• Title/Summary/Keyword: 창의성요소

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Meta-analysis of the Effects of Gifted-mathematics programs on Creativity Improvement (수학영재프로그램이 창의성 향상에 미치는 효과 메타분석)

  • Cho, Yun-Hee;Ko, Ho kyoung
    • Journal of Science Education
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    • v.41 no.3
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    • pp.499-518
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    • 2017
  • In this study, the meta-analysis technique was applied to investigate the effectiveness of gifted-mathematics programs on development of creativity. Studies conducted the outcomes form the 20 studies were used for meta-analysis. Research questions are as follows; first, what is the overall effect size of the gifted mathematics programs on development of mathematical creativity. Second, what are effect sizes of sub-group(fluency, flexibility, originality) analysis. Third, compare the effect sizes of those in compliance with the grade and the class type. Results from data analysis are as follows. First, the overall effect size for studies related the gifted-mathematical programs was .66, which is high. Second, it was found that each sub-group differed from its effect on learning outcomes. Fluency(.76) was the highest of all, which was followed by flexibility(.60) and originality(.50) in a row. Lastly, the overall effect size for gifted elementary school students related the gifted-mathematical programs was .69, which is high than gifted middle school students was .46.

The Effects of PBL-based Data Science Education classes using App Inventor on elementary student Computational Thinking and Creativity improvement (앱인벤터를 활용한 PBL 기반 데이터 사이언스 교육 수업이 초등학생의 컴퓨팅 사고력과 창의성 향상에 미치는 효과)

  • Kim, Yongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.551-562
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    • 2020
  • The purpose of this study is to investigate the effects of Data Science Education classes using PBL-based App Inventor on elementary student Computational Thinking and Creativity. Based on the results of the pre-requisite analysis by Rossett's demand analysis model, PBL-based Data Science Education class was designed according to the procedure of ADDIE model which is 42 hours of classroom instruction for elementary student. As a result of the Paired t-test, it was proved that the Computational Thinking was statistically significantly improved in the post-test. In addition, as a result of the Paired t-test and Wilcoxon's signed rank test, it was found that the sub-factors of Creativity were 'Originality', 'Fluency', 'Closure', 'Average', and 'Index'. Therefore, it was confirmed that the PBL-based Data Science Education class using App Inventor is effective in improving Computational Thinking and Creativity of elementary student.

A Study on the Differences of Creative Leadership according to Preschool Children's Peer Popularity (유아의 또래 인기도에 따른 창의적 리더십의 차이연구)

  • Mun, Byung-Hwan;ong, Ji-Myeong;Kim, Hee Young
    • Korean Journal of Childcare and Education
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    • v.9 no.3
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    • pp.33-51
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    • 2013
  • This study identifies the differences of creative leadership according to preschool children's peer popularity. The subjects of this study were 178 5-year-old children in institutes of early childhood education in G city and all collected data were analyzed by t-test. The results of the study are as follows: 1) Children's Peer Popularity and creative leadership in the overall score, and sub-elements such as creative thinking, self-management, respect for others and community care ability of young children have a positive relationship. 2) there were statistically significant differences in the whole creative leadership and sub-elements(creative thinking, self-management, and social leadership, respect for others and community care ability) depending on peer popularity. It suggest that the results of this study have a great value to provide fundamental data for the development of peer relation building program to enhance creative leadership.

Drawing up class module elements of originality and convergence and suggesting class modules by combining middle school physical education and STEAM (중학교 체육과 STEAM 융합을 통한 창의·융합 수업 모듈 요소 도출 및 수업 모듈 제시)

  • Hong, Hee-Jung;Lim, Hyun-Joo
    • Journal of Wellness
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    • v.14 no.2
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    • pp.207-223
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    • 2019
  • The purpose This study aimed at proposing class module elements for creativity and convergence and class models for creativity and convergence by integrating content elements by physical activity field(health, challenge, competition, ) for physical education and STEAM. For this, literature review, focus group interview(FGI) and discussions with experts were conducted, and the following study results have been drawn up: First, concerning the class module elements for creativity and convergence, total 11 class module elements in the health field were suggested including detecting risks by posture analysis and analyzing and designing amount of physical activity. Second, total 7 module elements in the challenge field were deduced such as anticipation of obstacles to target achievement and modeling of effective exercise. There were 17 convergence elements in the competition field including game record analysis and creation of game data storage application. Third, total 9 creativity and convergence module elements in the field include modeling of technology improvement for motion and symbolization for motion records. In addition, class modules related to convergence with engineering in the health field, convergence with technology in the challenge field, convergence with art in the competition field and convergence with art and mathematical symbols were proposed.

An Analysis of Creativity Factors, Family Backgrounds and Pareanting Styles of 3 Great Korean in Their Childhood through Narrative Inquiry (내러티브 탐구를 통한 유년기 한국 위인 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.14 no.3
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    • pp.212-224
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    • 2021
  • Early childhood education has a huge impact on the development of one's life. Therefore, it is necessary to implement effective education in childhood in order to develop abilities such as creativity, which is essential for future society. Thus, through narrative inquiry, the characteristics creativity factors, family backgrounds, and parenting styles of the three great Korean were identified, and the commonalities of the three were analyzed. Research shows that all three great people had intellectual curiosity and productive thinking skills. And most of them were born into economically rich families and had an environment where they could experience various things, and there were people who supported them. In addition, there were nurturing people around them who discovered talent and actively participated in education, and their parents formed a stable emotional attachment with their children.

Directions of Science Education for the Gifted and Scientific Creativity (과학적 창의성과 과학영재교육의 방향)

  • 서혜애
    • Journal of Gifted/Talented Education
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    • v.14 no.1
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    • pp.65-89
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    • 2004
  • The article attempts to suggest s a direction of science education in terms of development of creative human resources based on discussion about scientific literacy and scientific creativity. Students are supposed to develop scientific attitude, inquiry skills, problem solving ability through science learning, and be prepared for the 21st century of rapidly developing age. The paper introduces definitions of scientific literacy and scientific creativity and discuss their meanings within science education in general as well as for the gifted. To enhance students' scientific creativity, science education should strengthen content of science related to technology, integrated science content, personal and social views, social inquiry for problem solving. In particular, science education for the gifted should emphasize students' holistic views in interpreting data, ability to connect artistic aspects to science process, intuitions to explain scientific phenomena and pursue of personal satisfaction. It may be said that science education and science education for the gifted is realized when students have opportunities to experience such elements in their science learning.

Effect of Creative Thinking through Art Collaboration Class (아트 콜라보레이션 수업을 통한 창의적 사고의 효과)

  • An, Ji-Su;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.121-131
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    • 2019
  • Art Collaborative advertising uses creative works that are not related directly to the product and recreates it as a more valuable product. Creative thinking acts as a core value. The purpose of this study is to investigate the effect of creative thinking using mind map and SCAMPER technique in art collaboration class. After analyzing the art collaboration advertisement class for 6 students in middle school, we analyzed characteristics between creative technique and creativity through student activities and work. The results were as follows. First, creative thinking ability of students who experienced art collaboration showed flexibility and originality in SCAMPER, and fluency in mind map. Second, throughout the course, we were able to observe elaboration, which embodied tough ideas and developed depth. This study will contribute to the research related to the improvement of students' creative convergence case by meeting two or more areas and collaborating on each core competency.

A study on films selection of education content development for promoting pre-service early childhood teacher's creativity and personality using delphi technique (델파이 기법에 기반한 예비유아교사의 창의·인성 증진 교육콘텐츠 개발을 위한 영화선정 연구)

  • Eom, Se Jin;Youn, Jeong Jin;Kim, Hyoung Jai;Lee, Hee Seung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.403-413
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    • 2014
  • This study is to select educational films suitable for enhancing creativity and personality in order to develop educational contents aimed at pre-service early childhood teacher. First, three film critics based on sub-elements of ego-identity selected final 59 films. Next, three education experts classified the 59 films into small groups based on components each for creativity and personality. As a result, first, films classified according to pre-service early childhood teacher' sub-elements of ego-identity, educational components for creativity, and educational components for personality were 8 in job, 7 in religion, 6 in politics, 7 in philosophical life style, 8 in friendship, 8 in relationship, 7 in gender role, and 8 in leisure activity. Second, verifying suitability of film critics and education experts using Delphi method in order to select educational films to enhance pre-service early childhood teacher' creativity and personality based on films was effective in increasing validity of the results of this research.

A Study on a Geodesign Interface for Creative Spatial Design (창의적 공간설계를 위한 Geodesign Interface 연구)

  • Lee, Sol-Ji;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.2
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    • pp.325-340
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    • 2016
  • Geodesign was suggested by Dangermond(2009) as a next paradigm of GIS to be a future basis for spatial planning and design. Ko(2015) also suggested a geodesign methodology that uses spatial information from a landscape designer's perspective. Spatial planning and design fundamentally require creativity and efficiency but Ko's methodology did not include the creativity aspect. To complement the deficiency, this paper expand the research scope to deal with a designer's cognitive limits and to provide better experiences for the landscape designers. An interface was designed to improve the designer's creativity based on interactions that were derived from a script of landscape design. The expanded methodology for both efficiency and creativity is suggested for the interface by analyzing preceding researches. ESRI's GeoPlanner for ArcGIS, as a first geodesign software, is compared to improve the interface in terms of creativity. One of the difficulties as a thesis is that it is not easy to measure the improvement of design creativity physically and quantitatively. This paper tried to eliminate any stumbling block in supporting creativity and to help designers find new orders in design subconsciousness and to reach a new concept. In addition, the interface to express instantaneous design ideas would be a guide to overcome the designer's cognitive limits.

퇴직예정경찰관의 심리적 특성이 창업의지에 미치는 영향: 경력지향성의 조절효과를 중심으로

  • Kim, Dae-Gwang;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.177-179
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    • 2016
  • 본 연구의 목적은 우리나라도 초 고령화시대가 도래 하고 있다. 80세의 평균수명이 100세 까지 늘어나면서 인생을 바라보는 관점이 달라지고 있다. 평생직장이 아닌 평생 직업으로 바뀌면서 정년 후 무엇을 하며 어떻게 살아갈 것인가. 경찰관 역시 후반전 인생설계를 하지 않을 수가 없다. 그러나 실상은 격무에 시달리고 퇴직 준비를 제대로 못하며 임무가 산적된 경우가 경찰관의 다반사가 현 실태이다. 그러면 이와 관련된 창업의 전 단계를 알아보자"퇴직예정 경찰관에게 심리적 특성요소들이 창업의지에 미치는 영향"과 -경력지향성의 조절효과 중심으로, 이에 부합되도록 예비창업가의 심리적 특성요인에 변수 요소를 찾아보면 사회적지향성, 성취욕구, 위험감수성, 자기 효능감, 창의성의 5가지 독립요소로 정리하고 창업의지를 종속 변수로 하여서 이들 간에 어떠한 영향을 미치는지 여부를 확인하고 마찬가지로 예비창업자 경력과 창업의지와 관계를 알아보며 경력지향성에 포함되는 요소들 관리, 사업, 안정, 기술, 자율지향성은 퇴직경찰관의 심리적 특성요인과 창업의지에 조절변수 요소들로 상관관계들을 검토해보기 위해서 연구모형과 가설을 세워본다. 또한 이를 위하여 검증단계로 현직경찰관 154명에 대한 설문지를 발송하였으며 접수가 완료되면 검증을 실시하기 위해 통계분석 처리를 할 예정이다. 첫째. 예비창업자의 개인적 특성으로 구성하는 요소들은 사회적지향성, 성취욕구, 위험감수성, 자기 유능감 창의성은 창업의지와 (+)정의 관계로 창업의지에 영향이 미칠 것이다. 둘째. 예비창업자의 경력이 창업의지와 (+)정의 관계로 창업의지에 영향이 미칠 것이다. 셋째. 예비창업자 경력 지향성에는 관리지향성 사업지향성 자율지향성 기술지향성 안정지향성은 심리적 특성과 창업의지에 조절효과로 정(+)의 관계로 영향을 미칠 것이다.

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