• Title/Summary/Keyword: 창의성의 증진

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명사취재-학문연구와 교육, 향상 장인정신으로 임하는 이 순 형 서울의대 학장

  • KOREA ASSOCIATION OF HEALTH PROMOTION
    • 건강소식
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    • v.22 no.4 s.233
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    • pp.4-6
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    • 1998
  • 다방면에 재주가 많은 사람을 일컬어 탤런트라고 한다. 그런 사람들은 한 분야의 깊이는 얕다고 평가되기 십상이다. 그러나 이 고정관념을 깨뜨리는 사람이 있다. 서울의대 이순형 학장은, 일생을 함께 한 학문인 기생충학의 연구에서나 의사로서나 또 학교 책임자로서 조금도 어설프지 않은, 그야말로 각계의 일인자라는 평을 듣는 사람이다. 지금까지, 근면함과 창의성을 바탕으로 맡은 분야에서 일인자가 된다는 장인정신을 신념으로 여기며 살아 왔고, 학생이나 가족에게도 항상 그 점을 강조해 온 그였기에 가능한 일이었을 것이다. 문학ㆍ예술 방면의 조에도 수준급이고, 민주적인 학사운영으로 학생ㆍ교수들에게도 인기가 높은 소탈한 성격의 이순형 학장을 만나 학문연구와 교육, 건강증진에 관한 그의 소신을 들어봤다.

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제1회 전국 대학생 설계경진대회

  • Park, Gang;Lee, Sang-Won
    • Journal of the KSME
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    • v.52 no.9
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    • pp.40-44
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    • 2012
  • 이 글에서는 2011년도에 실시된 제1회 전국 대학생 설계경진대회를 소개한다. 이 행사는 한국 기계공학 관련 대학생들에게 설계 프로세스 전반에 대한 이해를 증진시키고 설계 능력 및 창의성을 배양하는 데 목적이 있다. '기계공학 실험교육 기자재 설계'라는 주제에 대하여 전국에서 37팀이 참여하였는데 그 중 대표적인 작품을 소개한다. 향후 본 행사를 확대 발전시켜서 한국의 기계공학 설계교육에 이바지 하고자 한다.

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A study on the development of the Creative Games using programing element (프로그래밍 요소를 소재로 한 창의력 놀이 개발)

  • Kim, Jung-Ah;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2008.01a
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    • pp.109-114
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    • 2008
  • 과학 기술과 정보가 많은 부분을 차지하고 있는 현대사회에서 컴퓨터 교육은 갈수록 중요성을 더해가고 있다. 게다가 현재 우리나라는 전 세계적으로 IT강국으로 인정받고 있다. 그러나 반면, 컴퓨터 교육에서 소프트웨어 중심의 기능 위주의 교육을 강조한 결과 문제해결력과 창의력 증진에 대한 교육 부분은 소홀한 실정이다. 따라서 본 연구에서는 컴퓨터 프로그래밍 요소를 추출하여 그 원리를 이용한 창의력 놀이를 개발하고 이를 적용함으로써 창의성 신장에 미치는 영향을 규명해 보고자 한다.

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The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.557-569
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    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.

An Analysis of Structural Relationships between Metacognition, Flow, and Mathematics Creative Problem Solving Ability (메타인지, 몰입과 수학 창의적 문제해결력 간의 구조적 관계 분석)

  • Park, Hye-Jin;Kwean, Hyuk-Jin
    • Journal of the Korean School Mathematics Society
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    • v.13 no.2
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    • pp.205-224
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    • 2010
  • This paper examined what structural relationship metacognition and flow, which are identified as major variables that positively influence creative problem solving ability, had with mathematics creative problem solving ability. For this purpose, the Mathematics Creative Problem Solving Ability Test (MCPSAT) was given go 196 general second-year middle school students, and their cognitive and affective states were measured with metacognition and flow tests. The three variables' relationships were examined through a correlation analysis and, through structural equation modeling, the mediating effect of flow was tested in the structural relationships between the three variables and in the relationship between metacognition and mathematics creative problem solving ability. The results of the research show that metacognition did not directly influence mathematics creative solving ability, but exerted influence through the mediating variable of flow. A more detailed examination shows that while metacognition did not influence fluency and originality from among the measured variables for mathematics creative problem solving ability, it did directly influence flexibility. In particular, metacognition's indirect influence through the mediating variable of flow was shown to be much stronger than its direct influence on flexibility. This research showed that the students' high metacognition ability increased flow degree in the problem solving process, and problem solving in this state of flow increased their mathematics creative problem solving ability.

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In-company Facilitator A Study on Roles and Team Creativit - Through Innovation-oriented Culture and Team Empowerment (기업 내 퍼실리테이터의 역할과 팀 창의성에 관한 연구 - 혁신지향문화와 팀 임파워먼트를 매개로)

  • Lee, Eun-Jung;Seo, Young-Wook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.586-598
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    • 2022
  • In research on the role of facilitators, studies on the effects of facilitators who conduct meetings and workshops within companies on innovation-oriented culture, team empowerment, and team creativity are insufficient. The purpose of this study is to verify the effect of the role of the facilitator (process management, change management) on innovation-oriented culture and team empowerment, and the effect on team creativity by mediating innovation-oriented culture and team empowerment. To this end, we surveyed members with experience in facilitating workshops at domestic companies and analyzed 299 collected data using SPSS 24 and Smart PLS 3.0. (+) had an effect. Second, innovation-oriented culture and team empowerment had a positive (+) effect on team creativity. Third, the role of the facilitator had a positive (+) effect on team creativity by mediating innovation-oriented culture and team empowerment. Through this study, the relationship between the role of the facilitator and other variables was explored and theoretically expanded, and practical implications for the role of the facilitator and enhancement of creativity required by the organization were presented.

Effect of NFTM-TRIZ Model Based on Cooperative Learning on Creativity and Class Satisfaction (협동학습에 기반한 NFTM-TRIZ교수·학습모형 적용이 창의성과 수업만족도에 미치는 효과)

  • Yun, Il Lo;Kim, Bi Ryong;Lee, Kyu Nyo;Kim, So Yeon
    • 대한공업교육학회지
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    • v.45 no.1
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    • pp.20-41
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    • 2020
  • The purpose of this study is to explore ways to improve teaching and learning in specialized high schools by investigating the relationship between creativity and class satisfaction in classes using the NFTM-TRIZ model for specialized high school students. In order to achieve the purpose of the research, first, the differences between the applied effects, experiments, and control groups were analyzed when the NFTM-TRIZ model was applied. Second, when the NFTM-TRIZ model was applied, it was analyzed whether there was a significant difference in creativity and class satisfaction by group size. The conclusions of this study are as follows. First, as a result of comparing the preand post-tests of the experimental group and the control group applying the NFTM-TRIZ model through the t-test, the experimental group showed significant differences in creative spontaneity, identity, attachment, curiosity and class satisfaction. Second, in experimental groups with the NFTM-TRIZ model, the size of groups of 4 and 6, rather than the size of groups of 2, had positive effects on class satisfaction. Therefore, the NFTM-TRIZ model based on collaborative learning was effective as a teaching and learning method that promoted creativity and satisfaction of students in specialized high schools.

Educational 3D Goldberg Machine Application Development for Improving Creativity of Elementary School Student (초등학생의 창의력 향상을 위한 교육용 3D 골드버그 장치 애플리케이션 개발)

  • Kang, Do-hun;Jeong, Pil-jae;Bae, Byeong-hwan;Kim, Pu-reun;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.384-386
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    • 2014
  • 본 논문에서는 초등학생을 위한 교육용 3D 골드버그 장치 애플리케이션을 개발하였다. 골드버그 장치는 창의력 증진을 위해 많이 제작한다. 하지만 골드버그 장치를 제작하기 위해서는 넓은 장소와 많은 도구가 필요해서 비용이 부담된다. 그래서 애플리케이션으로 개발하여 부담을 줄이고 실제로 골드버그 장치를 제작하는 것처럼 하기 위해 Unity 3D 엔진을 이용하여 3D와 물리법칙을 적용했다. 개발한 애플리케이션은 교육 프로그램에서 활용하여 초등학생의 창의성 증진, 물리법칙 이해, 공학적 설계능력 향상, 수학적 사고력 향상에 도움이 될 수 있다고 생각한다.

A Study on the Effects of Core Self-Evaluations of Airlines Employees on Creative Behavior and Service Productivity (항공운송 종사자의 핵심자기평가가 창의적 행동 및 서비스생산성에 미치는 연구)

  • Kim, Jong-Park;Hong, Seong-Geun
    • 한국항공운항학회:학술대회논문집
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    • 2016.05a
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    • pp.259-263
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    • 2016
  • 본 연구에서는 종사자의 핵심자기평가가 창의적 행동 및 서비스생산성에 미치는 영향에 대하여 분석해 보았으며 실제 대표적 서비스기업인 항공운송업 종사자들을 대상으로 한 실증분석으로 시행하였다. 연구 결과를 요약해 보자면 신경증을 제외한 핵심자기평가는 창의적 행동에 유의한 영향을 미치고 있으며, 창의적 행동은 또한 서비스생산성에 유의한 양(+)의 영향을 미치고 있음을 알 수 있다. 한편 인구통계학적 특성에 기한 차이는 자아효능감의 경우 나이가 적을수록 평균값이 높게 나타나고 있으며 나이가 많아질수록 적어지는 것을 볼 수 있다. 이러한 현상은 통상적인 것이라 볼 수 있겠으나 요는 이러한 현상을 극복할 수 있는 방안에 대해 강구할 필요가 있으며 주로 임금인상이나 복지증진 등의 유인책을 활용해 보는 것이 바람직하다 할 것이다. 한편 신경증과의 관계에서 봤을 때 26-30세 정도에 급격히 증가하는 점을 볼 때 이 시기에 업무 관련 시행착오 혹은 업무에 대한 과오 등에 대한 중압감이 작용하는 것으로 볼 수 있으며 이러한 중압감에 기하여 업무에 소극적이 되지 않도록 할 필요성이 제기된다고 하겠다.

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