• 제목/요약/키워드: 창의력교육

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • 제39권1호
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Effectiveness and Relationship Analysis of Chemistry Programs Based on Metacognitive Learning Strategies Using Realistic Contents for Pre-service Teachers (예비교사를 위한 실감형 콘텐츠 활용 메타인지 학습전략 기반 화학 프로그램의 효과 및 관계성 분석)

  • Da Eun Lee;Hyun-Kyung Kim
    • Journal of the Korean Chemical Society
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    • 제67권4호
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    • pp.271-280
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    • 2023
  • The purpose of this study is to investigate the effect of chemistry program based on metacognitive learning strategies using realistic contents on prospective teachers' creative thinking skills and science core competencies, and their perception. In particular, it was intended to further improve the effectiveness of the program by introducing a strategy to strengthen metacognition. Participants were classified into the experimental group subject to the newly developed chemistry curriculum and traditional group subject to general programs that exclude realistic contents and metacognitive strategies. Both groups were surveyed before and after the application of the program to measure the degree of change in metacognitive competencies, creative thinking competencies, and science core competencies. It also analyzed the impact of metacognitive competencies and science core competencies on creativity thinking competencies. As a result of the study, relevance and rationality among sub-factors of metacognitive competencies and creative thinking competencies of the experimental group were improved, and all sub-factors except for scientific participation and lifelong learning ability among science core competencies were significantly improved. In addition, it was found that metacognitive knowledge among metacognitive competencies, scientific inquiry ability and scientific thinking ability among science core competencies affect creative thinking competencies. Through the results, it was suggested that realistic content that incorporates metacognitive learning strategies is needed to improve creative thinking competencies, and learning models and programs that can utilize them are needed.

Analysis of Learner Competencies through Digital Textbooks and Smart-Learning (디지털교과서 및 스마트교육을 통한 학습자 역량 분석)

  • Han, Seonkwan;Kim, Sanghong
    • Journal of The Korean Association of Information Education
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    • 제19권2호
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    • pp.207-214
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    • 2015
  • In this study, we research an analysis of learner competency with students in 16 smart education research schools. The result of analysis, 2-year students showed a highly regarded competences which are the learner competencies in all areas than 1-year students. And the urban students was higher than rural students. This means that urban students have higher awareness of the learner competencies than rural students. Lastly, in a comprehensive analysis of each school year, the statistical differences between elementary and middle school did not appear. However, in the elementary, middle and high school between the difference was statistically.

Study of the Way to Learn Algorithms through play (놀이를 통한 알고리즘 학습 방안 연구)

  • Kim, Sung-Wan;im, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2010년도 하계학술대회
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    • pp.235-241
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    • 2010
  • This paper has been studied about algorithm teaching methods for improving the problem-solving skills and creativity in rapidly changing information society. Especially the algorithms for teaching about computer is very important. Because it is effective learning content for finding the best solution to solve a problem and improve the students' logical thinking. However, teaching algorithms can be monotonous to children on account of using only computer and languages. So It needs to consider about the cognitive structure and level of elementary school students. Therefore, this study has the purpose to acquaint students with the principle of algorithm and improve problem-solving and creativity using games, not computer.

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A Study on the Design and Embodiment of Educational Automatic Purification Facility of Waste Water (교육용 자동 폐수 정화시설의 설계와 구현에 관한 연구)

  • Kim, Moon-Ki
    • The Journal of Korean Institute for Practical Engineering Education
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    • 제4권2호
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    • pp.7-12
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    • 2012
  • In this research, an educational automatic purification facility of waste water is designed. The system has four functions which are filter tank, aeration tank, reactor tank and ultraviolet sterilization tank, and is embodied by PLC(Programmable Logic Controller), DC motor, solenoid valve, squirt gun, propeller, profile, switch, sensor and so on. Also, the system is designed and manufactured based on knowledges which are obtained from college education. The study is emphasized on "learning by doing". From this case study, students can increase their originality and adaptability for related industry. Also, the technique can be initiated industry if needed.

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Through an effort to advance computer technology, studying aspects of developing formal and unformal education (컴퓨터 응용기술을 이용한 통합교육의 창의력개발에 관한 연구)

  • Han, Kyung-Don;Choi, Gil-Dong
    • Journal of the Korea Society of Computer and Information
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    • 제12권1호
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    • pp.99-106
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    • 2007
  • In order to make new productions; first of all, a creative idea is necessary and significance. For developing new production, a creative thinking must be a first step. In other words, a creative thinking can be a solving a problem. Better education for the formal and unformal education, various information and using space are able to develop ability of problems. Group study can students can find their talents, capacity, gifts, and ability. Also, students help to develop ideas of an individual. Therefore, through an effort to advance computer technology, developing food models in creative ideas for formal and informal education. As a result. good efforts and aspects can be produced.

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Increased Computing Thinking abilities with teaching-learning design based on game production (게임제작을 학습주제로 한 교수학습설계로 컴퓨팅 사고력 신장)

  • Kim, Jung Sook;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2017년도 제56차 하계학술대회논문집 25권2호
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    • pp.211-213
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    • 2017
  • 효율적인 학습활동을 위해 중요한 것 중 하나는 학습자의 학습의지다. 학습자의 학습동기를 유발할 수 있는 게임을 학습과 접목하여 학습내용으로 설정하고 프로그래밍 교육을 설계해보고자 한다. 교육도구로는 학습자들에게 친숙한 도구이자 일상생활에서 떼어놓을 수 없는 스마트 폰을 활용하고자 하며 프로그램으로는 앱 제작 프로그램인 앱 인벤터를 활용하고자 한다. 본 게임제작기반 교수학습설계를 통해 다양한 경우의 컴퓨팅 사고력을 훈련함으로 분석력, 논리력, 창의력 향상을 통한 문제해결력 신장과 제4차산업혁명시대에 적응할 수 있는 창의적 인재양성을 기대한다.

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Coding Game Development for Computational Thinking Education of Kids (컴퓨팅적 사고 교육을 위한 유아 코딩 게임 개발)

  • Choi, Hyo Hyun;Lee, Hye Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2018년도 제58차 하계학술대회논문집 26권2호
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    • pp.303-304
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    • 2018
  • 본 논문에서는 Unity게임엔진을 이용하여 만든 유아용 코딩게임의 사례와 결과물을 보인다. 대학에서 초, 중학교로 낮아져 가는 소프트웨어 교육의 연령대의 흐름에 맞춰 유아용 게임을 제작했다. 아이들에게 친근한 자동차게임의 모양으로 문제를 논리적으로 푸는 방법을 찾는 컴퓨팅적 사고를 하게끔 도와 스스로 문제를 해결하게 하고, 성취감을 얻게 해준다. 또 문제에 대한 정해진 답이 없고 자신만의 의견을 낼 수 있기 때문에 호기심과, 창의력의 증폭을 기대할 수 있다. 기본적으로 맵을 이용해 스토리 진행이 이루어지는 코딩게임의 알고리즘을 사용했으며, Unity2D 엔진을 이용해 유아용 블록코딩게임과 키보드게임을 제작했다. 자동차 모양의 객체를 목적지에 도달하게 할 방법을 아이들 스스로 생각하는 컴퓨팅적 사고를 돕는다.

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Design for Edutainment Teaching Tool based on ICT Convergence Block Puzzle (ICT 융합형 블록 퍼즐 기반 에듀테인먼트 교구 설계)

  • Song, Mi-Young;Kim, Woo-Yeon;Park, Soo-Bin;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2019년도 제60차 하계학술대회논문집 27권2호
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    • pp.165-166
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    • 2019
  • 본 논문은 기존의 강압적인 형태의 한글 교육 선행 학습이 아닌 창의적이고 입체적인 에듀테이먼트 교구인 블록 퍼즐과 아두이노를 이용한 명령 센서, 카메라 반사경을 통한 영상 입력을 통해 ICT 융합형 블록 퍼즐기반의 에듀테인먼트 교구를 설계하고자 한다. 즉, 모바일 콘텐츠를 통해 유아에게 교육을 제시하고 유아는 모바일 콘텐츠와 블록 퍼즐 교구, 명령 센서를 통해 입력 영상을 인식하게 한다. 이러한 블록 퍼즐 기반의 에듀테인먼트 교구를 통해서 한글 학습을 놀이 과정 속에서 창의력과 문제 해결 능력을 키울 뿐 만 아니라 스스로 학습을 이끌어가는 자기주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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AI storybook creation system (AI 동화책 생성 시스템 개발도구)

  • Sang-Dong Lee;Park-Ju-Won;Jeong-Ah-Byeon;Choi-Jeong-Yun;Hur-Da-Geum
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2023년도 추계학술발표대회
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    • pp.955-956
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    • 2023
  • AI 기술이 성장하면서 AI 기술의 중요성은 더욱더 커지고 있다. 따라서 미래 인공지능 시대를 선도해 나갈 인재 유아, 초.중등 교육이 매우 중요하게 되었지만 아이들이 인공지능을 쉽게 접할 수 있는 서비스는 아직 부족하다. 아이들이 쉽게 사용할 수 있는 인공지능 서비스를 개발한다면 본격적인 인공지능 교육 시대가 도래하기에 앞서, 인공지능에 친숙해 질 수 있으며 창의력 향상에 도움이 될 것으로 기대된다. 이에 따라 'AI 동화책 생성 시스템' 을 기획하고 개발하였다.