• Title/Summary/Keyword: 창의성 신장

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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 influence by the class using ICT which have a lot of interaction for the self-directed learning ability (상호작용이 풍부한 ICT활용 수업이 자기주도적 학습능력에 미치는 영향)

  • 이상철;박흥복
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.05a
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    • pp.161-166
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    • 2001
  • 학생들에게 사고의 다양성과 창의성을 신장시킬 수 있는 가장 좋은 대안의 하나가 정보통신기술(ICT)을 활용한 수업을 들 수 있는데 아직까지 정보통신 기술을 활용한 수업이 실제적으로 학생들에게 어떠한 인지적, 정의적 영향을 미치는가에 대한 구체적인 연구결과는 없다. 따라서 상호작용이 풍부한 ICT 활용 수업이 정보화 사회가 요구는 자기 주도적 학습 능력을 얼마나 신장시키는지를 규명하기 위해 ICT활용 수업을 실시하기 위한 기초 자료를 제작한 후 홈페이지를 통한 정보 안내하기, 인터넷을 활용한 문제해결학습, 정보분석형 가상실습, 공동 협력 프로젝트 수업, 웹토론형 수업을 실시하여 ICT활용교육이 정보활용, 정보검색 능력, 학업성취도 향상 등에 어떠한 영향을 미치는지를 연구하였다.

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A Research on Education of Computer Algorithm for the Development of Creativity for Gifted Elementary Students in Computer Science (초등 정보영재의 창의성 개발을 위한 컴퓨터 알고리즘 교육에 대한 연구)

  • Gyo, Sik-Moon
    • Journal of the Korea Computer Industry Society
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    • v.9 no.5
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    • pp.197-206
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    • 2008
  • Gifted education has drawn much attention in education in recent years and gifted education in computers in elementary education has been emerged as well throughout the country. Now computer algorithm education is considered as a core subject in the area because computer algorithm is the essence of computer technology on which information society relies technically, and also it provides theoretical basis for problem solving using computers. And we observe that fostering learner's creativity is crucial in learning computer algorithms because problem solving requires creativity in general. In the paper, we discuss the procedure to foster learner's creative problem solving ability which would greatly help students learn computer algorithms, and then we discuss how we can make algorithmic ideas into reality. Furthermore, we note that an appropriate level education is necessary for better results for outstanding students in the program, and lastly we propose ideas to improve current gifted elementary education in computers. The content of the paper is largely originated from experiences of teaching gifted elementary students conducted by a local university and sponsored by its municipal government for six years.

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Professional development of an experienced teacher through research community activities: focusing on task modification and implementation to facilitate mathematical creativity (연구공동체 활동을 통한 한 경력교사의 전문성 신장 : 수학적 창의성 촉진을 위한 대푯값 과제의 변형과 실행을 중심으로)

  • Moon, SungJae;Noh, JeongWon;Ro, YeSol;Lee, KyeongHwa
    • The Mathematical Education
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    • v.58 no.4
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    • pp.545-566
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    • 2019
  • The purpose of this study is to show that research community activities can contribute to the professional development in respect of average concepts and mathematical creativity. In the community, activities were undertaken to transform the existing task into the task that contributes to the manifestation of creativity. In this process, researchers tried to connect the theory with the practice of the class, and the teacher acted as an active learner. The findings show that the teacher who had difficulty in teaching average could overcome difficulties, and also derived the way of task modification and strategies necessary for teaching average. The modified task induced improvements in students' achievement levels, which led to change in teachers' perspective on the relationship between mathematical creativity and learning. Research community activities have been shown to have contributed to improvements with regard to both teaching the average and promoting mathematical creativity.

Development and Application of Software Education Program of App Inventor Utilization for Improvement of Elementary School Girls' Computational Thinking (초등학교 여학생의 컴퓨팅적 사고력 신장을 위한 앱인벤터 활용 S/W교육 프로그램 개발 및 적용)

  • Kim, Yongmin;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.385-398
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    • 2015
  • In this study, we presented a App Inventor utilization Software Education program in the process of education for Computational Thinking improvement of elementary school girls. In order to analyze the effects of education programs that have been developed, to elect the 3, 4, 5 grade girls of the sample of volunteers by volunteers form collection as an experimental population, was charged with the development programs, and It was analyzed educational effect using the results of the pre-post tests. The results of the analysis, App Inventor utilization Software Education program that was developed in this study it was found that help in Computational Thinking kidney of elementary school girls.

The Teaching Materials Development for the Advance of the Creativity about the Computer Discretion Activity in the Elementary School (창의성 신장을 위한 초등컴퓨터 재량 활동 교재 개발 - 5, 6학년을 중심으로 -)

  • Moon, Ki-Youl;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2007.01a
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    • pp.203-208
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    • 2007
  • 현재 초등학교에서는 각 학년에 재량활동 시간을 활웅하여 매주 1시간씩 34시간이상을 정보통신기술교육 시간으로 배정하고 있다. 그러나 시대의 변화에 발맞추어 요구되고 있는 창의성과 문제해결력을 키워줄 수 있는 컴퓨터 교재가 개발되어 있지 않아 서 시대에 맞는 정보통신기술교육을 하고 있지 못하다. 그리하여 교육인적자원부가 발표한 정보통신기술교육 운영지침을 분석하여 창의성과 문제해결력을 증진시킬 수 있고 현장에서 쓰일 수 있는 5,6학년용 교재를 개발해 보았다.

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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.

가족과 함께하는 창의성 경진대회 평가연구

  • 송규운;황동주;윤정진
    • Journal of Gifted/Talented Education
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    • v.11 no.2
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    • pp.127-150
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    • 2001
  • The upcoming century is a knowledge based society which did not exist before which requires creative ability to solve problems. Therefore, it is necessary to Provide a creative program of problem solution in order to match this global trend The creativity of problem solution means the ability to solve a problem using previous ideas in an advanced way or develop new ideas. Creative education is especially important for infants. Because the young mind is where fresh ideas preside and can frame-work the early stage of life like a blank sheet of paper. The Infant-Early Child Creative Development Institute. as an adhesive institute at Yeungjin College, develops various programs that integrate methods which match current trend in this era and also start the Creative Promotion Test with 2,000 Families for the expansion of creative education from the baseline as an alternative method. The infants tested in the creative test will find ways of problem solution through animation beam projects for their given situation and also discuss the problems with their family members. Through these processes the infant and family members will complete the creative structures to solve the problems using limited materials given by the institute, and the final product will be evaluated as objective results. The final evaluation of the test will also be considered the teamwork of family cooperation and the attitudes of participants as well as the product of problem solution. The criterion of the evaluation is to be considered both a creative way of thinking and creative attitudes. Because the score counts were conducted manually it delayed the selection of awarded students who took the test. Also, we found that some parents have difficulty in accessing information to find the score through homepage from the computer. this Problem might be corrected in the future plan. Like Freud's saying, if human character and exploring attitudes during the early stage of a child, a person's creativity is composed their infant period as their basic foundation. Therefore, the family wh first environment the infant encounters will be treated as a prima when making basic structure. From this viewpoint, this creative test work as a festival of creativity fare with 2,000 families.

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The Effects of Mathematical Problem Solving with Multiple Strategies on the Mathematical Creativity and Attitudes of Students (다전략 수학 문제해결 학습이 초등학생의 수학적 창의성과 수학적 태도에 미치는 영향)

  • Kim, Seoryeong;Park, Mangoo
    • Education of Primary School Mathematics
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    • v.24 no.4
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    • pp.175-187
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    • 2021
  • The purpose of this study is to investigate the effects of solving multi-strategic mathematics problems on mathematical creativity and attitudes of the 6th grade students. For this study, the researchers conducted a survey of forty nine (26 students in experimental group and 23 students in comparative group) 6th graders of S elementary school in Seoul with 19 lessons. The experimental group solved the multi-strategic mathematics problems after learning mathematics through mathematical strategies, whereas the group of comparative students were taught general mathematics problem solving. The researchers conducted pre- and post- isomorphic mathematical creativity and mathematical attitudes of students. They examined the t-test between the pre- and post- scores of sub-elements of fluency, flexibility and creativity and attitudes of the students by the i-STATistics. The researchers obtained the following conclusions. First, solving multi-strategic mathematics problems has a positive impact on mathematical creativity of the students. After learning solving the multi-strategic mathematics problems, the scores of mathematical creativity of the 6th grade elementary students were increased. Second, learning solving the multi-strategy mathematics problems impact the interest, value, will and efficacy factors in the mathematical attitudes of the students. However, no significant effect was found in the areas of desire for recognition and motivation. The researchers suggested that, by expanding the academic year and the number of people in the study, it is necessary to verify how mathematics learning through multi-strategic mathematics problem-solving affects mathematical creativity and mathematical attitudes, and to verify the effectiveness through long-term research, including qualitative research methods such as in-depth interviews and observations of students' solving problems.

The Effect of Integrated Mind Map Activities on the Creative Thinking Skills of 2nd Year Students in Junior High School (통합형 마인드맵 활동이 중학교 2학년 학생들의 창의적 사고력에 미치는 영향)

  • Yoon, Hyunjung;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.59 no.2
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    • pp.164-178
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    • 2015
  • The purpose of this study was to design a teaching and learning method conductive to the development of creative thinking skills and investigate its effects. It has been developed integrated mind map with feature of visualizing the divergent thinking to the aspects of Science (S), Technology (T) & Engineering (E), Arts (A), Mathematics (M). Integrated mind map can be divided into four types of STEAM type, STEA type, STEM type, STE type depending on the category of key words in the first branch. And Integrated mind map can be divided into three levels of guided, intermediate, open depending on the teacher's guide degree. And also integrated mind map activities were carried out in the form of group, class share as well as individual. This study was implemented during a semester and students in experiment group experienced individual-integrated mind map activity 10 times, group-integrated mind map activity 10 times, class share-integrated mind map activity 3 times. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills (p<.05). And there was a statistically meaningful improvement in fluency, flexibility, originality as a sub-category of creative thinking skills(p <.05). Also creative thinking skills are not affected by the level of cognitive, academic performance, gender (p<.05). In conclusion, it was found that 'integrated mind map activity' improved student's creative thinking skills. There was no interaction effect about creative thinking skills between the teaching strategy and cognitive level, achivement, gender of those students.