• Title/Summary/Keyword: 창의적 사고 과정

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A Study of STEAM Education Model for Collective Intelligence Learner With Regards to Developing People of Interdisciplinary Abilities (융합형 인재양성을 위한 집단지성 학습 기반 STEAM 교육 방안 연구)

  • Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1406-1409
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    • 2012
  • 최근 학문간 융합을 통한 STEAM 융합인재교육에 관한 연구가 활발하게 진행되고 있다. STEAM 교육은 과학, 기술, 공학, 예술 그리고 수학의 학문 영역을 유기적으로 융합하여 차세대 학습자들이 미래 사회에 필요한 핵심역량을 높일 수 있도록 하는 교육방식이다. 국가적인 차원에서 창의적인 융합인재를 위한 미래형 과학기술 교육을 중요하게 여기고 있으며, 과학기술 교육 패러다임에 변화를 기대하고 있다. 따라서 본 연구에서는 융합형 인재양성을 위한 집단지성 기반의 STEAM 교육 방안을 연구하고, 학습자의 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결 능력을 배양하기 위한 지능로봇 교육과정을 제시한다. 또한 집단 학습자들 간의 교육 적용 사례를 소개하고, 학습자의 만족도 분석을 통하여 검증하였다. 향후 본 연구의 결과로 집단 학습자의 학습 성취도를 향상시키고, 융합형 과학기술 인재양성 교육방안으로 발전하기를 기대한다.

A Study on the Improvement Directions of Computer Curriculum in Elementary School (초등학교 컴퓨터 교육과정의 개선 방향에 관한 연구)

  • Bae, Young-Kwon;Lim, Jin-Sook;Lee, Tae-Wuk
    • The Journal of Korean Association of Computer Education
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    • v.8 no.3
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    • pp.29-42
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    • 2005
  • In this knowledge information society, it cannot be too much to accentuate the necessity and importance of computer education. However, the current computer education in elementary school only focuses on computer application and utilization. It is not satisfactory to the needs of knowledge information society to improve mechanic office operation and/or to provide simple utilization of educational software through learning the application software functions. Therefore, based on creative and logical thought, it is necessary at this era to prepare computer education as the essence of science to create new values and to embody knowledge by understanding social and cultural environment of knowledge information society that is continuously in change and development. Accordingly, this study presents the necessity of change based on problems of computer education, and investigates field teacher's opinion on the direction of change in elementary computer curriculum in this knowledge information society. Also, this study presents a computer education curriculum for elementary school students by focusing on a comparison between our current elementary computer curriculum and that of North Carolina and of California in the United States.

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A study on the differences in desirable character and the creative personality according to appearance management behaviors among male and female adolescents (중학생의 외모관리행동에 따른 바른 인성과 창의적 인성의 차이연구)

  • Choi, Ji soo;Wee, EunHah
    • Journal of Korean Home Economics Education Association
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    • v.27 no.3
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    • pp.47-61
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    • 2015
  • This study examined whether any differences can be found in desirable character traits and creative personality characteristics depending on the appearance management behaviors of male and female adolescents in Gwangju, South Korea. It was conducted by administering a self-report survey to 544 male and female middle school students. The collected survey data were analyzed by Means, Cronbach's ${\alpha}$, Factor analysis, One-way ANOVA, and Duncan-test using the SPSS/PC WIN 19.0 statistical program. The results were as follows: According to the results of the survey, total coordination seeking in appearance management behavior is very important to teens and is deeply related to desirable character traits and creative personality characteristics. Desirable character traits show positive results for basic living habits, filial piety, respect and affection. Creative personality characteristics show positive results for curiosity, open thinking, risk taking, assignment completion and esthetic appreciation. Considering these findings, there is a need for supplementary content on total coordination seeking behavior in home economics courses. Positive effects in terms of desirable character traits and creative personality characteristics can be expected through after class activities involving clothing habits or searching for a path in life and given the depth of education related to total coordination through a free semester system.

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Development of a New Design Course to Apply Problem Based Learning in Mechanical Engineering: Product Dissection and Design Reasoning (기계공학에서의 PBL적용 교과과정 개발: 제품해체 설계추론)

  • Hwang Sung-Ho;Kwon Oh-Chae;Kim Yong-Se
    • Journal of Engineering Education Research
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    • v.8 no.1
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    • pp.20-30
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    • 2005
  • Recently, a new education paradigm 'Self-directed Learning' has attracted considerable attention. Problem-Based Learning (PBL) has been recognized as methodology to help students expand scientific thinking and knowledge. improve applicability, develope critical knowledge, and creatively solve problems. There have been significant efforts to develope PBL-based courses in mechanical engineering. A new PBL-based, multi-disciplinary course 'Product Dissection and Design Reasoning' has been developed in this paper. The course examines the way in which products and machines work and is intended to show freshman or sophomore level students how fundamental physical principles relate to engineering practice through hands-on dissection experience : thus, the course emphasizes the importance of knowledge of the fundamental physics for design reasoning. The primary role of this course is to develop creative design manpower. This paper describes the philosophy and content of this course and presents results from one year of development.

Signification Education for Communication of Creative Semiotic System on Social and Cultural Value - Focused on Advertising Story - ('사회문화적 가치'에 대한 창조적 기호계(semiosphere)와 의사소통을 위한 의미 표현 교육 - 광고스토리를 중심으로 -)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.145-153
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    • 2019
  • The present study is a discussion in which the flow of 'social and cultural values' inherent in the creative advertising story is considered against Bart's symbolism and the creative symbol system, and attempted to reproduce the work through the cognitive thinking of the inmates. The interaction of correct social and cultural communication is not just a strategy for persuasion and effectiveness. Starting with these issues, I thought that experiencing the 'symbolic production' and 'cognition interpretation' of the most creative, aesthetic and implicit advertising stories was the realization of concrete cultural values. The reason why I pay attention to advertising as a target tool of the original school is that it gives anyone access to the social and cultural values based on the productivity of meaning, the sharing of meaning and social small-call work by paying attention to the most implicit symbols in a short period of time. I also think that with the trend of the times, it is well worth it as a tool of positive communication for social and cultural member harmony and solving future problems. The reality of social and cultural advertising stories conducted in conjunction with the analysis of meaning at the cognitive thought level is very appropriate to apply in creative classes for college students. The Dong-A Ilbo is a discussion that suggested that the work of realizing the cognitive meaning of advertising stories, a "symbol complex" based on creativity in a complex, multi-media era, will become an age-old communication tool to join university students' strategies for solving future problems

The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

The Effect of Science Writing Activities on High School Students' Scientific Thinking Ability in Life Science I Class (생명 과학I 수업에서 과학 글쓰기 활동이 고등학생의 과학적 사고력에 미치는 영향)

  • Lee, Jungeun;Jeong, Eunyoung
    • Journal of Science Education
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    • v.37 no.3
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    • pp.476-491
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    • 2013
  • The purpose of this study was to investigate the effect of science writing activities on high school students' scientific thinking ability in Life Science I class. In order to do this, 6 teaching-learning materials dealing with science writing and an evaluation tool for scientific thinking ability were developed. And the subjects were 224 high school students of 6 classes. As a result of applying science writing activities in Life Science I class, the students' scientific thinking ability was improved. And students' inductive/deductive/critical/creative thinking ability was improved. In addition, in the most of the evaluation criteria of scientific thinking ability, the scores of posttest were higher than those of pretest. The number of students to show higher performance levels was increased. Therefore, science writing activities have positive effect on high school students' scientific thinking ability. This study provides some implications for teaching science writing activities to develop students' scientific thinking ability.

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Reanalysis of Realistic Mathematics Education Perspective in Relation to Cultivation of Mathematical Creativity (현실적 수학교육 이론의 재음미 : 수학적 창의성 교육의 관점에서)

  • Lee, Kyeong-Hwa
    • Journal of Educational Research in Mathematics
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    • v.26 no.1
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    • pp.47-62
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    • 2016
  • Cultivating mathematical creativity is one of the aims in the recently revised mathematics curricular. However, there have been lack of researches on how to nurture mathematical creativity for ordinary students. Perspective of Realistic Mathematics Education(RME), which pursues education of creative person as the ultimate goal of mathematics education, could be useful for developing principles and methods for cultivating mathematical creativity. This study reanalyzes RME from the points of view in mathematical creativity education. Major findings are followed. First, students should have opportunities for mathematical creation through mathematization, while seeking and creating certainty. Second, it is vital to begin with realistic contexts to guarantee mathematical creation by students, in which students can imagine or think. Third, students can create mathematics in realistic contexts by modelling. Fourth, students create the meaning of 'model of(MO)', which models the given context, the meaning of 'model for(MF)', which models formal mathematics. Then, students create MOs and MFs that are equivalent to the intial MO and MF given by textbook or teacher. Flexibility, fluency, and novelty could be employed to evaluate the MOs and the MFs created by students. Fifth, cultivation of mathematical creativity can be supported from development of local instructional theories by thought experiment, its application, and reflection. In conclusion, to employ the education model of cultivating mathematical creativity by RME drawn in this study could be reasonable when design mathematics lessons as well as mathematics curriculum to include mathematical creativity as one of goals.

Brain Activation Pattern and Functional Connectivity during Convergence Thinking and Chemistry Problem Solving (융합 사고와 화학문제풀이 과정에서의 두뇌 활성 양상과 기능적 연결성)

  • Kwon, Seung-Hyuk;Oh, Jae-Young;Lee, Young-Ji;Eom, Jeung-Tae;Kwon, Yong-Ju
    • Journal of the Korean Chemical Society
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    • v.60 no.3
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    • pp.203-214
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    • 2016
  • The purpose of this study was to investigate brain activation pattern and functional connectivity during convergence thinking based creative problem solving and chemistry problem solving to identify characteristic convergence thinking that is backbone of creative problem solving using functional magnetic resonance imaging(fMRI). A fMRI paradaigm inducing convergence thinking and chemistry problem solving was developed and adjusted on 17 highschool students, and brain activation image during task was analyzed. According to the results, superior frontal gyrus, middle frontal gyrus, inferior frontal gyrus, medial frontal gyrus, cingulate gyrus, precuneus and caudate nucleus body in left hemisphere and cuneus and caudate nucleus body in right hemisphere were significantly activated during convergence thinking. The other hand, middle frontal gyrus, medial frontal gyrus and caudate nucleus in left hemisphere and middle frontal gyrus, lingual gyrus, caudate nucleus, thalamus and culmen of cerebellum in right hemisphere were significantly activated during chemistry problem solving. As results of analysis functional connectivity, all of areas activated during convergence thinking were functionaly connected, whereas scanty connectivity of chemistry problem solving between right middle frontal gyrus, bilateral nucleus caudate tail and culmen. The results show that logical thinking, working memory, planning, imaging, languge based thinking and learning motivation were induced during convergence thinking and these functions and regions were synchronized intimately. Whereas, logical thinking and inducing learning motivation functioning during chemistry problem solving were not synchronized. These results provide concrete information about convergence thinking.

A Study on the Relationship between Mathematical Creativity and Psychological Types in Middle School Students (수학 창의성과 성격유형과의 관계 연구)

  • Hwang, Dong-Jou
    • Journal of Educational Research in Mathematics
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    • v.16 no.4
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    • pp.313-326
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    • 2006
  • 본 연구는 중학교 2학년 141명의 학생을 대상으로 수학 창의성(Mathematical Creative Problem Solving Ability Test: KEDI, 1997)과 성격유형(Murphy-Meisgeier Type Indicator for Children: 심혜숙 김정택, 1993)과의 상관관계를 조사하였다. 자료 분석은 중학생의 성격 특성을 알아보기 위하여 유형별로 빈도와 백분율을 산출하였고, 성격유형에 따른 수학 창의성의 차이를 검증하기 위하여 평한, 표준편차, t-test, ANOVA와 Duncan 사후검증을 실시하였다. 본 연구 결과는 다음과 같다. 첫 번째, 일반 중학교 2학년과 비교해 볼 때, 선호지표에서 연구 집단의 중학생은 표준화집단(심혜숙 김정택, 1993)보다 I(2.7%), J(3.9%)가 높았다. 두 번째, 수학 창의성과 성격유형을 살펴본 결과, 기질적 측면에서 유창성, 융통성, 수학 창의성 전체에서 NF형이 SJ, SP형에 비해 의미 있게 높았고, SJ형도 SP형에 비해 의미 있게 높게 나타났다. 세 번째, 성격유형 중에서 어떤 요인이 중학교 2학년의 수학 창의성을 잘 예측해 주는지를 살펴본 결과, 직관(N), 내향(I)이 수학 창의성의 예인변인으로서 유의하였다. 이러한 결과와 관련하여 수학 창의성 검사도구 및 수학창의성 프로그램 개발 시 직관과 내향을 우선적으로 고려하여야 한다. 네 번째 NT와 {SP, SJ, NF}는 통계적으로 유의미하게 같은 수준의 집단이 아니므로 직관적사고형(NT)이 감각적 감정형(SF), 감각적 사고형(ST), 직관적 감정형(NF)과는 독립된 특별한 요인으로 보인다. 직관적사고형(NT)은 조사와 개념 학습이나 소크라테스식의 문답법적인 학습과 문제해결학습을 선호하고 독립심이 지지되는 분위기의 학급을 선호한다. 따라서 수학 창의성 증진과 관련된 교육과정이나 프로그램개발 시 조사와 개념 학습이나 소크라테스식의 문답법적인 학습과 문제해결학습을 우선적으로 고려하여야 할 것이다. 연구 결과와 관련하여 연구의 제한점과 후속연구를 위한 제언은 다음과 같다. 첫째, 연구대상이 특정지역의 중학교 2학년 학생이므로 연구결과를 우리나라 중학교 2학년으로 일반화시키는데는 무리가 있을 수 있다. 따라서 후속연구에서는 연구대상의 표집을 확대하여 볼 필요가 있다. 둘째, 수학 창의성과 성격유형간의 관계와 관련하여 수학 창의성과 성격유형의 각 하위 차원들 간에 적률 상관계수를 통해 상관관계를 분석해 보는 것이 필요하다. 셋째 직관과 내향 및 조사와 개념 학승이나 소크라테스식의 문답법적인 학습과 문제해결학습을 고려한 수학 창의성 프로그램이 개발할 필요가 있다.

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