• Title/Summary/Keyword: 창의적문제 해결수업

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Effects of Instructional Material Using ICT at High School Earth Science (고등학교 지구과학 수업에서 ICT 활용 수업자료의 효과)

  • Lee, Yong-Seob;Kim, Jong-Hee;Kim, Sang-Dal
    • Journal of the Korean earth science society
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    • v.25 no.5
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    • pp.336-347
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    • 2004
  • This study investigated the effects of the application of a variety of ICTs cause the effects on self-directed learning capability, creativity and problem-solving ability. In order to achieve the above aim, Web-Based Instructions(WBI) and instructions using CD-ROM Titles for the unit of 'the solar system and the galaxy' were applicated and analyzed which belongs to the area of 'the earth' in the subject 'science' for high school students. Instructions using WBI materials and CD-ROM titles were found to be effective on 'self-conception', 'creativity', 'future inclination', 'self-assessment ability', 'openness' and' initiative' improvement all of which belong to self-directed learning characteristics. They did not, however, show meaningful effect on improving 'learning eagemess' and 'responsibility' improvement. On looking into self-directed learning characteristics according to prerequisite learning levels, both groups and these for instruction using CD-ROM learning materials were found to have no effect on interaction. With respect to problem-solving ability improvement which is characteristic of the instruction using ICTs, WBI proved more fruitful than instruction using CD-ROM titles on improving scholastic achievement level. WBI was effective on 'fluency', 'originality' and 'resistance to premature closure'. It on the other hand, was of no use on 'abstraction of titles' and 'elaborateness' These results came from the following characteristics: WBI came into effect on 'fluency' and 'originality' in the areas of variety and vitality, which are characteristic of WBI. In the area of resistance to premature closure WBI was effective on organizing learning contents owing to the animation of picture materials which are variously presented in the web site. As a result of WBI questionnaire about WBI, an excellent effect on the structure of display, quantity of information, indication and instruction, supplementary study and further study were discussed.

A Study on the Effect of the 'Empowering Youth Program' ('청소년의 힘 북돋우기 프로그램'의 개발과 효과연구 - 창의적 사고를 통한 중학교 기술$\cdot$가정 교과의 '나와 가족의 이해' 단원 학습)

  • Chung Ock-Boon;Kim Kyoung-Eun;Park Youn-Jung
    • Journal of Korean Home Economics Education Association
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    • v.17 no.3 s.37
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    • pp.17-33
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    • 2005
  • The present study attempts to develop the 'Empowering Youth Program' to enhance adolescents' creativity to address a variety of social and relationship issues and verify the effect of the program. The program consists of 12 sessions and each session employs a variety of activities and teaching methods to engender the students' interest. The subjects of this study were 262 middle school students in Seoul and Kyoun99i province. They were randomly assigned to the experimental group and the control group. Several independent t-tests and ANCOVAs were performed for data analyses. The results of the analyses indicated that the 'Empowering Youth Program' was effective in both promoting adolescents' educational performance and enhancing their creativity. Furthermore, the program was found to be very effective in helping adolescents understand themselves, peers, and family members much better.

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A Study of Teaching-Learning Practices in Education Center for the Talented in Invention (발명 영재 교육기관의 교수-학습 실태 분석)

  • Park, Gwang-Lyeol;Choe, Ho-Seong
    • Journal of vocational education research
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    • v.30 no.4
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    • pp.281-300
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    • 2011
  • This study tried to look into what are happening in the 'class for the talented in invention' using COS-R developed by VanTassel-Baska. Teaching and learning activities within the classroom were observed and analyzed in terms of teacher's observation and teacher's observation, respectively. Based on results of this study, conclusions are as follows. First, it was founded that there are some commonalities between teacher observations and student observations. Based on teacher observations, differentiated teaching activities considering individual characteristics are rarely observed, and for students, it was true. Therefore, supplying a special training program for teachers are needed in order to make teachers and students engage in changing their teaching and learning behaviors. Second, on the side of teachers, they usually emphasize the importance of curriculum planning and implementation, problem solving, creative thinking et al. However, they barely stress the characteristics of research methods, critical thinking, and considering individual characteristics and the level of intellectual ability. Third, on the side of students, they frequently respond to solving problems and critical thinking at the same degree. On the other hand, systemic efforts of considering individual differences and adapting to them have been less regarded in both teaching and learning. In sum, for the successful 'Invention gifted classroom', establishing an educational environment to consider individually guided instruction and taking a balance among various factors embedded in teaching and learning situation should be required.

Development of CT-STEAM Education Program Enhancing Integrated Thinking Skills for Elementary School (융합적사고력 신장을 위한 초등학생용 CT 기반 융합인재교육(CT-STEAM) 프로그램 개발)

  • Ham, Seong-Jin;Kim, Soonhwa;Park, Se young;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.81-91
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    • 2014
  • STEAM education has been introduced to resolve the existing problems of science education since 2011. However, as ICT develops rapidly, the future of the schools with various educational technologies is demanding for a new type of STEAM education. Therefore, the current research suggests CT-STEAM (Computational Thinking & STEAM) education, the new approach to provide integrated thinking based education with all sorts of computing devices. Firstly, the instruction model was developed as a fundamental step to introduce CT-STEAM in the real education scene. Then, lesson plan was developed as a implementation strategy, and it was tested for validity by computer education experts. It is hoped that the results of this study can enhance the understanding of CT and STEAM Education, also to provide baseline information to develop various teaching methods for integrated CT education.

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Case Study for the Application of PBL in Engineering School : Focused on an Artificial Intelligence Class (공과대학에서 문제중심학습 적용 사례 연구 : 인공지능 과목을 중심으로)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.154-160
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    • 2018
  • This thesis aims to develop PBL (Problem-Based-Learning) problems. Its goal is for some groups of students to creative their own problems and to confirm the effectiveness of PBL as they apply it to AI (Artificial Intelligence) in engineering schools. Modern industrial society needs competent people who have abilities in cooperative learning, self-controlled learning, united knowledge application, and creative problem-solving. Universities need to offer their students the opportunity to improve their problem-solving and cooperative learning abilities in order to train the competent people that society demands. PBL activity is an appropriate learning method for the accomplishment of these goals. The study subjects are 37 sophomore students in H University who are studying 'AI'. Five PBL problems were submitted to the class over a period of 15 weeks. The students wrote and submitted a reflective journal after they finished each PBL activity. In addition, they filled out a class evaluation form to assess the performances of each member when the $5^{th}$ PBL problem activity was accomplished. The study shows that the students experienced the effectiveness of PBL in many fields, such as the comprehension of the studied contents (86.48%), comprehension of cooperative learning (94.59%), authentic experience (75.67%), problem-solving skills (89.18%), presentation skills (97.29%), creativity improvement (81.08%), knowledge acquisition ability (86.48%), communication ability (97.29%), united knowledge application (78.37%), self-directed study ability (86.48%) and confidence (97.29%). Through these methods, the students were able to realize that PBL learning activities play an important role in their learning. These methods prepare and enhance their ability to think creatively, work systematically and speak confidently as they learn to become competitive engineers equipped with the knowledge and skills that modern industrial society demands.

Unplugged Learning System for Informatics Education (정보 교육을 위한 언플러그드 학습 시스템)

  • Cho, Jae-Choon;Kim, Min-Ja;Cho, Tae-Kyung;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.76-79
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    • 2009
  • 컴퓨터 교육은 실습 위주로, 컴퓨터를 도구적으로 활용하는 소프트웨어 활용 수업이 대부분을 차지하고 있으며, 단순한 컴퓨터 활용의 실습 수업은 학습자로 하여금 흥미를 잃게 하고 문제해결력과 창의성 개발을 저하 시킨다는 문제점들이 제기되어 왔다. 이에 개정된 7차 교육과정은 이러한 소프트웨어 활용 위주 교육의 문제점을 인식하고 컴퓨터 과학, 원리 위주의 교육으로 변화 하였다. 본 연구는 개정된 제7차 교육 과정이 컴퓨터 과학 교육으로 변화됨에 따라 컴퓨터 과학의 내용을 보다 흥미롭고 쉽게 이해시키기 위하여 언플러그드 학습 시스템을 개발 하였다. 컴퓨터 과학의 추상적이고 개념적인 내용은 중등학교의 교육과정으로는 다소 쉽지 않은 내용이며, 이론 위주의 교육과정은 학생들에게 흥미 없는 교과로 비추어 질 수 있지만, 정보 교과를 위한 언플러그드 학습 시스템을 통해 흥미 있는 교과로 인식이 변화될 것으로 기대된다.

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The Effects of Writing Programs on College Students Using Flipped Learning for Training Convergence Talents (융합인재 양성을 위한 플립러닝을 활용한 글쓰기 프로그램의 효과)

  • Bang, Sul-Yeong;Je, Nam Joo
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.13-24
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    • 2021
  • This was a one-group pretest-protest pre-experimental study designed to find out the effects of writing programs on college students using flipped learning for training convergence talents with complex problem solving skills. Data were collected from 27 C university students in G-do, from September 1st to October 30th, 2020. Analysis was done using IBM SPSS 25.0 for frequency (percentage), average, standard deviation, and paired t-test. The study showed that self leadership was enhanced by an average of 0.45 points (p<.001), metacognition by 0.87 points (p<.001), goal orientation by 0,77 points (p<.001), and creativity by 0.51 points (p<.001), so was statistically significant. The study demonstrated that writing programs using filpped learning had the effect of improving complex problem solving skills. so the results are expected to be used as basic data for the development of educational programs for traning convergence talents with problem solving skills at university-level. Also, for current college students that can freely access the online environment, development of various e-learning classes that apply flipped learning is needed.

Analysis on the Effectiveness of Learner-centered Evaluation in Software Education (소프트웨어 교육에서 학습자 중심 평가의 효과 분석)

  • Sung, Jaeho;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.5 no.2
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    • pp.165-171
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    • 2019
  • As the interest in software education grew, the Ministry of Education was also required to provide software education for practical course of grades 5-6. In this study, learner-centered evaluation was applied to software education to analyze its effectiveness. It is hoped that many teachers will apply learner-centered evaluation to software education to become more effective software education in school. In a learner-centered evaluation, students can expect positive effects by actively participating in classes and engaging in active learning activities. Through learner-centered evaluation, we have taken into account the various background variables to see how students' three aspects, creativity, problem-solving ability and information-use ability change, and how learner-centered evaluation affects these abilities in software education. The result of research have shown that in software education, learner-centered evaluations have all had significant effects on creativity, problem-solving ability and information-use ability, as well as the existence of entry/scratch study experience.

Analysis of Class Effects by Creativity and Convergence Extracurricular Program Activities (창의융합 비교과프로그램 활동에 따른 수업효과 분석)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.11-21
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    • 2021
  • The aim of this study is to examine the effectiveness of learning by running an extracurricular program to make effective learning of unfamiliar and difficult programming education possible for students in the humanities. Analysis of learning-related data for one semester of lectures that were collected from 70 humanities students in departments A and B, data collected from a creative convergence app development contest extracurricular program, and data obtained through a questionnaire show that extracurricular program activities affect academic performance. The results of the core competency diagnosis test for students that was conducted before and after participating in the curriculum showed that core competencies improved for both A and B departments after participating in the curriculum. This study shows that extracurricular program activities can help individuals improve their abilities, while also providing customized guidance to reclusive students to improve their academic performance. By carrying out customized coaching for each department to develop apps related to the major field rather than general apps, we hope for improvements in ability to solve problems by converging with the major field, computational thinking, and creative thinking, in the future.

Development of an AI Education Program Converging with Korean Language Subject (국어 교과 융합 AI 교육 프로그램 개발)

  • Shin, Jineson;Jo, Miheon
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.289-294
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    • 2021
  • With the development of artificial intelligence, a wave of the 4th industrial revolution is taking place around the world. With the technologies such as big data and Internet of Things-based artificial intelligence, we are heading to a hyper-connected society where everything converges into one. Accordingly as educational talents in the era of artificial intelligence, we are pursuing the cultivation of creative convergence-type talents and emotional creative talents. With human creativity and emotion at the center, we should be able to collaborate with artificial intelligence and create new things by converging knowledge in various fields. By developing a program that combines humanities-oriented Korean language with engineering-oriented artificial intelligence, this research attempted to help students experience solving problems creatively by combining humanistic knowledge with engineering thinking skills. The educational program consists of two kinds of contents(i.e., "Books with AI" and "A Play with AI") and 15 classes that provide students with opportunities to solve humanities problems with artificial intelligence.

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