• Title/Summary/Keyword: 창의력교육

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Development of English Learning Contents for Children Applying STEAM Coding Education (STEAM 코딩 교육을 적용한 유아용 영어 학습 콘텐츠 개발)

  • Song, Mi-Young;Park, Hye-Bin;Park, Mi-Li;Kim, Ji-Eun;Won, Hee-Yeon;Choi, You-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.53-54
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    • 2019
  • 코딩 교육이 초등학생부터 의무화 되어 프로그래밍의 중요성이 날이 갈수록 높아지고 있고, 현재 전 세계 공용어인 영어는 필수라 할 수 있게 된 사회이다. 본 논문에서는 유아에게 코딩과 영어를 지루하고 어려운 것일 거라는 틀을 깨고 쉽게 접할 수 있도록 하는 STEAM 코딩 교육을 적용한 유아용 영어 학습 콘텐츠를 제안한다. 유아가 직접 방향 코딩을 하여 길을 찾아가는 과정에서의 창의력 발달과 목적지에 도착했을 때 해당 과일의 영단어를 확인하고 발음을 듣게 하여 언어능력발달에 도움이 될 것 수 있을 것으로 기대한다.

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The Effect of Mind Mapping Applied in Science Classes on Middle School Students' Creativity (마인드 맵을 활용한 수업이 중학생들의 창의력에 미치는 영향)

  • Jung, Jin-Hee;Chung, Young-Lan
    • Journal of The Korean Association For Science Education
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    • v.29 no.4
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    • pp.388-399
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    • 2009
  • This study was designed to investigate whether applying mind mapping in a biology class had an effect on students' creativity. Participants of this study were 165 1st grade middle school students. The pretest-post test control group design was employed. A control group was instructed with a traditional method and an exerimental group was instructed using the mind-map applied method. The units "Digestion and Circulation" and "Respiration and Excretion" were selected for this study, and each group was treated for 24 class hours. To measure student creativity, the TTCT test was used. For assessing students' level of logical thinking, the compact version of GALT was used. Test results were analyzed by ANCOVA and correlation analysis by SPSS 12.0. The creativity of students in experimental group was significantly improved than the control group (p< .01). Fluency, flexibility, and originality of students in experimental group were improved (p< .01). Students did not show any differences on creativity according to their academic achievement level or gender (p> .05) in the experimental group. Students did not show any differences on creativity according to their logical thinking level (p> .05), either. However, the students of logical thinking level in the experimental group improved their flexibility (p< .05). There was no correlation between students' creativity and their achievement (p> .05), but the creativity shows a lower correlation to performance evaluation (p< .05).

Development of Primary School Scratch Curriculum for Improving the Ability to Solve Problems (문제해결력 증진을 위한 초등학교 Scratch 교육과정 개발)

  • Ahn, HyungJin;Ma, DaiSung
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.317-327
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    • 2013
  • Algorithm education that become at the base of thinking is emphasized from primary school. However, It is difficult to understand algorithm in elementary school students level. In this research, it considered curriculum that can teach universally to elementary school students by solution plan of problem. So we chose Scratch program with education data, because it is verified the effect in education of algorithm, and easy to control among EPL (Education Programming Language). It was composed curriculum so that interaction is accomplished through group activities to coincide in various level of students, and approached to the problem-solving center to emphasize important thinking process in algorithm education, and got educational value in relevant level of each student. According to validation of expert groups and surveys, we concluded the curriculum that is appropriate. The curriculum proposed in this paper can help to enhance the problem solving ability and the creativity.

A Study on the Development of Educational Program for Invention on the Basis of TRIZ (TRIZ(트리즈)를 활용한 발명교육프로그램 개발 연구)

  • Cho, Seung-ho;Jung, Jong-wan
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.86-109
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    • 2006
  • The purpose of this study was to reform the existing state of educational program for invention by TRIZ, theory of inventive problem solving. Major findings of the study were follows : First, students had a chance to get a inventive solution from the problem they were inventing. Second, the new educational program for invention was developed according to the procedures on the standpoint of pedagogy with the TRIZ. Third, according to the survey of the new educational program for invention has found that as follows: -Students were of help to know the invention, to be beneficial, but the basic concepts of TRIZ were not easy to them. -Student wished to advice their colleague the new program for invention, because they had chances to overcome a fixed idea, extend creativity and think. Fourth, TRIZ, the systematic method of problem solving for invention, provide students with the thinking method to overcome fixed ideas and the tool of knowledge.

Analysis of the Curriculum for the Science Gifted Education Center Based on the Core Competency of Gifted Students (과학 영재 핵심 역량 기반의 과학영재교육원 교육 내용 분석)

  • Kim, Heekyong;Lee, Bongwoo
    • New Physics: Sae Mulli
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    • v.68 no.12
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    • pp.1338-1346
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    • 2018
  • The purpose of this study is to analyze the curriculum of a university-affiliated science gifted education center based on the core competencies and to suggest a direction for improving the education at the gifted education center. For this purpose, we set the 12 core competencies as follows: 6 cognitive competencies such as knowledge, creativity, scientific thinking ability, inquiry ability, problem solving ability and fusion ability, and 6 non-cognitive competencies such as task commitment, self-directed learning ability, motivation reinforcement and challenge, communication skills, collaboration ability and leadership. The curricula of the science gifted education centers reflect all the competencies, but some competencies are only potentially included in the contents of the programs. In this study, we present examples of education programs by each competences and suggest additional descriptions for the development of gifted education centers.

The Characteristics and Settlement of Drama Education in German School - Focusing on Drama Class of Secondary School- (독일학교 연극교육의 정착화와 연극수업의 특징 -중등학교 연극수업을 중심으로-)

  • Lee, Won-Hyeon
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.114-122
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    • 2016
  • For the correct settlement of 'drama' subject mentioned as a new art subject within school education of Korea, this paper deals with the relevant contents by using German drama education equipped with the systematic educational system in the world as an objective model. First, analyzing the historical correlations between German school and drama education, this paper refers to the settlement process of drama education in German school after the enforcement of educational reform policy in Germany of 2009, and also the direction and characteristics of drama class. Such a research background contains the objectives to directly/indirectly verify the suitability of drama education for the suggestion of convergence(integrated) education and increase of creativity required for the current Korean school education, and also to be helpful to the establishment of institutional directions for Korean culture & art education in the future.

Development of CT-STEAM Education Program Enhancing Integrated Thinking Skills for Elementary School (융합적사고력 신장을 위한 초등학생용 CT 기반 융합인재교육(CT-STEAM) 프로그램 개발)

  • Ham, Seong-Jin;Kim, Soonhwa;Park, Se young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.81-91
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    • 2014
  • STEAM education has been introduced to resolve the existing problems of science education since 2011. However, as ICT develops rapidly, the future of the schools with various educational technologies is demanding for a new type of STEAM education. Therefore, the current research suggests CT-STEAM (Computational Thinking & STEAM) education, the new approach to provide integrated thinking based education with all sorts of computing devices. Firstly, the instruction model was developed as a fundamental step to introduce CT-STEAM in the real education scene. Then, lesson plan was developed as a implementation strategy, and it was tested for validity by computer education experts. It is hoped that the results of this study can enhance the understanding of CT and STEAM Education, also to provide baseline information to develop various teaching methods for integrated CT education.

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Development of SW Program Assesment Indicator for SW Education in Elementary and Middle School (초·중학교 SW교육을 위한 프로그래밍 평가지표 개발)

  • Ahn, Seonghun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.11-20
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    • 2016
  • In this paper, I developed a assesment indicator to evaluate SW program developed by students in SW education. The SW education carry out in elementary school, middle school and high school from 2016. But the assesment indicator to evaluate SW program had not been developed until now. Therefore, I tried to develop the assesment indicator that have harmoniously educational characteristic and SW qualitative characteristic. First of all, I had set the 15 attributes for assesment and developed the 36 criteria for 15 attributes. And the validity of 15 attributes and 36 criteria for assesment had been reviewed by 39 SW educational experts. As a result, the 15 attributes and 36 criteria for assesment were determined to which that have validity. I expect that the assesment indicator developed in this paper will raise the reliability of evaluation in SW education. And the assesment indicator may be used at SW competition conference for teenagers.

Development Of Education Plan Linked With The University For Activation Of Inventive Education In Vocational High-school (실업계 고교에서 창의 교육 활성화를 위한 대학연계 교육 방안 개발)

  • Wee Eun-Ryang;Cho Kyung-Chul;Kim Hyung-Suk;Kim Sun-Hyung
    • Journal of Engineering Education Research
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    • v.4 no.1
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    • pp.79-87
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    • 2001
  • In this paper, we proposed a new education plan of electronics engineering in vocational high-school. And the new proposed education plan is applied to electronic circuit theory education which is known to be a very difficult subject. It is the inventive education using PSPICE and EWB that is assistant to study program. Also, multimedia is used to improve education of electronic engineering in vocational high-school. The effectiveness for the proposed education is investigated by using the questionnaire. After the inventive education, students and teachers are very improved and encouraged in terms of interest, understanding and attitude of study. Specially, students showed strong interest in the education linked with the university curriculum.

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Application of Reverse Engineering based on Physical Computing to Improve Computational Thinking (컴퓨팅 사고력 향상을 위한 피지컬 컴퓨팅 기반 리버스 엔지니어링 활용 방안)

  • Kim, Ji Hyung;Kim, Seong Baeg
    • Proceedings of The KACE
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    • 2018.01a
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    • pp.83-85
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    • 2018
  • 사회가 복잡하게 변화됨에 따라 온난화 등의 해결하기 어려운 새로운 문제들이 등장하고 있다. 이를 효과적으로 해결하기 위해서는 창의력과 절차적인 사고가 요구되며 이러한 능력을 키우기 위해 소프트웨어 교육이 필요하다. 이에 따라 2015개정 교육과정에서 정보교과의 비중이 증가하였으며, 2018학년도부터는 중학교 정보교육이 의무화되었고, 그 동안 실제 생활에 접목하여 문제 해결력 및 컴퓨팅 사고력을 향상 시킬 수 있는 피지컬 컴퓨팅이 도입되었다. 하지만 고등학생의 경우 이전 교육과정에서 새롭게 도입되었기에 피지컬 컴퓨팅 수업이 진행되기가 쉽지 않다. 본 연구에서는 고등학생의 피지컬 컴퓨팅 구현 능력 향상과 이를 통해서 문제 해결력 향상에 어떠한 영향이 있는가를 알아보기 위해서 피지컬 컴퓨팅 교육 프로그램을 위한 과정으로 오래된 운영체제에서만 사용이 가능한 구형 프린터기의 드라이버를 최신 운영체제에서도 사용이 가능하도록 프린터 드라이버를 커스터마이징하여 윈도우 10에서도 사용이 가능하도록 하는 소프트웨어 교육을 설계하였고 이를 고등학생에게 적용하기 위하여 학생들의 사전 사후 검사를 실시하고자 한다. 자원의 재활용과 환경적인 측면에서 그 동안에는 신제품 구입 후 빠른 IT환경의 발전 및 변화로 멀쩡한 하드웨어를 폐기하고, 최신 운영체제에 대응하는 하드웨어를 새롭게 구입해야 했으나, 본 교육과정을 통해 각 가정에 있는 구형 프린터의 재사용을 위한 프린터 드라이버 제작이라는 선순환적인 교육목적을 추구하며 소프트웨어 교육이라는 본질 측면에 좀 더 가까이 다가가며, 해당 하드웨어 제품에 대한 소프트웨어의 저작권 교육도 함께 진행할 수 있으며, 잘 만들어진 소프트웨어의 경우 새로운 시장을 창출할 수 있도록 하는 계기가 될 것이다. 학생들의 흥미에서는 좋은 반응을 보였으나 실제 문제 해결력을 위해서는 저변 확대가 필요함을 알 수 있었다. 오래된 구형 하드웨어를 최신 운영체제에서도 사용할 수 있도록 하는 과정에서의 실생활에 적용되는 유용한 피지컬 컴퓨팅을 보다 효과적으로 사용하기 위해서는 프로그램의 설계에 대한 지속적인 연구가 필요할 것이다.

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