• Title/Summary/Keyword: 창의성 영재

Search Result 345, Processing Time 0.03 seconds

A Strategy using Writing based on STEAM Instruction for Information Gifted Students' Creative Problem-Solving (정보영재의 창의적 문제해결력을 위한 STEAM 기반 쓰기 활용 전략)

  • Jeon, Su-Ryun;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.8
    • /
    • pp.181-188
    • /
    • 2012
  • In this paper, we propose an a strategy using writing based on STEAM Instruction for information gifted students' creative problem-solving. It is needed a complex and dynamic interaction of variety elements for creative problem solving. And it should be provided experience encompassing various disciplines thorough convergence education for leading to the these interactions and developing the ability to solve complex problems. Writing has already been verified educational effects in a variety subjects. And writing gives a positive impact on creative problem solving by helping awareness of the problem and encouraging critical thinking. In addition, writing can be used as an effective tool for improving problem solving based on similarities between problem-solving process. Learners will find algorithm thorough the process analyzing and writing experience with high-tech products like vending machines, mobile phones and can learn naturally the principles of various disciplines used in real life. Furthermore, learners will experience interaction, convergence of various thinking and cultivate creative problem- solving skills.

The Effects of Creating a Cooking Activity by Applying Recipe Development on Young Children's Creativity and Nutrition Knowledge (레시피 개발을 적용한 요리활동이 유아의 창의성 및 영양지식에 미치는 영향)

  • Kim, Rae-Eun;Hong, Soon-Ock;Kim, Myung-Hee
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.7
    • /
    • pp.122-134
    • /
    • 2019
  • The purpose of this research is to analyze the effect on children's creativity and nutrition knowledge of cooking activities by applying recipe development. The procedure consists 7 steps which are diagnosing a necessity, setting a basic direction, setting ingredients and topics of the activity, designing some models of the activity, designing some developed activity, lastly completing the creative cooking activity. The model of this activities consists 5 steps which are exploring the ingredients, creating a recipe, practising the activities, representing the activities, lastly evaluation the activities. Participants were 36 children who are 4 to 5 years old from K daycare center located in Busan. The results exhibited that creativity and nutrition knowledge of experimental group is significantly higher than comparative group. The creative cooking activity by applying recipe development is effective for advancing in creativity and getting nutrition knowledge of children.

How Many Korean Science High-school Students Find the Same Scientific Problem as Kepler Found in Optics and Physiology? (얼마나 많은 과학고등학교 학생들이 케플러가 광학과 생리학에서 발견한 과학적 문제를 발견하는가?)

  • Kim, Young-Min
    • Journal of Gifted/Talented Education
    • /
    • v.21 no.2
    • /
    • pp.575-589
    • /
    • 2011
  • The aims of this study are to investigate how Kepler found a scientific problem for the retinal image theory and to investigate how the science high-school students respond when the same situation is applied to them. And their results was compared with general high-school students' results. Kepler found the scientific problem in the eye vision through the critical analysis of contemporary theories of vision, based on his relevant knowledge of optics. When we applied the same situation to the Korean science high school and general high-school students, only a few of science high-school students found the scientific problem as same as Kepler's finding. From the results, it is suggested that in development of creativity teaching material, the situations like Kepler's problem finding need to be included in the programs.

Development of Gifted Educational Materials Using Tangram asInstructional Media (교수매체로써 칠교판을 활용한 영재교육 자료 개발)

  • Shim, Sang-Kil
    • Communications of Mathematical Education
    • /
    • v.23 no.1
    • /
    • pp.39-51
    • /
    • 2009
  • The purpose of this article is to study characteristics of tangram as instructional media in combinatorialgeometric point of view, and to present basic materials and direction for efficient tangram activities in gifted education upon systematical analysis of methods of finding solutions. We can apply x=a+2b+4c to find all possible combination of solutions in tangram activities not as trial-and-error method but as analytical method. Through teacher's questions and problem posing in activities using tangram, we systematically came up with most solution and case of all possible combinations be solution in classifying properties of pieces and combining selected pieces.

  • PDF

Development of VR Programming Module for SW Education Advanced Course in Elementary and Middle School (초·중학교 SW교육 심화과정을 위한 가상현실 프로그래밍 모듈 개발)

  • Ahn, Sung Hun
    • Journal of Creative Information Culture
    • /
    • v.5 no.1
    • /
    • pp.45-51
    • /
    • 2019
  • In this paper, virtual reality programming modules were developed for software education advanced courses in elementary and middle schools. And the effectiveness of the developed module was also analyzed. As the result, virtual reality programming module developed in this study was proven to be suitable for software education advanced courses required after basic coding in elementary and middle school. In particular, it is expected that it will be very helpful for the information gifted education program which is carried out in 2,920 gifted education institutions nationwide. Also, it is expected that it will be suitable for STEM education.

The Effects of Creative Thinking Filtering Model to Creativity Domains (창의사고필터링모형 (CTFM) 교육프로그램이 창의성에 미치는 영향)

  • Song, Hong-Jun;Song, Sun-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.8
    • /
    • pp.505-516
    • /
    • 2014
  • This study was aimed at identifying the influence of Creative Thinking Filtering Mode program in international gifted program: how much it influences to improve the cognitive domains of creativity (fluency, flexibility, originality) and affective domains of creativity (independence, curiosity, diversity, sensitivity, sense of humor, individuality. To analyze data, ANCOVA(Analysis of Covariance)test was conducted, and the results are as belows. Firstly, the group applied in CTFM program was higher than controlled group on the domains of cognitive and affective. Specifically, in the factors of fluency, flexibility and originality among three cognitive domains and factors of individuality.In affective domains of creativity, independence, curiosity, diversity, a sense of humor among the five factors except of sensitivity were higher. Secondly, the result of analyzing the difference between before and after applying CTFM program was that three elements in cognitive domains : fluency, flexibility and originality improved, especially, the fluency was the most improved. Thirdly, the result of analyzing the difference of affective factor between before and after applying CTFM program was that the originality, diversity, a sense of humor and individuality among the 6 elements of affective domain improved, especially the individuality was the most improved.

The Survey of Perception and Needs on Development of Lecture to Promote Creativity·Personality of Pre-service Teachers (예비영유아교사의 창의·인성 함양을 위한 강좌 개발을 위한 인식 및 요구도 조사)

  • Kim, Rae-Eun;Ahn, Mi-Young
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.8
    • /
    • pp.205-213
    • /
    • 2019
  • The purpose of this study was to investigate the perception and needs on development of lecture to promote creative personality of pre-service teachers. The subjects were 161 students in 4th grade in early childhood education department. The questionnaire was composed of 3 items of 'recognition of creativity personality lecture' and 7 items of 'demand of development for creativity personality lecture'. The data was analyzed frequency and percentage by descriptive statistics. In the results, first, most of pre-service teachers recognized the importance on development of creativity personality lecture, and support of 'development and application of creativity personality lecture'. They recognized that creativity personality lecture was effective. Second, more than half of them responded that they would take creativity personality lecture, and this lecture was most appropriate 2 courses and 3 hours 10 weeks per semester. They demanded a lot of propensity element among creativity education elements, convergence classes in various fields, teaching medium for 'movie and music', and 'portfolio evaluation'.

An Application and Analysis of the Teaching-Learning Model to Enhance the Thinking Ability of Information-Gifted Using Recursion (Recursion을 활용한 정보 영재의 사고력 신장을 위한 교수-학습 모형에 대한 적용 및 분석)

  • Kim, Byung-Joe;Jung, Deok-Gil;Lho, Young-Uhg
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.05a
    • /
    • pp.458-462
    • /
    • 2008
  • 교육에서 수월성의 문제가 처음 제기된 문제는 아니지만 국가 간의 경쟁력이란 차원에서뿐만 아니라 교육환경의 개선이란 차원에서도 현대사회에서 창의적인 사고력을 지닌 학생의 교육이 무엇보다 강조되고 있다. 이 논문에서는 정보 영재의 교육 중에서 프로그래밍을 위한 사고력 신장에 적합한 교수-학습 모형 개발 및 적용에 목적을 두고 있다. 제안된 교수-학습 모형에서 자료구조로는 트리를 구성하고 제어구조로는 recursion 개념을 학습하도록 하고 있다. 정보 영재 지도에 도입할 수 있는 가능성을 모색하기 위해 교수-학습 모형을 현장에 적용하여 교육 프로그램 개발의 타당성을 검증한다. 예제로 선택한 하노이 타워를 트리로 구성하는 방법과 트리 탐색의 방법으로서 recursion 개념을 적용하는 교수-학습 활동으로 사고력 신장을 위한 교육 프로그램 개발의 타당성을 검증한다.

  • PDF

수학 퍼즐을 이용한 영재학습 자료의 개발 - 공간 감각을 중심으로 -

  • Nam, Seung-In
    • Communications of Mathematical Education
    • /
    • v.17
    • /
    • pp.97-114
    • /
    • 2003
  • 일선 교육 현장에서 영재를 지도함에 있어서 해결해야 할 당면 과제는 판별 도구와 학습 프로그램의 개발이다. 영재를 위한 수학 프로그램을 문제 해결형, 수학 탐구형, 과제 해결형의 3가지로 분류할 경우, 퍼즐은 문제 해결형과 수학 탐구형 프로그램의 특성을 공통적으로 갖고 있는 유형으로 수학적 지식의 통합과 연결성. 그리고 창의적 문제 해결력 신장 및 수학적 원리 ${\cdot}$ 법칙을 체험적으로 만들 수 있는 기회를 제공한다는 점에서 매우 가치있는 프로그램이다. 특히 조작퍼즐은 기존의 대수적 표현 체계로 학습하기가 힘든 관찰력이나 공간에 대한 인식과 표현력 친 공간 추론력을 기르는 데 유용하며, 게임적인 요소가 포함된 퍼즐은 지필에 의존해 왔던 수학학습에 대한 부정적인 인식을 해소하는 데 크게 기여할 것이다. 본 고에서는 수학 퍼즐의 종류 및 특성과 교육적 가치에 대해서 개괄적으로 살펴보고, 실제 프로그램 작성을 위한 정보를 제공과 영재들의 공감 감각을 기르기 위한 프로그램의 원을 이용한 수학 퍼즐의 개요를 제시한다.

  • PDF

Development of a Matrix-focused Instructional Materials for Personal Education for the Gifted Middle School Students of Computer Science (중등 정보과학 영재 사사지도 행렬중심 교수학습 자료 개발)

  • Lee, Hyung-Bong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.12
    • /
    • pp.139-155
    • /
    • 2011
  • In recent years, parents of students and government have been taking a growing interest in education for the gifted students and there are many research reports about the gifted education. Most of the reports, however, focuses on the conceptional feature of the gifted education program such as organization, operation, management, evaluation, etc,. In other words, there are very few researches on instructional materials for gifted students even though the materials is a critical factor for successful education programs. So, this paper introduces a lecture notes used in a personal education for gifted students to contribute in developing education contents in computer science area. The instructional materials titled as "The Necessity and Application of Matrix in Computer Science" is based on linear equation to usher the students into creative problem recognition and groping for solutions. Also, the instructional materials is useful for students to understand the tight mathematics-computer science relationship and the basic concept of liner algebra.