이나 운영체제에 영향을 받지 않으며, 컴퓨터 자원과 네트워크 자원을 사용하지 않기 때문에 컴퓨터나 네트워크의 성능을 저하시키지 않는다. 또한 사용법이 간단하고 유지관리가 쉬운 장점 등이 있다. 따라서 컴퓨터를 활용한 수업진행이 원활하여 다양한 과목에 활용 가능하고, 학생들의 자발적인 수업 참여로 강의 중심 교육에서 자기 주도적 수업환경(T2L, Teaching to Learning)으로 자연스럽게 전환되어 교육의 질적 향상과 함께 창의적인 인재를 양성할 수 있을 것으로 기대된다.

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A Study for Improving Differentiated Mathematics Instruction Using Open Problems and Inventing Open Problems in the Elementary School (초등학교 수준별 수학 수업에서 열린 문제의 활용과 열린 문제 구성 방법에 관한 연구)

  • Lee, Chong-Young
    • School Mathematics
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    • v.14 no.3
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    • pp.315-330
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    • 2012
  • Mathematics educators have tried to teach mathematics to all students who are at any mathematical level by differentiated math instruction from late 1990s in Korea. The common differentiated math instruction separates students into two or three groups according to their mathematical ability and then different activities and tasks are given to each group. This kind of instruction fosters negative attitudes to mathematics to low level students and fix them at low level. So I investigated new mathematics instruction considering able students and low attainers at the same time. This new method is based on using open problems in math class. All students can respond to an open problem in different ways. If teachers could relate all varieties of answers got from students at every level to build good understanding the concept which the problem target at, low attainers could move to their potential developmental levels. This kind of instruction can change low math attainers' negative attitudes to good ones to mathematics and foster their confidence in performing mathematics.

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Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

What is Shared in Collaborative Problem Solving Process of Scientific Gifted Students? (과학영재들은 협업적 문제해결과정에서 무엇을 공유하는가?)

  • Lee, Ji Won;Kim, Jung Bog
    • Journal of Gifted/Talented Education
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    • v.23 no.6
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    • pp.1099-1115
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    • 2013
  • Collective intelligence has been focused because it plays an important role for creating knowledge. In order to solve a problem with collective intelligence, collaborative works sharing information are required. In this study, we have investigated what informations are shared while 4 science gifted students are asked for scientific explanation to the problem which is cognitive conflict. They have shared presupposition and problem in stage of problem finding, aims and means of problem solving in stage of setting up hypotheses, and constraints for evaluation and results of evaluation in stage of hypotheses evaluation. Our research tells that group can create knowledge through sharing information and make a change of their concepts. Our foundation of these spontaneous conceptual change gives an implication for gifted education.