• Title/Summary/Keyword: 창의개발도구

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Development of a Creativity Test for Children from 4 to 7 years (유아와 초등학교 저학년 아동을 위한 창의성 검사 도구 개발)

  • Kim, Ho
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.265-273
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    • 2019
  • This study develops and examines the validity of a Creativity Test for children from of 4 to 7. 47 items were constructed through the validity of the literature and expert's content validity. The results of this study consisted of 22 items with three factors. These factors are flow and independence, expansion of thinking, curiosity and openness. The tests scale was examined about item's response distribution, item's discrimination, and construct validity and internal consistency reliability, and it was adoptable. It can be concluded that the test tool developed in this study is suitable for measuring the creativity of Korean children from 4 to 7 years in a simple manner, and it measures relatively well the cognitive and affective characteristics of creativity. Creativity test tool for children from 4 to 7 years in this study will contribute to the active progress of research on creativity for young children and elementary school children.

Application Methods and Development Assessment Tools for Creative Convergence Education Programs for Elementary and Secondary Schools based on Hyper Blended Practical Model (하이퍼 블렌디드 실천모델 기반 초·중등 창의 융합 교육 프로그램 평가도구 개발 및 적용 방안)

  • Choi, Eunsun;Park, Namje
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.117-129
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    • 2022
  • The ability to creatively pursue new knowledge and perspectives across various disciplines has established itself as a basic literacy for living in the 21st-century convergence era. With the development of various creative education programs, assessment tools that can objectively and systematically evaluate learners' academic achievement are also required. Therefore, this paper proposed the self assessment, peer assessment, creativity assessment, and reflection tool based on the hyper blended practical model as assessment tools for creative convergence education programs for elementary and secondary school students. The developed assessment tools attempted to develop more completed evaluation methods by modifying two items and deleting four items through validity tests. In addition, the evaluation tool was applied to 596 elementary and secondary school students nationwide, and the application results were analyzed through one-way ANOVA and Wordcloud system. As a result of the analysis, it was found that the self assessment and the reflection tool need to develop questions according to the grade group. In addition, we proposed to use these assessment tools in blended classes or various educational activities in the changing classroom environment. We hope that this paper provides implications for developing evaluation systems and tools for creative convergence education.

A Study on Model of Learning Activity Tool for Creative Problem Solving based on Mobile Learning (모바일러닝 기반에서 창의적 문제해결(Creative Problem Solving) 활동을 위한 학습지원도구 모형 개발)

  • Bae, Ji-Hye
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.344-347
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    • 2016
  • 유비쿼터스 환경 시대에 맞춰 현재 스마트 디바이스의 발달과 시장의 확대로 스마트 미디어 기기의 보급이 급속도로 확산되고 있으며 많은 교육용 어플리케이션 또한 개발되고 있는 중이다. 이러한 교육용 어플리케이션들은 지식기반사회의 학습도구로서 지식접근 및 창출에 중요한 요소인 인터넷과 웹을 활용하게 되고 이동성과 편의성을 추구하는 모바일기기를 통해 학습이 가능하도록 지원하는 프로그램이다. 본 연구는 모바일러닝 기반의 '창의적 문제해결(CPS, Creative Problem Solving)' 모형을 활용하는 교육용 앱에 대한 설계방안을 제시하고자 하며 연구의 목적은 대학 교육에서 학생들의 창의적 사고와 문제해결능력 향상을 돕는 모바일러닝 기반의 학습환경을 설계하는 데 있다. 제안하는 학습지원 도구는 모바일 앱 형태로 제작되며 학습활동에 있어 다양한 창의적 사고과정 활동과 표현방식, 상호작용성 등의 기능을 통해 학습자의 고차원적인 사고능력을 향상시키는 인지적 도구로서 활용될 수 있도록 설계하였다. 개발환경은 안드로이드용 앱 인벤터 프로그램을 사용하였으며 앱 인벤터 서버환경에서 제공되는 컴포넌트와 이벤트 핸들러를 이용하여 교수자모드와 학습자모드의 앱을 각각 설계하였다. 교수자 앱은 학습활동 제공을 의미하는 프로바이더(Provider) 모드 기능이 포함되며 학습자 앱은 CPS 활동을 위한 학습활동 모드 기능이 설계된다. 대부분의 창의성 관련 앱들은 그래픽작업을 통한 두뇌활동 향상 프로그램, 체험활동 위주의 프로그램 등으로 출시가 되어 있으나 교수-학습 활동을 위한 창의적 문제해결활동 관련 앱은 존재하지 않는 상태이므로 수업활동에서의 활용측면에서 가치가 있을 것으로 기대된다.

Developing a Scientific Creativity Test to Explore the Relationship between Elementary Students' Creative Process and Product - Focusing on Biology - (초등학생의 창의 과정과 산물의 관계를 탐색하기 위한 과학 창의성 검사 도구 개발 - 생명 영역을 중심으로 -)

  • Kim, Minju;Lim, Chaeseong
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.520-544
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    • 2021
  • This study aims to develop a scientific creativity test for exploring the relationship between elementary students' creative process and product. For this, the researcher reviewed the literatures of scientific creativity and developed the items based on the constructs of creative process and product. After a review conducted by nine science education specialists, a pilot test, and additional revision and supplementation of observation test, the test, consisting of two sets-"animals" and "plants"-was finally conducted on 105 fifth-grade students. The test results were analyzed by using statistical analysis software. WinSteps, SPSS, and AMOS. The main findings from this study are as follows. First, when it comes to scientific creativity, creative process consists of science knowledge, inquiry skills, and creative thinking skills (divergent, convergent, and associative thinking skills). Creative product in science is a new and scientifically useful idea realized in a certain form. Second, observation, which was selected as a representative inquiry skill in this research, should not be related to creative thinking skills. Third, among the rest of the items, usefulness had the lowest averages, as it was, perhaps, difficult to satisfy the teachers' criteria for the scientific validity and usefulness. Fourth, the Spearman correlation coefficients between the items of "animals" and "plants" to find out the parallel-form reliability were significant, except for the item of originality. Fifth, the test was satisfactory with regard to the three aspects of construct validity-convergent, discriminant, and nomological. This study concludes by discussing the usefulness of this test, which has the possibility of exploring the relationship between creative process and product and of playing a role as an authentic evaluation tool in school.

Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 대한 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Hong, Jeong-Pyo;Lee, Seong-Pil
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.127-130
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    • 2009
  • 국가 간 문화의 차이에 의하여 생활습관이나 방식이 많이 다르게 나타난다. 그 중에서도 음식은 다른 분야보다 많은 차이를 나타난다. 특히 음식의 종류에 따라 사용되는 음식도구 중 디자인요소가 동일하고 유사한 것이 있거나 다른 요소와 기능을 갖는 경우도 있다. 따라서 각 국가 간의 음식도구를 유니버설 하게 사용할 수 있는 도구 디자인 연구가 필요하다. 본 연구의 목적은 음식에 대한 행동분석프로세스를 개발하여 국가 간 음식문화의 차이에서 오는 공통점과 차이점을 찾아내어 공용으로 사용할 수 있는 음식도구의 디자인요소를 창의성의 관점에서 제안하기 위한 연구이다. 본 연구의 연구방법과 내용으로는 첫째, 음식에 대한 소비자행동 분석 프로세스의 개발 및 관찰을 통하여 행동분석에 대한 이론적 고찰과 현장에서 일어나고 있는 행동분석을 접목하여 음식행동분석프로세스를 개발하였다. 둘째로, 개발된 프로세스를 이용하여 국가 간 음식의 주문부터 평가까지의 과정을 비교 분석하고 나타난 현상에 대한 문제점 파악 및 이에 대한 결과물을 각 국가별 학생들을 대상으로 음식도구에 대한 디자인 개발을 진행하였다. 셋째, 국가별 개발된 디자인 안을 대상으로 선호도, 요인분석, 상관분석을 통하여 국가별 선호요소와 창의성평가요소의 상관관계를 알아보았다. 본 연구를 통하여 얻어지는 효과는 개발된 프로세스를 이용하여 국가별, 음식별, 행동별, 식당형태별로 비교분석이 가능하도록 하게 하고 얻어진 결과를 이용하여 구체적으로 음식도구 디자인에 이용할 수 있으며 국가간 동일 아이템을 디자인 교육시간에 진행시켜 대학의 디자인교육의 비교를 통하여 상호간에 협력과 상호보완으로 새로운 아이디어를 공유, 아이디어 전개에 도움이 될 수 있다.

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Development and Validity of Creative Problem Solving Profile Inventory (CPSPI) (창의적 문제해결 프로파일 검사(CPSPI)의 개발 및 타당화)

  • Lee, Hwasun;Pyo, Jungmin;Choe, Insoo
    • Journal of Gifted/Talented Education
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    • v.24 no.5
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    • pp.733-755
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    • 2014
  • This study aims to develop and validate Creative Problem Solving Profile Inventory (CPSPI) which is a scale to measure the creative thinking style, based on the CPS theory. For redeeming the limits of existing scales, this study developed an inventory which includes an evaluation for cognitive ability as well as cognitive preference and the stage to share an idea with others and persuade (Persuasion & communication stage). At the early stage, 7 factors (stages) and 82 items were developed and finally, 5 factors and 39 items were selected through item analysis and validation of construct validity. In conclusion, CPSPI will be used as an educational tool for self-development by knowing own's strengths and weaknesses in the creative problem-solving process, and help in displaying cooperative creativity by understanding other people and interaction, based on creative thinking profiles of group members.

A Feasibility Study on Information Processing Models as Learning Tools for Developing Creativity (창의성 개발을 위한 학습도구로서의 정보처리모형의 타당성 연구)

  • Yoo SoYoung
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.4
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    • pp.87-103
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    • 1998
  • What is the reason that the use of an Information Processing Model (PM) contributes to enhancement of students' creativity? Postulated creativity is generated from integration of information, the author discloses the function of a human information processing system and an IPM is an integrating process of information which produces creativity. Also the use of IPM as a tool influences favorably the integration of information within the human thinking system because the function of psychological tool helps the integration of information that produces creativity.

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삼각형을 활용한 창의성 신장을 위한 학습 자료 개발

  • Han, In-Gi;Sin, Hyeon-Yong
    • Communications of Mathematical Education
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    • v.11
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    • pp.389-401
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    • 2001
  • 삼각형은 초 ${\cdot}$ 중등학교 수학교육에서 가장 기본적인 평면도형들 중의 하나지만, 삼각형을 활용한 다양한 유형과 수준의 교수-학습 자료들은 많이 개발되어 있지 않다. 특히, 정형적인 교수-학습 활동을 포함하여 학습자들의 창의적 성향을 개발 ${\cdot}$ 육성하는데 도움을 줄 수 있는 자료들은 그리 흔치않은 실정이다. 본 연구에서는 삼각형을 창의성 신장을 도구로 활용하여, 다양한 구체적 조작 활동에서부터 다양한 형식적인 논증의 경험을 제공할 수 있는 창의적 학습 자료를 개발할 것이다.

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Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.390-401
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    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.