• Title/Summary/Keyword: 창의성의 증진

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The Effect of Education Data Visualization using Unplugged Program on the Computational Thinking of Third Grade Students (언플러그드 방식을 활용한 데이터 시각화 교육이 초등학교 3학년 학생의 컴퓨팅 사고력에 미치는 효과)

  • Kim, Jungah;Kim, Bomsol;Kim, Taehun;Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.283-292
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    • 2019
  • In this study, an unplugged education method which focuses on the data visualization training was applied to third grade students of an elementary school and analyzed its impact on enhancing their computational thinking. The analysis was conducted on 60 elementary school teachers and 124 third grade students and the unplugged education program based on the data visualization procedure was developed. The education program developed was carried out with 24 third grade students for 36 hours over six days. The effect of the program applied was analyzed through the pre-to-post comparison performed with perceptive strength test and creativity test in order to examine the enhancement in computational thinking. According to the analysis result, the unplugged education method which focuses on the data visualization training has significant effect on the 'computational perception' and 'creativity' of third grade students.

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.

Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.891-899
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    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.

A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

A Study on the Effects of Early Childhood Design Education Program Activities Based on Brain-Compatible Learning Principles (뇌 기반 학습원리를 적용한 유아디자인교육 활동이 유아의 창의성과 친사회적 행동에 미치는 영향)

  • Ahn, Gyoung Suk;Shin, Ae Sun
    • Korean Journal of Child Education & Care
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    • v.17 no.2
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    • pp.45-73
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    • 2017
  • The purpose of this study was to suggest the effects of early childhood design program based on brain-compatible learning principles. Subjects were thirty-six children from two class of I kindergarten and S kindergarten in K city. One class was assigned to an experimental group and had early childhood education program activities based on brain-compatible learning principles and the other class was assigned to a comparative group the general art education program activities. The results of this study are as follows. First, there was a significant difference between the experimental group and the comparative group in their fluency, originality, sensitivity of creativity. Second, participants in the experimental group also score higher on the helpful act, communication skill, sharing skill, empathy, and regulation of emotion. Therefore, early childhood design education program based on brain-compatible learning principles should be considered as a meaningful alternative method for promoting children's creativity and prosocial behaviors.

The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Explore the Effectiveness of Music Class Based on Design Thinking and Using Applications (디자인씽킹 기반 어플리케이션 적용 음악수업 활동과 이에 대한 효과성 탐색)

  • Kim, SuYeon;Oh, YooJin
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.233-244
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    • 2020
  • The purpose of this study is to explore this music class activity and its effectiveness based on design thinking and using applications class. To this end, the effectiveness study was conducted based on the researchers' prior study of 'Development of Music learning program Using Applications Based on Design Thinking'. Under the study, two first graders who are attending P Middle School in Gyeonggi Province were selected as experimental(29) and control groups(29). The experimental group conducted the class using this program and the control group conducted a general music class. The pre-post-examination was conducted to find out the effects of this class on students' creativity, empathy, teamwork, and problem-solving skills. The course of the study was developed for seven weeks, a program pre-post-survey, and a response sample t-test was used to analyze the results. The study found that experimental groups show significant differences in creativity, empathy, cooperative spirit and problem-solving skills, while control groups that conducted general music classes had similar results in advance-postmortem. The group's students found that their ability to empathize with others in the problem situation was enhanced, their sense of rapid problem solving and achievement was high, and their ability to create creative ideas and enhance creativity in the process of solving the problem was improved. In the future, we look forward to using this music class activity in the field where new, creative, and diverse classroom models are needed.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

The Influence of University Entrepreneurship Education's Creativity Capacity to Entrepreneurship Willingness: The Moderating Role of Social Support (창의성 역량 교육이 창업의지에 미치는 영향에 관한 연구: 사회적 지지의 조절효과를 중심으로)

  • Ahn, Tae Uk;Park, Jae Hwan;Lee, Il han
    • 한국벤처창업학회:학술대회논문집
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    • 2017.08a
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    • pp.1-13
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    • 2017
  • In the era of the 4th Industrial Revolution, as the importance of creative talent became more and more important, we recognized the urgent need for start-ups to innovate new growth industries and creative talents to lead these eras.And the importance of entrepreneurship education emphasized in entrepreneurship education and the necessity of creativity competency education.However, there is a lack of research on how creativity competency education affects entrepreneurship intention for college students. Especially, research on the moderating effect of social support on the effect of entrepreneurship through education is very insufficient. The purpose of this study is to examine the effects of creativity competence education on the will of entrepreneurship and empowerment of social support. For this purpose, 393 college students were used for empirical analysis for 1 month from August 2016. As a result of this study, the ability of communicative communication and creative problem solving had a positive effect on self - efficacy. On the other hand, innovative work behavior abilities did not directly affect self-efficacy. In addition, creative problem solving ability and innovative work behavior ability had a positive effect on the will to start up. Collaborative communication skills, however, did not directly affect the willingness to start a business. Self - efficacy has a positive effect on the will of founding. Finally, the moderating effect of social support between self-efficacy and willingness to work was not directly affected. The implication of this study is that the effect of the creativity competency education on college students has a positive effect on the self - efficacy of self and the positive influence on the will to start up. The results of this study are as follows. First, it is found that the influence of social support (parental support) is not positively influenced by the control effect of the parents. In the case of college students, As well as the need to do so. Therefore, in order to further increase the willingness of young people to establish a university in the university, it is necessary to provide education and programs not only for direct education for college students, but also for improving the understanding of the talents and entrepreneurship required by the age of their parents.

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A study on the teachers' awareness for mathematical gifted education using technology (테크놀로지를 활용한 수학영재교육에 대한 교사들의 인식)

  • Lee, Heon-Soo;Park, Hyung-Bin
    • Journal of the Korean School Mathematics Society
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    • v.14 no.1
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    • pp.101-122
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    • 2011
  • In this paper, we investigated teachers' awareness for the gifted education using technology. We chose teachers who were taking a course(60 hours) in the gifted education at Educational Training Institute in Chonnam National University, and analyzed their awareness for gifted education using technology. We found teachers' awareness as followings. First, teachers think that their ability using technology is contained ability developing and performing program for the gifted education. Second, using technology in the gifted education have an effect on ability of inventively solving problem and extension of thinking power of the gifted. Third, the gifted education using technology is helpful to developing abilities of the gifted, which are intuitional discernment, organizing information, space perception and visualization. Also, that is helpful to developing fluency, flexibility and uniqueness of the gifted in terms of sub-factors of creativity (fluency, flexibility, uniqueness, sophistication).

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