• Title/Summary/Keyword: 창의력교육

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Exploring the Educational Effects of K-Sand Art's Lifelong Learning Specialized Instructor Club (K샌드아트 평생학습 전문강사 동아리에 나타난 교육적 효과 탐색)

  • Kim, Young-Ok
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.409-419
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    • 2020
  • The study selected the K Sand Art Lifelong Learning Instructor Circle as an example, focusing on learner interest-inducing factor and educational effects of Sand Art techniques, which are gaining interest in lifelong education. First, the factors that increase the interest-inducing effect of learners are to recognize sand art techniques as sand games, to tell stories and tones, to express them in sandboxes, and to express subjects of interest to learners. Second, in the field of lifelong education, sand art techniques are educationally effective in psychological therapy, improving concentration, improving self-confidence, developing expressiveness and creativity, and developing five senses. Third, sand art techniques are applied to all generations in the field of lifelong education, and sand art techniques can be used in civic participation education, basic literacy education, and culture and arts education among the six classes of lifelong education. Fourth, future tasks will be to support the training of sand art experts, support sand art materials and equipment, and spread sand art programs that visit various targets.

A Study on Development of Basic Data Science Education Contents for Artificial Intelligence Capability (인공지능 기반의 기초 데이터 과학 교육에 관한 연구)

  • Jo, Junghee
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.393-400
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    • 2021
  • Data science is a scientific discipline that defines problems while finding meaningful information from collected data to solve problems. Along with artificial intelligence technology, the field of data utilization is gradually expanding, and awareness of the importance of data science education is also increasing. Despite the rapid growth of the domestic data industry market, it has recently been predicted that the shortfall of data experts will reach 31.4% within the next 5 years according to an analysis of the current status of the data industry by the Korea Data Agency. In the field of elementary education, various studies have been conducted to introduce data science in order to improve students' computational thinking and creativity. This paper proposed the contents of data science lectures developed for the purpose of educating elementary school teachers, who are mostly non-majors in the computer field. The developed contents were applied to a group of elementary school teachers attending graduate school for artificial intelligence convergence education. Points for improvement were derived by identifying the contents that were difficult for learners to understand and analyzing the causes of difficulty.

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An Analysis of Problems of Mathematics Textbooks in regards of the Types of Abductions to be used to solve (교과서 문제해결에 포함된 가추의 유형 - 중학교 2학년과 3학년 수학 교과서를 중심으로-)

  • Lee, Youngha;Jung, Kahng Min
    • Journal of Educational Research in Mathematics
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    • v.23 no.3
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    • pp.335-351
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    • 2013
  • This research assumes that abduction is so important as much as all the creative plausible reasoning to be based upon. We expect it to be deeply appreciated and be taught positively in school mathematics. We are noticing that every problem solving process must contain some steps of abduction and thus, we believe that those who are afraid of abduction cannot solve any newly faced problem. Upon these thoughts, we are looking into the middle school mathematics textbooks to see that how strongly various abductions are emphasized to solve problems in it. We modified types of abduction those were suggested by Eco(1983) or by Bettina Pedemonte, David Reid (2011) and investigated those books to see if, we may regard, various types of abduction be intended to be used to solve their problems. As a result of it, we found that more than 92% of the problems were not supposed to use creative abduction necessarily to solve it. And we interpret this as most authors of the textbooks have emphasis more on the capturing and understanding of basic knowledge of school mathematics rather than the creative reasoning through them. And we believe this need innovation, otherwise strong debates are necessary among the professionals of it.

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Effects of SW Education Using App Inventor on Computational Thinking and Attitude towards Computer of Elementary School Students (앱 인벤터 활용 SW 교육이 초등학생의 컴퓨팅 사고력과 컴퓨터에 대한 태도에 미치는 영향)

  • Kim, KeoHyun;Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.371-380
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    • 2017
  • SW education is considered important in the present age where various sciences converge. According to this tendency, SW education was included in the regular education course in Korea, which aims to develop the learner's CT. Therefore, researches on CT and educational tools are being activated. App Inventor is a simple app development tool that has many advantages over traditional tools. In this study, we developed and applied a SW instruction program that uses an App Inventor to develop CT for elementary school students. Moreover, CT was classified into two elements-calculative perception and calculative creativity- and performed tests after applying SW instruction programs. Furthermore, attitude towards computer were classified into three elements-c computer anxiety, computer preference, and computer confidence- and conducted tests. After performing paired t-test pretest-posttest matching samples on test outcomes, it was found that the CT of the learners who applied the program was increased, and the attitude towards computer also showed a positive change.

Application of the Concept of Reincarnation in the Visual Arts Education (시각디자인교육에서 Reincarnation적 발상에 관한 교재개발 연구)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.220-228
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    • 2010
  • Reincarnation, literally means "to be made flesh again". It is a mystical belief that the soul lives again in a new body after death. In this study, both material and spiritual elements are reincarnated in the form of the formative art in our life. This is similar to the notion of transmigration of the souls in Buddhism and Taoism. The concept "reincarnation"has a functional values as it provides a new tool in the education in the field. Especially in the digital design, the concept has become an essential contents as a text. The education employed the concept has a feature of edutainment which has been considered as an innovative method of education. The edutainment stimulates students' inner motivation and interests. This eventually leads them to use their own creativity in their study and achieve their goals. The education adopting the concept of reincarnation is more than the recycling of the used materials. It presupposes the understanding of the essence as well as the philosophical value of the materials. The creativity in the Visual Arts can be achieved with these educational foundations.

A Case Study on Necessity of Computer Programming for Interdisciplinary Education (융합인재 양성을 위한 컴퓨터 프로그래밍 교육의 필요성에 대한 사례연구)

  • Kim, Kyungmi;Kim, Hyunsook
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.339-348
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    • 2014
  • As future society will be strengthened by interdisciplinary study and education, we have to prepare general education curriculum which provide critical thinking, problem-solving, creativity, communication abilities. Those curriculum will help to nurture students who lead our future society. Now we prepare new curriculum to train students to understand the computer science and software needed to create their own, and we could cultivate students having ability to create interdisciplinary study by using programming skill. So we ran a computer programming class during a semester for the freshmen's capacity building on computing-thinking ability using the Python language. We analyzed the effectiveness and showed that student's curiosity and motivation to want to learn computer programming occurred, their various skills for interdisciplinary ability were improved.

Exploring of the Maker Education in Graduate School (대학원 수업방법으로서 메이커 교육의 가능성 탐색)

  • Kim, Jin-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.4
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    • pp.1-10
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    • 2019
  • This study investigates maker pedagogy as learning method with graduate students. The exemplary maker pedagogy instructional model in this study is intended to enhance student's research competence. This study examines how the teacher designs and implements maker pedagogy instructional model, and what students have experienced in conduction research project. students provide evidence that they have improved their competence to raise research questions, to make use of research methodology. Their learning experience depends on whether they are heterogeneously grouped or homogeneously grouped in terms of intellectual ability, research experience, etc. Additionally, students suggest that the teacher needs to administrate the learning process regularly, to build up an interdisciplinary network to provide students knowledge and methodologies needed for conducting research, and to create learning environment where each student is possibly enriched with individual accountability and responsibility on each own learning process. In conclusion, this study provides several suggestions for more valuable maker pedagogy instructional models in graduate class.

The Proposition of the Checklist and the Case Study of Art Education Environment for Usability and Safety - Focusing on Domestic and International Public Elementary Schools - (사용성과 안전성을 고려한 초등학교 미술교육환경 체크리스트 제안 및 사례연구 - 국내외 공립 초등학교 중심으로 -)

  • Lee, Na Young;Paik, Jin Kyung
    • Korea Science and Art Forum
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    • v.16
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    • pp.299-310
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    • 2014
  • The purpose of this research propose the improvement of the visual arts educational environment according to the previous studies that is visual arts education have effect on the students' creativity and their Psychological Aspects. In addition, This study provide the preceding material in terms of the future quality of the environment and curriculum for public schools and indicate the advantages and disadvantages of each design space as examining what is needed aspect of the art connectivity. Research method is to investigate the domestic and International public school's visual arts education environment aspects of the facility and space status for safety and activity. As well, method is that it will find out how the program is being conducted in any part of the local culture. Art Education is not the non-intrusive training, but the series of processes going to work together and solve problems through participation of the creative experience based on the art motif. Therefore, it will be a well-supported guideline to establish the art educational environment.

A Study of the Improvements of Computer and Information Technology Educational Programs for Architectural Engineering Students (건축공학 전산정보화교육 개선방안에 관한 연구)

  • Kim Chan-Kyu
    • Korean Journal of Construction Engineering and Management
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    • v.6 no.1 s.23
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    • pp.117-124
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    • 2005
  • The development of computer and information technology in Korean construction industry is accelerating its speed while the education of Universities regarding to those technology is hardly catching up. Students graduated from schools are having difficulties in adapting themselves into the technology and as a result the industry is operating its own educational problem for the newcomers. This research develops the educational program of computer and information technology in school and therefore enhance the adaptability of the students for the industry. The program is open from 2002 up to 2004 liking two courses and including 10 modules and a project. The educational program consists of computer labs and lectures or seminars. The result of the educational program enables students to understand the computer and information technology used in the industry, an to improve the interest and skills of those, and additionally to motivate themselves into participating the continuous research and development of the technology.

Educational Insect Robot Content use of play(Game) for the Nuri Process Education of Creative in Smartphone (스마트폰을 활용한 로봇 교육 콘텐츠 게임 활용 연구)

  • Park, Young-suk;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.131-134
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    • 2013
  • Nuri process is a common process of childcare and education for infants to 5 years old in 2012 has been carried out. In order to operate a paint program, teachers not only easy to take advantage in the field, education robot, taking into account developmental compatibility in accordance with stable, physical stability, age psychological infant, the diversity, education robot that can be worn thinking, creativity, scientific thinking is required. In this paper, I will study the applications and Internet services to infants through your favorite smartphones. To the study of development in the smartphone educational insect robot application with the educational environment that infants are environmentally friendly. Utilizing the game smartphone, Nari proceed to step 15, place the questions and answers for enhancing the education effect on the way, to enhance the creative effect of the robot and education. In this paper, I will continue to contribute to the development of content for the education of taste creative.

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