Journal of The Korean Association For Science Education
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v.33
no.1
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pp.144-160
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2013
This study is a proposal, which is the trial to explicate, in neurology, on how critical thinking as a creative method of sciences functions. The creative methods of sciences, even at present, are mostly the hypothetical insistences concerning with the logical processes of researches suggested from the philosophers of science; Popper, Kuhn, Hempel, or Lakatos. These insistences do excavate what process or approach can be scoped out of scientists' creativity. I call the tendency or approach of the researches, "Process Approach of Creativity (PAC)". From my view point, any PAC trial does not concern with how creative theories can actually be invented. On the other hand, this study is focused on the philosophical thinking abilities of scientists who invented new great theories. They mostly had some experiences to study philosophy while studying their science fields, thus had critical thinking abilities on their studies. From my point of view, critical thinking in philosophy raised questions as to their fundamental and basic (old) concepts and principles, and thus gave them new creative theories. I will try to explain this from the point of neurophilosophy. From the perspectives coming from "the state space theory of representation" of Paul & Patricia Churchland, the pioneers of neurophilosphy, the "creative theories" are the networks of topographic maps giving new comprehensive explanations and predictions. From these perspectives, I presuppose that the attitude of critical questioning revises the old networks of maps with back-propagation or feedback, and thus, is the generative power of searching new networks of maps. From the presupposition, I can say, it is important that scientists reflect on the basic premises in their academic branches for issuing out extraordinary creativity. The critical attitude of philosophy can make scientists construct the maps of new conceptual scheme by shaking the maps of the old basic premises. From this context, I am able to propose "Critical Thinking Approach of Creativity (CTAC)".
The structure of sensibility from motion was developed for the purpose of understanding relationship between sensibilities and physical factors to apply it to dynamic visual display. Seventy adjectives were collected by assessing adequacy to express sensibilities from motion and reporting sensibilities recalled from dynamic displays with achromatic color. Various motion displays with a moving single dot were rated according to the degree of sensibility corresponding to each adjective, on the basis of the Semantic Differential (SD) method. The results of assessment were analyzed by means of the factor analysis to reduce 70 words into 19 fundamental sensibilities from motion. The Multidimensional Scaling (MDS) technique constructed the sensibility space in motion, in which 19 sensibilities were scattered with two dimensions, active-passive and bright-dark Motion types systemically varied in kinematic factors were placed on the two-dimensional space of motion sensibility, in order to analyze important variables affecting sensibility from motion. Patterns of placement indicate that speed and both of cycle and amplitude in trajectories tend to partially determine sensibility. Although color and motion affected sensibility according to the in dimensions, it seemed that combination of motion and color made each have dominant effect individually in a certain sensibility dimension, motion to active-passive and color to bright-dark.
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.
Many researches related to STEAM education have been actively conducted for developing elementary and secondary school students' comprehensive and logical thinking ability in relation to creativity education in Korea. Each sub factor of STEAM education requires creative thinking with the ability to be merged together to solve problems as integrated or combined forms in the fields of Science, Technology, Engineering, Arts, and Mathematics. Also, these STEAM activities and experiences should be carried out at various places outside the classroom in school. Although various educational programs to enhance mathematical creativity have been emphasized for elementary and secondary school students, recent tendency to focus on classroom learning in the school makes it difficult to develop creative thinking ability of students. This research is mainly based on the result of the project "Development and Administration of STEAM Outreach Program in 2016" supported by KOFAC(Korea Foundation for the Achievement of Science & Creativity). The purpose of this research is to develop a STEAM outreach program including students' activity books, teachers' manuals and administration manual that can maximize STEAM-related interest of students, and to provide a chance for elementary and secondary school students to experience creative thinking based on sub factors of STEAM. The STEAM competency total score and the perception of convergence education were significantly increased for all students participating this program, but some sub factors showed different result by school levels. The STEAM outreach program developed by this study is designed to emphasize STEAM education especially 'based on' mathematics in order to provide students with the opportunity to experience more interest in the field of mathematics and will be able to provide an interesting creative STEAM outreach program that utilizes a variety of activities which, we expect, would help students to consider their career in the future.
Kim, Myoung-Lang;Kim, Dong-Hwan;Chung, Jin-Taek;Kim, Bok-Ki;Yoon, Woo-Young
Journal of Engineering Education Research
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v.10
no.1
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pp.97-108
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2007
Undergraduate thesis contains overall results that students has acquired to express their ability during four university years. Undergraduate thesis includes an ability to apply knowledge of engineering, communicate engineering logic and thinking effectively, and use the techniques, skills for engineering practice. In terms of an assessment tool for program outcomes, undergraduate thesis provides the results of the student with authentic, reflective, interactive and individuals features. Also undergraduate thesis provides an opportunity of improvement about curriculum and engineering program. To apply the excellency of undergraduate thesis, the principle of undergraduate thesis should be understood well and reflected the real state of engineering education. The basic concept of undergraduate thesis as a assessment tool of engineering program outcomes has been introduced. The rubrics for measuring of a specific outcome was also suggested.
Journal of the Korean Institute of Intelligent Systems
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v.5
no.1
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pp.52-64
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1995
Robot manipulator is a highly nonlinear-time varying system. Therefore, a lot of control theory has been applied to the system. Robot manipulator has two types of control; one is path planning, another is path tracking. In this paper, we select the path tracking, and for this purpose, propose the intelligent control¬ler which is combined with fuzzy logic and neural network. The fuzzy logic provides an inference morphorlogy that enables approximate human reasoning to apply to knowledge-based systems, and also provides a mathematical strength to capture the uncertainties associated with human cognitive processes like thinking and reasoning. Based on this fuzzy logic, the fuzzy logic controller(FLC) provides a means of converhng a linguistic control strategy based on expert knowledge into automahc control strategy. But the construction of rule-base for a nonlinear hme-varying system such as robot, becomes much more com¬plicated because of model uncertainty and parameter variations. To cope with these problems, a auto-tuning method of the fuzzy rule-base is required. In this paper, the GA-based Fuzzy-Neural control system combining Fuzzy-Neural control theory with the genetic algorithm(GA), that is known to be very effective in the optimization problem, will be proposed. The effectiveness of the proposed control system will be demonstrated by computer simulations using a two degree of freedom robot manipulator.
This study explores the effects of STEAM program using Arduino on preservice science teachers toward their STEAM core competencies. The STEAM program using Arduino consists of four stages: presentation of situation, creative design, emotional touch, and evaluation. The preservice science teachers learned the theoretical backgrounds of STEAM and Arduino. Then, they were given the chance to think about an environmental issue, which is fine dust. The preservice teachers designed an air cleaner and a fine dust measuring instrument using Arduino. The preservice science teachers also produced the air cleaner and the measuring instrument using Arduino. They measured the level of fine dust in the classroom before and after the use of the air cleaner. That is, the preservice teachers experienced each stage of STEAM: seriousness of fine dust, design and production of the measuring instrument of fine dust and air cleaner, and evaluation of the effectiveness of air cleaner. Further, they reflected on their experiences of STEAM program using Arduino. The results indicate that these preservice science teachers statistically improved communication competency, problem-solving competency, gathering information competency, logical analytical thinking competency, and creativity competency. However, there were no statistical improvements on teamwork competency and self-development competency. This study suggests that experiencing STEAM program using Arduino is valuable for the preservice science teachers to develop STEAM core competencies and further implement STEAM program their science classes in the future.
Journal of The Korean Association For Science Education
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v.19
no.4
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pp.604-621
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1999
We analyze the admission test problems used in 1998 at the Science Education Center for Gifted Youth at Kyungpook National University (SECGY, KNU). The test consists of two parts, an evaluation of the scientific thinking skills and an evaluation of the achievement for Mathematics and Sciences, the former of which includes evaluations of scientific process skills and logical thinking skills. The problems for the test of scientific thinking skills were developed and standardized by the Korea Education Development Center, while those of the achievement for Mathematics and Sciences were made at SECGY. We calculate the indices of the difficulty and discrimination for each problem to determine whether or not the test is appropriate to apply for selecting number of gifted students among the recommended students from 389 middle schools in Taegu-city and Kyungsang-pook-do Province. We find that both indices of most problems for the test of scientific thinking skills were out range of the appropriate level and. moreover, even those problems which fall into the appropriate range showed very low efficiencies for distractors. We, thus, conclude that the problems of the test of scientific thinking skills are inappropriate to use as a test for admission to SECGY. On the other hand, the problems of the achievement test showed extreme results; the Mathematics problems appeared to be too difficult, whereas the Physics problems appeared too easy. However, overall scores showed a normal distribution, indicating that those problems played crucial role in selecting gifted students. We finally propose several suggestions in developing the test problems and in selecting students at the SECGY.
Archival symposium was a time when men thought thoroughly about what archives were, and to carefully record such thoughts. In the time of archival symposium, I observed the people archiving. To bring out a thought for a man was a physical action that moves his own desire, language, emotion and senses simultaneously. In philosophy thought is not merely a logical and cognitive act. Thought is a physical act that includes logical thinking, feeling, emotion, will, and on. When there is a emotional change in the body, an idea about that change forms. Emotional change acts as a force that increases, decreases, accelerate and hinder the body's abilities. However, there were no suggestions for philosophical concepts from the start. Love is not taught by someone. At some point without oneself knowing we start love and really experience with our bodies what love is, and in this repeat love and undergo all these emotions. Would not the overall story of life be as such. It is different from building a car in a factory. When the archival symposium starts, we asked you to think about what archives are, and to record with such thoughts as reference. Archival symposium is still a proper noun. With the wish for it to become a general term, I report on the process and meaning of archival experiment that is the archival symposium.
The purpose of this study is to interpret the MCU's universal worldview from the perspective of geometry and to storytell narrative elements with mathematical imagination. For storytelling, data from the Phase 3 series aired from 2016 to 2019 was used. The Phase 3 series stimulates the imagination of the public with the sense of reality shown in the narrative and images based on geometrical theory and various predictions about future technology. Imagination is the driving force for diverse and original thinking about the unexperienced, and the ability to find order in chaos and create new perceptions of matter. The power of imagination is very necessary not only in artistic activities, but also in the scientific field where logic and rationality are important. Bachelard's imagination aims for art, the primitive realm of human beings, and contains sincerity and passion for the wonders of nature and all things. By exploring the MCU's worldview and superhero narrative through geometrical logic and imagination-driven imagery, you can understand the cosmic messages and laws in the film. From a convergence point of view of art and science, various and original techniques based on mathematics and scientific imagination used in MCU video production will help to improve the quality of video analysis.
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