• Title/Summary/Keyword: 실험적 창의성

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The Effect of Storytelling-used Drawing Activities on Young Children's Creativity and Linguistic Expressiveness (스토리텔링을 활용한 그리기활동이 유아의 창의성과 언어표현력에 미치는 효과)

  • Nam, Gung Jin;Chung, Hee Jung
    • Korean Journal of Child Education & Care
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    • v.17 no.3
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    • pp.1-28
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    • 2017
  • The objective of this study was to examine the effect of storytelling-used drawing activities on young children's creativity and linguistic expressiveness, thus working out basic data to help young children's development of creativity and linguistic expressiveness. Study subjects were 20 4-year old children at D Child-care Center in Anyang City, Gyeonggi-do. The experiment group conducted storytelling-used drawing activities, whereas the control group carried out drawing activities after viewing famous paintings and hearing fairy tales. Study findings are as follows: First, young children in the experiment group who carried out storytelling-used drawing activities presented significantly higher improvement in creativity than children in the control group did. Regarding the sub-variables of creativity, the score of the experiment group was higher in sensitivity, originality and flexibility than that of the control group, and the difference was statistically significant. Second, young children in the experiment group who carried out storytelling-used drawing activities presented significantly higher improvement in linguistic expressiveness than children in the control group did. Regarding the sub-variables of linguistic expressiveness, the score of the experiment group was higher in the area of 'story development after seeing paintings' and 'connected story development after seeing paintings' than that of the control group, and the difference was statistically significant. In conclusion, the significance of this study seems to be in that it verified storytelling-used drawing activities have positive effects on young children's improvement of creativity and linguistic expressiveness, and confirmed storytelling-used drawing activities are an effective technique to improve young children's creativity and linguistic expressiveness.

Reanalysis of Realistic Mathematics Education Perspective in Relation to Cultivation of Mathematical Creativity (현실적 수학교육 이론의 재음미 : 수학적 창의성 교육의 관점에서)

  • Lee, Kyeong-Hwa
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.47-62
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    • 2016
  • Cultivating mathematical creativity is one of the aims in the recently revised mathematics curricular. However, there have been lack of researches on how to nurture mathematical creativity for ordinary students. Perspective of Realistic Mathematics Education(RME), which pursues education of creative person as the ultimate goal of mathematics education, could be useful for developing principles and methods for cultivating mathematical creativity. This study reanalyzes RME from the points of view in mathematical creativity education. Major findings are followed. First, students should have opportunities for mathematical creation through mathematization, while seeking and creating certainty. Second, it is vital to begin with realistic contexts to guarantee mathematical creation by students, in which students can imagine or think. Third, students can create mathematics in realistic contexts by modelling. Fourth, students create the meaning of 'model of(MO)', which models the given context, the meaning of 'model for(MF)', which models formal mathematics. Then, students create MOs and MFs that are equivalent to the intial MO and MF given by textbook or teacher. Flexibility, fluency, and novelty could be employed to evaluate the MOs and the MFs created by students. Fifth, cultivation of mathematical creativity can be supported from development of local instructional theories by thought experiment, its application, and reflection. In conclusion, to employ the education model of cultivating mathematical creativity by RME drawn in this study could be reasonable when design mathematics lessons as well as mathematics curriculum to include mathematical creativity as one of goals.

Development And Application of CNP Model for the Enhancing Creativity of Scientifically Gifted Students (과학영재의 창의성 신장을 위한 CNP 모형의 개발과 적용)

  • Hwang, Yo-Han;Park, Jong-Seok
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.847-866
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    • 2010
  • Enhancing creativity is possible to offer systematic education programs and several conditions as variable thinking, experiment lesson, opened-situation. We developed CNP model as program for enhancing creativity. The CNP model emphasizes that parts of problem finding, embodying and solving ability and includes scientific problem finding tool, Integrated Process Skills and Science Writing Heuristic. The CNP Model is comprised of six step. We developed teachers' guide and student's worksheets for application. Result of applied CNP model to students of scientifically gifted education center in K University, students were able to enhanced originality and fluency and had solved problems by creative way. And creative problem finding, embodying and solving ability were increased. Therefore, the CNP model was effective in enhancing the creativity of scientifically gifted.

The Effects of 'Airplane' Science Program for the Gifted Elementary Students' Self-Directed Learning Attitude, Attitude toward Laboratory Work and Creative Personality ('비행기' 주제의 과학영재프로그램이 초등영재의 자기주도적 학습 태도, 실험활동에 대한 태도, 창의적 성향에 미치는 영향)

  • Kim, Geum-Hwa;Park, Gi-Su;Yoo, Mi-Hyun
    • Journal of Science Education
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    • v.38 no.2
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    • pp.415-429
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    • 2014
  • The purpose of this study was to develop the 'airplane' science program based on Renzulli's Enrichment Triad Model for the gifted elementary students and investigate the effects of the program on attitude toward self-directed learning attitude, attitude toward laboratory work, and creative personality. Participants were 37 gifted students of local elementary school gifted classrooms. The results of this study were as follows: First, self-directed learning attitude was improved significantly including all sub-areas. Second, the attitude toward laboratory work was improved significantly including all sub-areas. Third, creative personality was improved significantly including all sub-areas. Finally, students' satisfaction about program had an average of 4.52 out of 5 points. Boys showed higher satisfaction on 'program management' and 'teacher's activities' than girls.

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An AutoEncoder Model based on Attention and Inverse Document Frequency for Classification of Creativity in Essay (에세이의 창의성 분류를 위한 어텐션과 역문서 빈도 기반의 자기부호화기 모델)

  • Se-Jin Jeong;Deok-gi Kim;Byung-Won On
    • Annual Conference on Human and Language Technology
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    • 2022.10a
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    • pp.624-629
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    • 2022
  • 에세이의 창의성을 자동으로 분류하는 기존의 주요 연구는 말뭉치에서 빈번하게 등장하지 않는 단어에 초점을 맞추어 기계학습을 수행한다. 그러나 이러한 연구는 에세이의 주제와 상관없이 단순히 참신한 단어가 많아 창의적으로 분류되는 문제점이 발생한다. 본 논문에서는 어텐션(Attention)과 역문서 빈도(Inverse Document Frequency; IDF)를 이용하여 에세이 내용 전달에 있어 중요하면서 참신한 단어에 높은 가중치를 두는 문맥 벡터를 구하고, 자기부호화기(AutoEncoder) 모델을 사용하여 문맥 벡터들로부터 창의적인 에세이와 창의적이지 않은 에세이의 특징 벡터를 추출한다. 그리고 시험 단계에서 새로운 에세이의 특징 벡터와 비교하여 그 에세이가 창의적인지 아닌지 분류하는 딥러닝 모델을 제안한다. 실험 결과에 따르면 제안 방안은 기존 방안에 비해 높은 정확도를 보인다. 구체적으로 제안 방안의 평균 정확도는 92%였고 기존의 주요 방안보다 9%의 정확도 향상을 보였다.

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The Implicit Attitude against Creativity and Global Perception Benefits (창의성에 대한 암묵적 태도와 전체지각의 관계)

  • Hong Im Shin
    • Korean Journal of Culture and Social Issue
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    • v.18 no.4
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    • pp.463-479
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    • 2012
  • The implicit association test (IAT) measures implicit attitudes of participants and is regarded as an effective method for expecting future behaviors. Based on the IAT, this study aimed to answer the question, whether implicit attitudes of an individual about creativity have any kinds of impact on global perception, which might be important for a creative process. In the experiment, participants were presented words, which were associated with one of four categories, while one attitude category (creativity /practicality) and one evaluative category (good/bad) were always paired together either on the left side or on the right side of the computer screen. After completing the IAT test, participants were led to fill out a questionnaire to assess explicit attitudes toward creativity and practicality. Then they conducted the navon task, in which they had to find one of two letters, 'F' or 'H', which were presented either as a local form or as a global form. Finally, the participants had to write down as many untypical functions of an object as possible. The results showed that not the scores of explicit attitude scores but the IAT scores correlated with the reaction time of global perception. The global perception was faster in the participants with the low IAT scores than the local perception. Compared to this, the global perception benefits disappeared in the participants with the high IAT scores. Additionally, more creative ideas about the functions of the object were listed in the group with the lower IAT scores. Implications of the role of implicit attitudes about creative processes are discussed.

An Application Effect of Family Activity for Improving Scientific Creativity (FAISC) (과학 창의성 향상을 위한 가족활동(FAISC) 프로그램의 적용 효과)

  • Jee, Kyoungjun;Park, Jongwon
    • Journal of The Korean Association For Science Education
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    • v.34 no.3
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    • pp.213-220
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    • 2014
  • In the previous study (Jee & Park, 2013), family activities, which can be utilized to improve scientific creativity at home have been developed and used. In that study, 12 families fell into two groups, received 6 programs for scientific creativity respectively, and conducted the program for six weeks. As consequences, various positive responses from participants have been received. This survey has been conducted to test whether scientific creativity could be improved quantitatively through family activity at home, and to examine parents' recognition of the feasibility of teaching creativity as well. To answer this, a scientific creativity test consisting of three items in the pre- and post-test respectively have been developed and carried out. The test includes various elements of scientific creativity defined by Park (2011). For obtaining parents' responses, a questionnaire has been developed and applied. The results reveal that parents have changed their thought to 'everyone can conduct scientific creativity activity at home if effective programs are provided and they learn the basic skills to do it.' And, through the scientific creativity test, the experimental group has indicated an improvement in scientific creativity with statistical significance and a large effect size. Therefore, we suggest that family activity for scientific creativity can be applied to family activity in various situations such as camp, leasure or science museum.

Creative idea generation methods by analogical association and shape elements reconstruction (유추적 연합과 형태요소 재구성에 의한 창의적 아이디어 발상법)

  • Hong, Jung-Pyo;Choi, Eun-Hee
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.443-450
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    • 2007
  • Design is a realm one should have brought out creativity. So designers have continuously struggled for creating something new. In respects of that the essence of design work is making novel and creative things, and in design process' creative idea generation' to reach a final design solution is one of important capability that designers must have. In this study two different substantial methods for creative idea generation are suggested. One is existing' analogical association', an essential form widely used in association process, another is 'shape elements reconstruction' similarly operated 'shape grammar'. Therefore in this study for finding methods to reinforce designers' creative idea generation both of paper-based and computer-based design method are suggested substantially. In Both there is a common feature that existing or quiet new elements are organizationally associated or reconstructed in idea generation procedure.

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Effects of Game programming on Creative personality and immersion of students in Low-Income Families (교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과)

  • Ahn, Mi-Lee;Na, Yun-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1592-1594
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    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.

Effects of MMORPG-Based Hanja Learning for Elementary School Students on Self-Directed Learning Ability (MMORPG 기반 초등한자 학습이 자기주도 학습능력에 미치는 효과)

  • Park, Hee-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.135-138
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    • 2012
  • 본 연구는 다중참여역할수행게임(Massive Multiplayer Online Role Playing Game, 이하 MMORPG)이 자기주도 학습능력에 미치는 효과를 살펴보는데 목적이 있으며, 초등학교에 재학중인 4, 5, 6학년 3개 학급을 실험 대상으로 4주간 실험하였다. 실험집단은 방과 후 수업시간을 이용하여 일주일에 2시간 이상 MMORPG를 활용한 한자수업을 학습하도록 지도하였고, 통제집단은 교사의 수업 진행으로 학습하였다. 실험 전 두 집단 간의 자기주도 학습능력에 대한 동질성을 검증하기 위하여 자기주도 학습준비도 검사(Self-Directed Learning Readiness Scale, 이하 SDLRS)를 이용하여 자기주도 학습능력 사전검사를 실시하였고, 4주간 실험이 끝난 후 자기주도 학습능력 검사의 차이를 알아보았다. 더 나아가 하위요소인 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해 학습기회에 대한 개방성, 학습에 대한 애정과 열성을 다변량분산분석(MANOVA)를 실시하여 통계분석 하였다. 이러한 연구결과들을 바탕으로 다음과 같은 결론을 내릴 수 있다. 첫째, MMORPG를 활용한 한자학습과 일반교실 한자학습은 독립표본 t검정 결과 자기주도 학습능력에서 유의미한 차이가 나타났다. 즉, MMORPG를 활용한 한자학습이 일반교실수업에 의한 학습보다 높은 자기주도 학습능력 정도를 보여 주었다. 둘째, MMORPG를 활용한 한자학습이 하위요소 간에 어떠한 여향을 미치는가를 알아보기 위해 실시한 MANOVA 결과 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해에서는 유의미한 것으로 나왔지만 학습기회에 대한 개방성, 학습에 대한 애정과 열성에서는 유의미한 결과를 얻지 못하였다.

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