• Title/Summary/Keyword: 창의적사고

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A Suggestion of Cognitive Model of Scientific Creativity (CMSC) (과학적 창의성 모델의 제안 -인지적 측면을 중심으로-)

  • Park, Jong-Won
    • Journal of The Korean Association For Science Education
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    • v.24 no.2
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    • pp.375-386
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    • 2004
  • Creative thinking alone can not lead to scientific creativity. Scientific knowledge and scientific inquiry skills are needed for scientific creativity. Focused only on cognitive aspect, I suggested a cognitive model of scientific creativity (CMSC) consisting of 3 components: thinking for scientific creativity, scientific knowledge contents, and scientific inquiry skills. Recently, many researchers have emphasized the various thinking for creativity as well as divergent thinking. Therefore, I suggested three types of creative thinking - divergent thinking, convergent thinking, and associational thinking - and discussed its rationale. Based on this model, an example of activity material for the scientific creativity was suggested. In the further research, based on CMSC, various activity types related to scientific creativity and concrete learning materials for scientific creativity will be developed.

Kim on Critical Thinking (김영정 교수의 비판적 사고론)

  • Choi, Hoon
    • Korean Journal of Logic
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    • v.13 no.2
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    • pp.1-26
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    • 2010
  • The primary purpose of this paper is to examine critically the theory of critical thinking proposed by the late Professor Young-Jung Kim. He defined the basic properties of critical thinking as active reflectivity, and listed deepness, multilaterality and domain-transitivity as primary properties for which critical thinking aims. He, then, pursued how critical thinking can be merged with creativity and proposed the concept 'critico-creative thinking'. I argue that his theory of critical thinking has some limitation, but we can develop his critico-creative thinking further.

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The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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Expertise-Related EEG Alpha Deactivation of the Left Temporal Lobe during Creative Writing Improvisation (창의적 글쓰기 발상 시 전문 영역의 지식이 좌측 측두엽의 EEG 알파파 억제에 미치는 영향)

  • Kim, Soon-Hwa;Song, Ki-Sang
    • Korean Journal of Cognitive Science
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    • v.21 no.3
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    • pp.409-427
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    • 2010
  • Psychological research on the relationships between creativity and knowledge can be divided into two main streams, called tension view and foundation view. However most of the studies in this area have been too much focused on creative products which had a limit in investigating creative processes. In this study, to identify the relationships, we employed neuro-scientific approaches to investigating EEG (electroencephalogram) activity from professional computer programmers(n=10). Also the EEG alpha TRP (task related power) was compared with each other. The procedures including resting conditions with eye closed were followed by ordinary thinking process, creative thinking processes in a professional domain and a nonprofessional domain. As a result of EEG activity analysis, alpha deactivation was observed mainly in temporal lobe, especially in left-temporal lobe during creative thinking process of professional domain. The findings suggest that neuro-scientific approach supports the tension view, suggesting that the knowledge could hinder creativity.

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Creative Programming Learning with Scratch for Enhancing Computational Thinking (계산적 사고 향상을 위한 창의적 스크래치 프로그래밍 학습)

  • Lee, Eunkyoung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.1-9
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    • 2013
  • Computational thinking has been recently highlighted as an essential ability of the 21st Century so that many educational efforts have focused on broadening participation in computing and promoting computational thinking in K-12 settings. This paper describes the impact of creative learning activities with the Scratch on middle school students' computational thinking and creative potential. The learning activities were designed and implemented in 12 sessions with 34 middle school students. The pre and post creative potential assessment results show that students' creative personality and ideational behavior were significantly enhanced. Also, project portfolio analysis shows that students came to understand several computational concepts that are useful in a wide range of programming contexts: sequences, loops, conditionals, events, and operators.

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A Study of Software Education Model with Creative Problem Solving (창의적 문제 해결(CPS) 중심의 소프트웨어 교육 모형 연구)

  • Jin, Kwang-Hun;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.281-283
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    • 2020
  • 본 연구는 2015년 교육과정에 명시된 정보교과의 운영방침과 중등학교 소프트웨어 교육 현황을 분석하고, 이에 대한 문제점을 해결 할 수 있는 방안으로 창의적 문제 해결력을 통한 소프트웨어 교육 모형을 제안한다. 창의적 문제 해결력은 확산적 사고와 수렴적 사고를 통해 학생들이 문제 해결에 필요한 사고를 키울 수 있는 모형이다. 이에 본 논문에서는 컴퓨팅 사고력을 가진 창의·융합 인재 육성이라는 소프트웨어의 교육 목표를 달성하기 위해 기존의 CPS모형과 CT의 요소간의 유사점을 확인하고 이를 바탕으로 새로운 CPS-SW 모형을 제안한다. CPS-SW 모형으로 컴퓨팅 사고력과 창의적 문제해결력을 키울 수 있으며, 이를 통해 미래 사회에 필요한 인재육성을 위한 소프트웨어 교육의 발전에 기여하고자 한다. 또한 CPS-SW 모형을 적용할 수 있는 프로그램과 학생들이 창의적 문제해결력을 키울 수 있는 학습에 대한 연구가 필요할 것으로 예상한다.

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Exploring the Types of Elementary Students' Scientific Creativity According to the Structural Relationship between Creative Process and Product (창의 과정과 산물의 구조적 관계에 따른 초등학생의 과학 창의성 유형 탐색)

  • Kim, Minju;Lim, Chaeseong
    • Journal of The Korean Association For Science Education
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    • v.42 no.1
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    • pp.33-49
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    • 2022
  • This study aims to explore, using both quantitative and qualitative data analyzing the structural relationship between creative process and product, the types of elementary students' scientific creativity. For this, 105 fifth-graders responded to a scientific creativity test that assesses creative process and product, and four students who scored the highest were interviewed. In the interview, they were asked about the cognitive process they used in generating the creative product. Then, correlation analysis and structural equation modeling were used, along with the interview data, to type the students. The main findings of the study are as follows. First, the structural equation modeling of creative process and product gave satisfactory results in absolute and incremental fit indexes. Second, among the three components of creative process - knowledge, inquiry skill-observation, and creative thinking skills -, only creative thinking skills had significant effects on creative product. Third, divergent thinking skills had the strongest correlation with the creative product, followed by convergent thinking skills. Associational thinking skills did not have significant correlation. Fourth, elementary students' scientific creativity could be categorized into Creative Type, Useful Type, Original Type, and Non-creative Type, based on their creative product. The Non-creative Type could be further classified into Common Type, Repetitive Type, Non-response Type, Irrelevant Type, and Abstract Type. Fifth, most students used either knowledge or observation in their creative process, making them either Knowledge-oriented Type or Observation-oriented Type. In addition, there were DT Type, DT-CT Type, and DT-CT-AT Type among the students, based on the kinds of creative thinking skills they mainly used in the process. This study provides implications for educators and researchers in scientific creativity education.

Trained Creativity by the Teach Aloud (소리내어 가르치기 방법을 통해 훈련된 창의성)

  • 강석민;한광희
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.235-240
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    • 2000
  • 창의성 연구는 개인적, 사회적 맥락에서 고려해야 할 다양한 시사점을 가진 분야이다. 하지만 지금까지 창의성 연구는 창의성 자체에 대한 개념이 명확하지 않을 뿐 아니라, 창의성을 태어날 때부터 타고나는 고유한 영역이라는 인식 때문에 그에 대한 연구가 비교적 부족한 실정이다. 본 연구에서는 창의성이 새로운 정보를 기존 지식과 결합하여 이를 문제상황에서 적용하여 유용함을 입증하는 행위라는 전제하에, 각 개인에게 내재된 창의적 사고 능력이 특정한 지시 혹은 학습방법(소리내어 가르치기)의 경험을 통해 발현될 수 있으리라 보았다. 창의성의 핵심요소인 통합적, 분석적, 실용적 사고능력을 측정하여 창의성이 높고, 낮은 집단을 구분하고, 이를 근거로 게임 규칙을 소리내어 가르치기 경험을 한 집단과 통제집단(단순암기)으로 각각 구분하여 게임에서 승리, 즉 창의적 문제해결이 소리내어 가르치기 방법을 통해 실현될 수 있음을 알아보고자 했다. 창의적 사고능력은 소리내어 가르치기를 경험한 집단에서 유의미하게 발현되었다. 또한 소리내어 가르치는 경험을 한 실험참가자들은 프로토콜 분석에서 보다 정교화된 게임의 규칙을 생성하였으며, 게임의 규칙을 정확히 알고 있는 것으로 나타났다. 이는 가르치는 경험을 통해 새로운 정보를 보다 잘 조직화하고, 이를 실제 문제상황에 적용한 것으로 해석되었다.

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Analyzing the Creative Process of the Pauling's Research for Science Gifted Education (과학영재를 가르치기 위한 창의적 화학자 폴링의 연구과정 분석)

  • Koo, Mi-Na;Kim, Ji-Young;Park, Jong-Seok;Kim, Young-Min;Seo, Hae-Ae
    • Journal of Gifted/Talented Education
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    • v.21 no.4
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    • pp.945-959
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    • 2011
  • Creativity is always important in science gifted education. There are many research results about enhancing the creativity. One of the ways of enhancing students scientific' creativity is to let them think and research like scientists so that they can follow how scientists find problems and solve them. So in this study, scientific creative elements were extracted from the Pauling's detailed examples of research process by using many documents. Abductive reasoning, paradox, changing the perspective, modeling, simplifying, converging thinking, diverging thinking, and metaphorical thinking are thinking methods that were extracted from the Pauling's research process. Repeated experiment, co-experiment, using both theories and experiments, and social obligation as a scientist are research methods. Scientific creative elements that were extracted suggest some direction that have more scientific creativity, more ability to find problems, and more ability to form theories in science education or in science gifted education.

대학생의 창의적 사고 활동을 위한 앱 인벤터를 활용한 안드로이드 앱제작 교육프로그램 개발

  • Bae, Ji-Hye;Lee, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2016.04a
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    • pp.235-238
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    • 2016
  • 디지털 콘텐츠의 한 형태로 볼 수 있는 앱은 개발자들의 창의적 사고를 바탕으로 현재도 무수히 쏟아져 나오고 있으며, 많은 사용자로부터 선택되어 활용되고 있다. 이러한 변화는 교육분야에도 영향을 주어 앱을 활용한 교육환경과 교육방법에 대한 다양한 연구가 현재 진행되고 있다. 앱과 같은 디지털 콘텐츠의 개발은 창의적 아이디어를 기반으로 구현되며 이는 콘텐츠 사용자의 유용성과 경제적 가치를 결정하는데 중요한 요소로 작용하고 있다. 이러한 창의와 디지털 기술을 접목한 앱 프로그래밍 교육은 학생들의 창의적 사고와 문제해결력을 향상시키는데 중요한 역할을 하며 특히 교육용 프로그래밍 언어(EPL, Educational Programming Language)를 활용한 코딩 교육과 창의적 문제해결력 향상에 관한 관련 연구들이 활성화되고 있는 실정이다. 본 연구에서는 이러한 EPL을 바탕으로 비IT계열 전공의 대학생들에게 프로그래밍 교육을 실시하고 창의적 사고를 통해 디지털 콘텐츠인 앱을 제작하는 것에 초점을 두기 위한 안드로이드 앱제작 교육 프로그램 개발을 진행하였다. EPL을 위한 도구는 MIT 미디어랩에서 개발한 클라우드 기반의 안드로이드용 앱 인벤터2(App Inventor 2)를 사용하며, 제작한 앱을 스마트 기기에서 즉시 실행하고 확인할 수 있다는데 대해 학습만족도와 성취감이 높음을 수업관찰을 통해 확인할 수 있었으며 제작 과정에서도 활발한 사고력를 발휘하는 것을 확인할 수 있었다.

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