• Title/Summary/Keyword: 창의적 문제해결 이론

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Exploration of Ways to Nurture Creative and Convergence-Type Talents: Focusing on the actor-network theory (행위자 관계망 이론을 중심으로 창의ˑ융합형 인재 양성 방안 탐색)

  • Yoon Ok Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.1-10
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    • 2023
  • The purpose of this study is to explore ways to nurture creative and fusion-type talents centered on ANT. In order to nurture creative and convergence-type talents centered on ANT, first, it is necessary to utilize Kao's Law in the network formation stage. Second, it is necessary to utilize the strong power of weak ties in the network formation stage. Third, in order to cause a stir in the stage of raising questions among the four stages of translation, the ability to ask questions must be developed. Fourth, education in various creative problem-solving techniques is needed to throw a stir. Fifth, in order to successfully intervene in the second stage of the four stages of translation, the stage of attracting attention, communication and critical thinking skills must be trained. Suggestions for follow-up research are: First, it is necessary to compare and analyze the four stages of translation and the stage of the creative problem-solving model presented by ANT. Second, it is expected that there will be follow-up studies that apply specific cases centering on ANT.

A Study on Effective Teaching Method of Inventive Principles (효과적인 발명원리 교수법에 관한 연구)

  • Kim, Eun-gyung
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.15-21
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    • 2016
  • TRIZ, the theory of inventive problem solving, is widely used not only in traditional engineering fields such as mechanical, electrical, and electronic engineering but also in IT field and generated good results. Therefore, recently many universities have opened TRIZ as a regular course. Especially, 40 inventive principles of TRIZ are not only creative thinking tools that beginners can learn relatively easily but also very effective problem solving tools, but it is not that easy to utilize it properly for solving real problems as you think. In order to use inventive principles as powerful tools for creative problem solving, it is important to educate learners to use it repeatedly through stimulating their interest about the inventive principles. So, in this paper, we introduce various inventive principles hidden in the cards that can be easily accessible in everyday life, and propose how to educate learners to evoke their interest in the inventive principles through making cards by utilizing the inventive principles.

Development and Application of Artificial Intelligence STEAM Program for Real-time Interactive Online Class in Elementary Science - Focused on the Unit of 'Life of Plant' - (초등과학 실시간 쌍방향수업을 위한 인공지능 융합교육프로그램의 개발과 적용 - '식물의 생활' 단원을 중심으로 -)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.433-442
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    • 2021
  • The purpose of this study is to develop an artificial-intelligence STEAM program for real-time interactive online class for elementary science and to analyze its effect on science academic achievement and creative problem-solving ability. The applied unit was 'Life of plant', a 4th grade science subject with high difficulty in teaching and learning mainly by memorization. The theme of the program is 'Creating a doctor of plant artificial intelligence chatbot'. The results of this study were as follows: The program developed in this study had a positive effect on elementary school students' science academic achievement and creative problem-solving ability. Therefore, the artificial intelligence STEAM program for elementary science interactive online class is effective in improving students' scientific academic achievement and creative problem-solving ability, and further research on artificial intelligence STEAM education theory, method, and practice is required.

A Programming Language Teaching-Loaming System for the Information-Gifted In Elementary Schools (초등 정보영재를 위한 프로그래밍 언어 교육시스템)

  • Lee, Young-Hwa;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.304-314
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    • 2004
  • 국가적 차원에서 추진하는 영재교육의 목적은 개인의 자아실현과 더불어 국가와 사회에서 필요로 하는 고급 인재를 양성하는 데 있다. 특히, 정보화 시대를 이끌어 갈 정보영재의 발굴과 교육은 더욱 중요하다. 컴퓨터 교육 중 프로그래밍 교육은 컴퓨터 소양, 창의적 사고와 문제 해결력, 수학적 사고력, 추론 능력을 신장시키는 정보 교육의 중요한 분야임에도 불구하고 정보영재를 위한 체계적인 교육 내용이 확립되어 있지 않은 상태이다. 이에 본 논문에서는 초등정보영재를 위한 프로그레밍 언어교육의 필요성을 살펴보고 프로그래밍 교육을 위한 교육내용을 구성하였으며 논리력 향상 및 문제 해결력 중심의 비주얼 베이직 교육 시스템을 제안하였다. 본 연구의 특징은 첫째, 학습자에게 실제 프로그램을 작성할 수 있는 기회를 제공한다. 둘째, 학습한 이론을 실제 프로그램 작성에 응용할 수 있도록 한다. 셋째, 프로그램상의 오류 수정 활동과 제시된 예제의 다양한 해결 방법을 통해 문제 해결력과 논리적 사고력을 향상시킬 수 있는 프로그래밍 학습 시스템을 제공한다.

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The Effect of Entrepreneurship Theory and Practical Education on Career Maturity: Focusing on the Mediating Effect of Problem Solving Ability (창업 이론 및 실습교육이 진로성숙도에 미치는 영향: 문제해결능력 매개 효과 중심으로)

  • Ahn, Tae-uk;Lee, In-ah;Kwun, Yung-jin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.269-280
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    • 2022
  • Recently, the necessity and importance of entrepreneurship education in universities in terms of nurturing creative talents and career paths have been emphasized. This study attempted to examine the mechanism of how the effectiveness of entrepreneurship education affects career maturity by dividing it into theoretical education and practical entrepreneurship education with problem-solving competency rather than a single dimension. This study performed an empirical analysis using Smart PLS for 153 college students. The results of the analysis are as follows. First, it was found that theoretical and practical entrepreneurship education had a significant positive (+) effect on problem-solving ability. Second, theoretical entrepreneurship education had a positive (+) effect on career maturity. but practical entrepreneurship education did not have a direct significant effect on career maturity. Third, problem-solving ability had a positive (+) effect on career maturity. Finally, the mediating effect analysis revealed that problem-solving ability had mediating effects on both entrepreneurship education and career maturity of college students. In conclusion, this study has its significance in that it presents the effectiveness and direction of entrepreneurship education both in theory and practice at a time when it is urgent to foster inspiring and creative talent in universities to meet the demands of the times. In particular, it was analyzed that entrepreneurship education conducted at universities is required to upgrade the curriculum, content, methodology, and subject design of practical entrepreneurship education, and there is an urgent need for improvement so that the effect of practical entrepreneurship education can have a significant effect on career maturity.

Cognitive Influences of User Interaction to the Collective Creativity in CSCW Environment : Why visible praises are even more important in Web 2.0? (CSCW 환경에서의 사용자 상호작용이 집합적 창조성에 미치는 인지적 영향에 관한 연구 : 왜 Web 2.0 환경에서 시각적인 칭찬이 왜 더 중요할까?)

  • Park, Jung-Ah;Kwon, Hee-Jung;Woo, Seo-Hye;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.340-345
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    • 2008
  • Web2.0 이라는 인터넷 환경의 변화 속에서 사용자들의 자발적인 참여를 통해 생산된 컨텐츠(UCC)가 화두가 되고 있다. 다수의 사용자 참여는 집단지성을 발휘하고 이렇게 생성된 UCC 는 새로운 가치를 창출한다는 믿음이 확산된 가운데, 사용자는 더 이상 정보수용자의 입장이 아닌 정보제공자의 입장에서 컨텐츠 생성에 대한 범위와 역할이 크게 향상되고 있다. 그렇다면 과연 무엇이 이러한 사용자 생성 컨텐츠의 창의성에 가장 큰 원동력이 될까 또한 무엇이 집단지성, 집단의 창의성을 창출하는데 가장 큰 영향을 미칠까? 본 연구는 이러한 의문에서 출발하였다. 이와 같은 연구 문제를 해결하기 위하여 피드백과 동기 그리고 창의성에 기반한 인지 평가 이론과 창의성에 관한 사회적 특성이론에 근거, 상호작용 즉 컨텐츠에 대한 피드백을 기반으로 연구모형을 세우게 되었다. 이러한 연구 모형을 설문을 통해 검증해 본 결과, 피드백이 사용자의 동기에 긍정적인 영향을 미치고, 결국 그러한 동기가 개인의 창의성 및 집단 창의성에 긍정적인 영향을 미친다는 결론을 얻을 수 있었다. 이러한 연구 결과는 이론적으로는 인지 평가 이론의 확장 적용 및 CSCW 환경에서 암묵적으로 인식된 피드백과 같은 상호작용의 중요성을 공고히 하는데 기여할 수 있으며, 실제로는 이러한 피드백 요소를 시각적으로 적절히 배치 및 노출하여 사용자의 내적 용기와 창의성을 촉진하여야 함을 밝힌다는데 의의를 가질 수 있겠다.

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Kepler's Scientific Problem Finding and the Abductive Reasoning in his Discovery of the Retinal Image Formation (Kepler의 망막 상 이론 형성 과정에서의 과학적 문제 발견과 귀추적 사고)

  • Kim, Young-Min
    • Journal of The Korean Association For Science Education
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    • v.26 no.7
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    • pp.835-842
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    • 2006
  • The aims of this study are to investigate how Kepler found a scientific problem for the retinal image theory and how abductive reasoning was used in his theory development, and to find implications for teaching creativity in science class from his thinking processes in the scientific discovery. Through the analysis of the related literatures, it was found that Kepler's problem finding in his retinal image theory came from the critical analysis of contemporary theories of vision, based on his relevant knowledge of optics, as he formulated his own hypothesis to build a new theory in eye vision employing optical phenomenon in spherical lens, which is a kind of abductive reasoning. From the results, three suggestions are proposed, that: (a) in the development of creativity teaching material, the situations like Kepler's problem finding need to be included in the programs; (b) it should be taught that relevant scientific knowledge is important for problem finding and hypothesis formulating; and (c) the experience of successful problem solving by themselves could help them find new scientific problem(s).

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 development of Creative Problem Solving Classes for University Students (창의적 문제해결형 대학 수업 개발 연구)

  • Hyun-Ju Kim;Jinyoung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.531-538
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    • 2023
  • Recently, many university classes have been changing from instructor-centered classes to learner-centered classes, and universities are trying to establish a new direction for university education, especially to foster talented people suitable for the Fourth Industrial Revolution. To this end, universities are presenting various competencies necessary for students and focusing on research on efficient education plans for each competency. Among them, creativity is considered the most important competency that students should obtain in universities. Developing a creative problem-solving-based subject where various majors gather to produce results while conducting creative team activities away from desk classes is considered a meaningful subject to cultivate capacities suitable for the requirements of the times. Therefore, this study purpose to develop creative problem-solving-based subjects and analyze the results of class progress. This creative problem-solving-based class is an Action Learning class for step-by-step idea development, which starts with a theoretical lecture for creative idea development and then consists of five stages of Action Learning. The tasks of action learning used in this class consisted of ceramic expression to increase the intimacy of the formed group and the group's collective expression, ideas in life to combine and compress individual ideas into one, environmental improvement programs around schools, and finally UCC on various topics. In the theoretical lecture conducted throughout the class, a class was conducted on Scientific Thinking for creative problem solving, and then a group-type action learning class was conducted sequentially. This Action Learnin process gradually increased the difficulty level and led to in-depth learning by increasing the level of difficulty step by step.

A Study of Applying TRIZ in Software Development (트리즈를 활용한 소프트웨어 개발에 관한 연구)

  • Kim, Eun-Gyung;Koo, Bon-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.719-726
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    • 2014
  • TRIZ, the theory of inventive problem solving, is widely used in traditional engineering fields such as mechanical, electrical, and electronic engineering and generated good results. Yet there are few examples in software field. But software field requires creative problem solving capabilities more than any other fields and we expect that we can get remarkable results by applying TRIZ in this field. In this paper, we try to break the psychological inertia that TRIZ is difficult to use in software area through development of new software, the Smart Clicker, by applying TRIZ. And we present an approach how to apply TRIZ in software field.