• Title/Summary/Keyword: 창의력교육

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The analysis of an Animation Effectiveness in the Web (In case of Education portal site) (웹 상에서 애니메이션 효과분석계 (교육 포탈사이트를 중심으로))

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.199-208
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    • 2001
  • The industries of culture contents is the trend to enforce the power of National competitions in the world economy knowledge foundation which tries to exchange a labor industry to the knowledge business. The spread of internet is the apparently turning point to be devide the world economy into the industrial society and the digital society. Also the communication with internet has been recognized as it is not any more newly means of communication in Korea. Net value which is a multinational internet survey corporation clarified that Korea was the most nation in the world by the result of its research in the rate of using internet. This research look into the characteristic of the media and type of the animation in internet, also analysis a need of user and a degree of convenience of using internet in the web of education site. This study is designed to study the evaluation criteria of web interface with visual perception and to seek its development in relation to the quality of visual perception in case of web animation.

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Development of Creativity Through Creative Problem Solving Model to Elementary School Science (슬기로운 생활에서 창의적 문제해결 모형을 적용한 창의력 계발)

  • 원용준;최선영;강호감
    • Journal of Korean Elementary Science Education
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    • v.21 no.1
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    • pp.71-80
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    • 2002
  • The purpose of this study was to develop children's creativity by applying creative problem solving model to elementary school science. Creative problem solving(CPS), the theoretical frame of model is proposed by Treffinger et al.(1994). CPS model is based on a substantial foundation of theory and research about creativity and problem solving. It is a well organized, deliberate set of methods you can call upon whenever you need new ideas or solutions and a process anyone can use to deal with many of life's everyday problems, opportunities, and challenges. CPS consists of three components. Within these three components, there are six specific stages during which creative and critical thinking abilities are used in harmony. Each stage involves both divergent and convergent thinking. The study was conducted for six week during the 1998 two semester in A elementary school which is located in Incheon. Eighty three 2nd grade students are selected for this study. The students were divided into two groups--experimental group and control group. The experimental group were taught in applying the CPS model, and the control group were taught by the traditional manner. Data for this study were collected by questionnaire which were developed by this researcher, and were analyzed by SPSSWIN 8.0. The results of this study were as follows: There was a significant difference on creativity between the instruction by applying CPS model and the traditional instruction. There was also gender differences on creativity between two groups. On fluency and flexibility as components of creativity, there was a signigicant difference between two groups. In conclusion, the instruction by applying CPS model was more effective in developing children's creativity than the traditional instruction.

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A Study on the Playback Theatre, the Improvisational Theatre based on Storytelling (Storytelling을 기반으로 한 즉흥연극, 플레이백 씨어터(Playback Theatre) 연구)

  • Jung, Sung Hee
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.532-540
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    • 2017
  • This study analyzes and compares the meaning and the value of storytelling with characteristics of the Playback Theatre, which is an improvisational play. On one side, the Playback Theatre, invented by Jonathan Fox in 1975, is an improvisational and communication-based theatre format; and it usually brings in the storytelling of audiences and often entails no play script. On the other side, storytelling requires imagination and creativity; presupposes the sympathy between the speaker and the listener. In fact, this theatre format is utilizing the educational and healing effects of verbal cultures, group sacrificial ceremonies, and/or psychodrama; and it is contextualizing them in our modern society. The Playback Theatre provides the audiences with opportunities to share their own stories within the play itself. The actors first listen to the stories of audiences; and then make them into a play impromptu, right in front of the speaker(s) and other audiences. For this very reason, it is called a "play-back". In this process, the individuals and the community are invited to experience the educational and healing effects.

Development of Material for Middle School Geometry using Storytelling (스토리텔링을 활용한 중학교 기하영역 자료 개발 연구)

  • Lee, Jae Hak;Chung, Sang Kwon;Kim, Sun Hee;Choi, Min Sik;Won, Yu Mi;Kim, Young Jin;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.27 no.3
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    • pp.341-356
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    • 2013
  • This research is about storytelling in middle school geometry. This study is basic research about actualizing mathematical teaching and learning based on storytelling that is raised for reforming school mathematics education. In order to develop the mathematics textbook model, development of procedures and methods were extracted from the literature. And mathematics textbook model were developed in accordance with the process and methods. Examples are presented in terms of the development of material with 'story as a communication tool', 'familiar story as a script' 'universality of the world or simulation of life as a story', 'story as a means to foster creativity: story making'. Through the results of this study, we are also able to check the possibility of storytelling in mathematics class. And this study will be the foundation for teaching and learning using storytelling.

Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

A Study of Exploring Relation between Talent Search Procedure and Scientific Experiment Designing of the Gifted : A Case of Earth Science (과학영재의 선발과 과학수행과의 관련성 연구: 지구과학의 사례)

  • Kim, Hee-Soo;Shin, Myeong-Kyeong
    • Journal of Gifted/Talented Education
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    • v.16 no.1
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    • pp.43-60
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    • 2006
  • This study mainly intended to investigate the relation between scientific inquiry and several entrance exam results of the gifted in earth science gifted program. The scientific inquiry was tested with their experiment designs. Entrance exams included achievement scores, creativity scores, problem solving, and oral test of high ability students. Student entrance scores were used to judge the level of students' competency in science. Recently students' ability of 'doing science' as measured by their designing experiments has been highly appreciated as a criteria of scientifically gifted students. One of the well known tests was Diet Cola Test developed by Fowler(1990). We used it as a test to figure out students' experiment design ability. We selected 22 gifted students in earth science. We compared their entrance test scores and Diet Cola Test results. Based on the comparison results we proposed several guideline of science education program for high ability students.

A Comparative Analysis on University Accreditation Standards of Korea and USA in the View Point of Information Literacy (정보활용능력의 관점에서 본 한국과 미국의 대학평가인증기준 비교.분석)

  • Lee, Byeong-Ki;Kim, Kioh
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.24 no.3
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    • pp.135-156
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    • 2013
  • In recent years, universities as higher education institutions have counted upon social accountability that assure their educational performance and quality. University assessment accreditation are being used internationally as a means to ensure the accountability. Current trends in American accreditation standards emphasize student learning outcomes such as problem solving, critical analysis, creativity instead of inputs such as physical and human resources. Also, American accreditation standards underscore the importance of information literacy as a learning outcomes. The purpose of this study is to compare and to analysis accreditation standards of Korea and American in the view point of library and information literacy. This study suggest basic directions how to apply these information literacy in accreditation standards of Korea. The accreditation standards of Korea need to reflect information literacy in terms of to enhance learning outcomes. In particular, this accreditation standards has to include collaboration between librarian and faculty within standard for accreditation.

Coding Education Academic Achievement Analysis According to Reference Book and Type of Reading

  • Na, Daeyoung;Kim, Koono
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.323-330
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    • 2021
  • In this paper, a study was conducted to understand how students' attitudes and tendencies toward reading affect the newly emerging coding education. Relevant data were collected by dividing it into three areas (reading, coding, and leisure). In the reading area, data on preference books, preferred types of reading and etc were collected. In the coding area, prior learning of coding, main tasks using a computer, time used for learning and etc were collected. In the leisure area, main leisure activities and hours of spent leisure time per one week were collected. Using the collected data, we classified and analyzed the data based on the preferred reading method to identify the problems of non-major students who have difficulties in coding education. In coding education, the excerpts reading student group showed the best achievement (average 60.1), and the extensive reading group showed the lowest achievement (average 48.4). The students who read extensively spent more time in coding study than the group of students who preferred other reading methods, but showed the lowest achievement.

Learning data analysis strategy in intelligent learning system (지능형 학습 시스템에서의 학습데이터 분석 전략)

  • Shin, Soo-Bum
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.37-44
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    • 2021
  • This study is about a strategy to analyze learning activities in an intelligent learning system. To this end, the conceptual definition of the intelligent learning system and the type of learning using the intelligent learning system were analyzed. The learning types were presented as individual, adaptive, competency-based, and blended learning, and although there are some differences, most of them have similar characteristics. In addition, learning activity analysis is based on data such as mouse clicks, keyboarding, and uploads generated by the system. Through this, basic analysis such as viewing time and number of uploads can be performed. However, more diverse learning analysis is needed for personalization and adaptation. It can judge not only learning attitude and achievement level, but also metacognitive level and creativity level. However, since the level of metacognition includes complex human cognitive activities, the teacher's intervention is required in the judgment of the intelligent learning system.

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Using Web as CAI in the Classroom of Information Age (정보화시대를 대비한 CAI로서의 Web 활용)

  • Lee, Kwang-Hi
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.38-48
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    • 1997
  • This study is an attempt to present a usage of the Web as CAI in the classroom and to give a direction to the future education in the face of information age. Characteristcs of information society, current curriculum, educational and teacher education are first analyzed in this article. The features of internet and 'Web are then summarized to present benefits of usage in the classroom as a CAI tool. The literature shows several characteristics of information society as follows : a technological computer, a provision and sharing of information, multi functional society, a participative democracy', an autonomy, a time value..A problem solving and 4 Cs(e.g., cooperation, copying, communication, creativity) are newly needed in this learning environment. The Internet is a large collection of networks that are tied together so that users can share their vast resources, a wealth of information, and give a key to a successful, efficient. individual study over a time and space. The 'Web increases an academic achievement, a creativity, a problem solving, a cognitive thinking, and a learner's motivation through an easy access to : documents available on the Internet, files containing programs, pictures, movies, and sounds from an FTP site, Usenet newsgroups, WAIS seraches, computers accessible through telnet, hypertext document, Java applets and other multimedia browser enhancements, and much more, In the Web browser will be our primary tool in searching for information on the Internet in this information age.

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