• Title/Summary/Keyword: 창의력

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Development of Elementary School Science Instructional Program for Nurturing Creativity - 2. Development and Implementation - (창의력 계발을 위한 자연과 교수 학습 자료 개발 - 2. 개발과 적용 -)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Yong-Joon;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.89-101
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    • 2001
  • The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.

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A Study on How Reading Comic Books Affects Creativity (만화 읽기가 창의력 향상에 미치는 연구)

  • Jang, Jin-Young;Park, Hye-Ri
    • Cartoon and Animation Studies
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    • s.36
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    • pp.437-467
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    • 2014
  • This study is intended to reveal reading comic books helps improve creativity. Though the long-lasting negative recognition towards comic books has positively changed these days, we need a ground upon which the social recognition needs improvement in that children's comic books have been used as a learning tool. Its introduction points out that there has been shortage of empirical researches on comic book reading, and as one of the empirical research methods, presents a method of comparative analysis on comic book reading, school study, and creativity tests via survey. The theoretical background in the 2nd chapter, first, puts emphasis on the significance of the creativity theory among all the other theories related to creativity, which focuses on problem-solving capacity. Second, it theoretically reviews the meaning which 'fun' and 'interest' have in development of creativity in the context of developmental process of the modern educational theories. Third, it empathizes that traits of reading comic books start off with 'fun' and 'interest', that awareness of reality gets expanded via the process of characters making their way through a strange world with empathy and absorption, and that comic book reading has to do with creativity. Fourth, it presents a model questionnaire with which to study relationship between comic books and creativity in an empirical way. The analysis on the survey outcome in the 3rd chapter shows, first, that smart students read many comic books, not to mention that studying helps improve creativity, which indicates above all, comic book reading and improvement of creativity are not negatively related, but are mutually complementary. Second, that creativity enhanced by reading comic books is higher than that enhanced by studying, which may mean comic book reading is more effective than studying in developing creativity. It has drawn a conclusion based upon these results, that reading comic books bears positive efficacy on both studying and developing creativity. Standing on this conclusion, it proposes it necessary to develop methods by grades of educating how to read comic books and to provide a recommended list of comic books to read.

The Effects of the Visual-Analogical Learning on Student Creativity and Science Achievement in Elementary School Science (초등과학 학습에서의 창의력 향상을 위한 시각적비유학습의 효과)

  • Choi, Sun-Young;Lee, Eun-Jung;Kang, Ho-Kam
    • Journal of The Korean Association For Science Education
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    • v.26 no.2
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    • pp.167-176
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    • 2006
  • The purpose of this study was to explore the effects of a visual-analogical learning model based on theoretical research on visual thinking and analogical learning. To examine the effect of visual-analogical learning, both an experimental group and a control group were selected from 6th graders at H elementary school in Yeonsugu, Incheon and tested on creativity and science achievement Results of this study showed as that visual-analogical learning produced statistically significant differences for changes in student creativity, For the individual components of creativity; openness, fluency, and originality, results showed greater increases for the experimental group, whereas flexibility showed only statistically significant differences. In regards to science achievement, the experimental group showed a bigger increase than the control group, but these findings were statistically nonsignificant For changes to creativity in the group divided according to creativity score, this instructional method was more effective in the middle and lower group than the higher group, An investigation of attitude, revealed a positive student reaction students felt these science classes to be more interesting than previous science classes. Moreover, students wanted to create new innovative product themselves.

발명계 소식

  • (사)한국여성발명협회
    • The Inventors News
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    • no.31
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    • pp.3-4
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    • 2005
  • 한국특허정보원, 신 CI$\cdot$VISION 선포식 개최 - 특허청, 디지털 디자인 보호 본격화 - 폐 타들어가는 모양 `금연재떨이`, 청소년들이 개발 - 진돗개 친자 감별법 특허 등록 - 지적재산권 분쟁 해설서 `WTO 지재권 협정` 발간 - 유비쿼터스 뱅킹 전문가 그룹 결성 추진 - 창의력의 축제 `전국 학생 창의력 올림피아드` - 한$\cdot$일 특허심사 간소화 위한 `특허심사 하이웨이` 구축 - IBM, 10년 연속 미국 특허 취득 1위 지키다 - 특허청, 통합보안관제센터 본격적인 가동 - 일본 히타치제작소, `발명보장제도` 개정

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CAD/CAM의 초보지식

  • 김재정
    • Journal of the KSME
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    • v.32 no.2
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    • pp.134-145
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    • 1992
  • CAD/CAM의 초보지식을 부분적이나마 간략히 소개해 보았다. CAD/CAM에서 기하형상기술이 차지하는 비중과 이 기술의 한계점을 논의해 보았고, 설계에서 필수인 설계 지식이 CAD시스템에 융합되기 어려움을 실제의 예를들어 소개해 보았다. 마지막으로 현재의 CAD시스템이 기계전체 차원에서의 설계 도구이기보다 부품설계 차원에서의 도구임을 알아보았다. 현재까지 CAD시스 템이 설계과정에서 별로 창의력이 요구되지 않는, 그렇지만 많은 시간이 소요되는 도면 작업을 간편화하게 한 것으로도 CAD가 설계자동화에 큰 몫을 담당해 왔다고 볼 수 있다. 앞으로 미래의 CAD 방향은 인간의 창의력을 도와주는 곳으로 나가야함을 자명한 사실이라 본다.

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