• Title/Summary/Keyword: 창의력교육

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The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude (CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Lee, Kyung-Hwa
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.77-88
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    • 2008
  • A programming education has favorable influence on creative / logical thinking and problem solving ability of students. However, students typically have to spend too much effort in learning basic grammar and the usage model of programming languages, which negatively affect their eagerness in learning. In this respect, we proposed to apply the 'Scratch' using the Creative Problem Solving(CPS) Teaching Model; Scratch is an easy-to-learn and intuitive Educational Programming Language(EPL) that helps improving the problem solving ability of the class. Then we verified the effect of Scratch EPL through the design of both pretest and posttest for a subject group. In summary, the CPS based Scratch EPL was shown to significantly improve the problem solving ability and also help them develop favorable attitude in programming.

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Semiotlcal Analysis for the Educational Games (교육용 게임을 위한 기호학적 분석)

  • Park, Hyung-Sung;Park, Su-Hee
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.29-39
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    • 2008
  • In this research, the researcher uses semiotic methods in order to analyze the essential aspects of educational games. The basic concepts of semiotics and their relevance to education are explored, as well as how signs are shown in a particular educational game is examined. Several semiotic theories which can assist in analyzing educational game are examined. Roller coaster Tycoon2, an educational game, is analyzed using Peirce's semiology in which education is defined in terms of signs and semiosis. As a result of analyzing Roller Coaster Tycoon2, a educational game, through Peirces semiology, the game was found to contain all the different types of signs. It contains the three types of signs (sign, object, interpretant) as well as firstness, secondness, and thirdness. Especially, the second and third has a major part in Roller Coaster Tycoon2. The sign of the second is assists in logical and creative thinking, the third is assists in creative. It appears often in the game due to the real-time strategy game environment in which problems are solved by planning logical strategies after considering the relationship between several signs.

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An Analysis of Creativity Factors, Family Backgrounds and Parenting Styles of Korean 3 Inventors in Korean Elementary Textbooks through Narrative Inquiry (내러티브 탐구를 통한 초등 교과서에 수록된 한국 발명가 3인의 창의성 요소, 가정환경, 부모 양육방식 특징 분석)

  • Chae, Dong-Hyun;Jo, Dae-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.196-210
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    • 2020
  • According to many researches, invention education relates to improvement of students' creativity and problem solving skills, which are essential in future. So effective invention education is necessary. This study is to analyze creativity factor, family background and parenting style of three korean inventors in elementary textbooks through narrative inquiry and find similarities. As a result of study, all three inventors had intellectual curiosity, originality, productive thinking and sophistication. And they were born in wealthy families and had a member who support them. Also, their parents had secure attachments to them, actively participated in their education and were the first person who found their creativity.

3D Picture System using Virtual Reality (가상현실을 이용한 3D Picture 시스템)

  • Park, Ui-Sung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.706-707
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    • 2016
  • 본 연구에서는 가상증강현실과 미술의 연계로 가상현실의 세계에서 3D 펜과 같이 그림을 그릴 수 있는 시스템을 기획하고자 한다. 가상의 3D 펜과 HMD, Leap Motion 기기를 이용하여, VR공간의 가상 캔버스에 자신만의 그림 세계를 만들고, 실시간으로 여러 명의 사용자들과 연동하여 함께 그림을 그리고, 저장, 공유할 수 있도록 한다. 여럿이 가상현실 공간을 돌아다닐 수 있기 때문에 협동하여 작품을 만들 수 있는 교육용으로도 사용할 수 있다. 또한 입체적인 것을 설명할 때 중요한 부분을 공간페인팅을 함으로써 2D의 한계를 넘어설 수 있다. 이 시스템은 창의적으로 무언가를 그려내는 것을 3D로 표현하기 때문에 더욱 풍부한 작품이 나올 수 있고 창의력 향상에 도움이 될 것이다.

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A Study on the Game Development for Linkage with PC and Smartphone (PC와 스마트폰 연동 게임개발에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1432-1435
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    • 2012
  • 최근 세계 게임시장은 연 30% 이상의 고속 성장률을 나타내고 있으며, 3차원 그래픽처리의 발전과 컴퓨터기술의 고급화 및 풍부한 아이디어, 끊임없는 놀이문화의 추구로 게임시장은 국제적인 지식산업, 정서서비스산업, 감성산업 및 고부가가치산업으로 급성장하고 있는 상황이다. 일본, 미국 그리고 유럽 선진국 등은 미래의 지식산업으로서 게임 산업에 투자함으로서 국제경쟁력을 선점하기 위해 막대한 투자와 인재양성 및 창의력 교육 등에 앞서고 있다. 대기업과 제조업에서도 국제경쟁력이 약화되고 경제위기 및 실업대책에 어려움을 겪고 있는 우리나라도 이제는 공업입국에서 지식산업입국으로 발전시키기 위해서 게임 산업과 같은 고부가 가치산업을 육성 발전시켜야 한다. 본 논문에서는 국내 게임 산업에 대한 분석을 통해 게임 시장동향을 살펴보고 최근 스마트폰 이용자가 급속히 증가함에 따라 스마트폰 게임에 대한 시스템을 개발하고자 한다. 이것은 PC와 스마트폰 연동을 통하여 집이나 사무실에 있는 PC와 이동이 가능한 스마트폰에서 게임을 즐길 수 있도록 구성되어 있다.

Applying Havruta method A Study on the Development of Instructional Model for School Library (하브루타 교수법을 적용한 학교도서관 수업모형 개발에 관한 연구)

  • Choi, EunBi;Kim, YeJin;Park, Jiyoung;Kwon, Sumyoung
    • Proceedings of the Korean Society for Information Management Conference
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    • 2017.08a
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    • pp.73-77
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    • 2017
  • 4차 산업혁명이 도래함에 따라 창의적 인재 육성이 더욱 중요해지고 있다. 이에 따라 학생들의 수업방식에 변화를 주어 창의력 향상을 도모하는 하브루타가 각광받기 시작하였다. 그러나 정규 교육과정에 주어진 시수와 인력부족으로 인해 하브루타 모델을 적용하는 것이 쉽지는 않다. 그러므로 본 연구에서는 학교도서관에서 진행할 수 있는 하브루타 모델을 적용한 수업모형을 제안한다.

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A Design and Implementation of the EasySoft for Ingenuity development (창의력 계발을 위한 EasySoft 설계 및 구현)

  • Lee, Eun-Ju;Kang, Ki-Jun;Seo, Young-Geon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1269-1272
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    • 2001
  • EasySoft(이하:ES)는 컴퓨터를 처음 배우는 초급자에서부터 프로그래밍 가능자에 이르기까지 다양한 범위의 학습자에게 통합 교과적인 지식을 토대로 알고리즘 교육을 제공하여, 창의성과 논리성 계발의 효과를 거둘 수 있도록 만들어진 학습기자재이다. ES는 EasyLab, EasyC, Visual Basic과 같이 ActiveX를 지원하는 툴과 연동하여 사용한 수 있는 ActiveX 제어도구(EasyOCX)로 구성되어 있다. 학습자는 ES를 통하여 자신의 생각을 구성, 알고리즘화 시켜 프로그래밍하고 코드를 로봇으로 전송하여, 로봇의 움직임과 자신의 의도를 비교, 연구, 반복하는 작업으로 학습하게 된다. ES는 학습기자재가 부족한 교실현장에서 직접 활용할 수 있도록 구성된 것으로, 흥미적 요소와 교육적 요소를 적절하게 조화 시킨 소프트웨어이다. EasyLab은 컴퓨터를 모르는 학습자도 알기쉬운 GUI식 흐름도 기반 S/W를 표방하므로 초등학교에서, EasyOCX나 EasyC의 경우는 EasyLab과 유사한 방식을 추구하되 직접 프로그래밍 하게 되어있어 한 단계 높은 중 고등학교의 교수장면에서 직접 활용이 가능하다.

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Design and Implementation of Document Management Courseware Based on the WBI (웹을 기반으로 한 문서관리 코스웨어 설계 및 구현)

  • 권영애;이지영
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.3
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    • pp.9-15
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    • 2000
  • We call WBI the educational program of this new teaching method which uses the web system. The instruction in WBI settings can make students feel more excited and interested in learning activities because it combined various sorts of multimedia materials such as moving pictures, graphics, and sound.. The diverse learning contents of this program not only supplement student's needs but also stimulate their creativities and application abilities. Based on the internet web courseware, this paper attempts to suggest the new program. This design implements the text, image and sound by using Explorer 5.0 in HTML, Javascript, Photoshop 5.0, Flash 4.0, and finally Gif Construction.

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A Study on a Reform Measure and Present Situation of Color Education in Fine Art and Design College (국내 미술.디자인 계 대학의 색채교육 현황과 개선방안 연구)

  • 곽대웅
    • Archives of design research
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    • v.14
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    • pp.163-178
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    • 1996
  • "Color" education aimed at cultivating creativeness and expressive techniques in the education of visual art, in the college of art and design, should be balanced with "form" education; nevertheless, the present situation at Korean universities is such that the overall environments of "color" education are far too inferior to those of "form" education.The problem is, among other things, that the curriculum of visual art education is centered around formal education; in addition, color education courses consist mostly of theoretical issues, not experimental, first-hand-experience-oriented activities that are best suited for the characteristics of the language of color as a visual language, thereby making it difficult to expect the efficiency of education.Particularly, it is a serious problem that the courses dealing with color are not offered in a step by step fashion, from the most elementary, to the intermediate, working up to the most advanced level. Another problem is that those people involved in color education seldom have an expertise in their area; furthermore, the educational environment, educational tools, and the content of the texbooks are far from being ideal.Moreover, it is a grim reality that most color theory courses that have been offered end up being a lecture of "general, basic" color theories, ignoring the students' diverse specialization areas.As a way of normalizing color education, rationalizing the curriculum and initiating the professorship exclusively teaching color education have to be introduced, so that we can increase the depth of color education and individualize the contents of color education according to the students' needs. It is believed that the introduction of the "color-education-only" professorship will greatly facilitate our effort to devise an efficient educational method, to determine the scope of individualized color education, and to improve the ovarial educational environment (such as facilities, instruments, and teaching materials) necessary for an in-depth education.ments, and teaching materials) necessary for an in-depth education.

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Enhancing the Quality of Speciality-Aptitude Work in Elementary Classrooms : Impact on DIKI-3000 (DIKI-3000을 활용한 초등학교의 특기적성 교육의 질 향상 방안)

  • Hong, Suck-Jin;Kim, Chong-Woo
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.161-167
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    • 2010
  • It is true that the digital electronics industry of Korea whose natural resources are very poor, is one of very important fields that can make Korea's ranking rise in global competitiveness. However we already know the actual circumstances that low Korea's birthrate, an ageing population, growing of developing countries, avoiding majoring engineering, etc. can be major obstacles to developing the technology. To overcome these problems, it is very important to turn out better manpower by presenting students an opportunity for creative basic scientific technological education by kindling students' interest. Through this study, I will apply DIKI-3000 developed by KEA(Korea Electronics Association) to the elementary school, compare and analysis the result of special ability and aptitude synthetic test, measure which factors of special ability and aptitude are improved, and search what to modify.

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