• Title/Summary/Keyword: 창의적 사고 과정

Search Result 332, Processing Time 0.023 seconds

Design and Validation of Robot Curriculum in Education for the Gifted Elementary Students of Computer Science (초등정보과학영재를 위한 로봇교육과정의 설계 및 검증)

  • Lee, Jae-Ho;Nam, Gil-Hyun
    • Journal of Gifted/Talented Education
    • /
    • v.19 no.3
    • /
    • pp.669-695
    • /
    • 2009
  • In the 21st century, there will be a robot revolution. Only several years ago, industrial robots were the mainstream in the robot market; however, diverse type of robots are currently entering into our daily lives for various purposes, and the robot that thinks and behaves very similarly to human will appear in the near future. However, there is a critical view about the robot period. This means that the robot revolution will change even the framework of our entire society and human life style, and it is necessary to have robot education. It is necessary to start robot education in the elementary school curriculum with a view to enhancing interest in basic science and scientific technology and cultivating creative talents who may adapt themselves to a robotic society. However, there is no systematic robot curriculum owing to insufficient perception of the need of robot education and the educational utilization of robots. Under these circumstances, robot education is largely dependent on education for students with special talents and aptitudes run by private organizations. This paper conducted the following research in order to develop a robot curriculum in education for the gifted elementary students of computer science. First, the paper identified problems by analyzing the robot curriculum from a micro perspective after selecting three organizations that are relatively well perceived out of private organizations that operate robot education for the gifted elementary students of computer science. Second, the paper developed a robot curriculum in education for the gifted elementary students of computer science based on the framework of a robot curriculum run by private sector. Third, the validity of the robot curriculum developed in this paper was verified by a professional group comprising mainly persons in charge of robot curriculum development at private sector and lecturers for robot education for the gifted elementary students of computer science.

Effect of Cooperative Learning on Problem Solving in Programming Learning (프로그래밍 학습에서 협동학습이 문제해결력에 미치는 효과)

  • Kwon, Boseob
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.6
    • /
    • pp.491-498
    • /
    • 2014
  • Programming learning tend to improve the high thinking ability by experiencing problem solving process through programming recently, There are the previous studies that small group cooperative learning has the effect of the learning that is based logical thinking and creativity, while programming learning has relied on individual learner's thinking and principles traditionally. In this paper, it was verified the effect on improving the problem solving ability to perform by the small cooperative learning group in a problem solving process of programming learning. For this, it was developed and applied a model that include small cooperative learning group based on the problem solving 5 steps. The results of this study showed that the small cooperative learning group has positive effect of the problem solving ability in programming learning and has no relationship with cognitive style.

Development of Smart Music Education Program - Focusing on Elementary School 'After School Program' Using (스마트음악교육 프로그램 개발 연구 -스마트기기를 활용한 초등 방과 후 학교를 중심으로-)

  • Lee, In-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.1
    • /
    • pp.381-394
    • /
    • 2018
  • The purpose of this study is to develop the elementary 'after school' smart music education program using smart devices in connection with elementary school curriculum of 2015 music and education. The research method was based on the data related to the after school education program and the music-related contents of the current elementary school curriculum. And a smart music education program was developed by applying the contents of elementary school music curriculum to practical music using smart devices. The study result suggests three programs with 16 times. Through this program, we can expect diverse, systematic and continuous music education rather than one-sided or one-off music education which are provided by the existing public education courses. Through the field experience, students will be able to directly experience arts and cultures as well as to awaken their potential artistry and creativity. In addition, it is expected that it will help to reduce the economic burden by reducing the burden of private education expenses through the after school program and to realize the qualitative growth of music education in schools.

An Analysis of Effective on Using Calculators in Elementary Mathematics (초등수학에서 계산기 활용에 대한 효과 분석)

  • Ahn Byoung Gon
    • School Mathematics
    • /
    • v.7 no.1
    • /
    • pp.17-32
    • /
    • 2005
  • The purpose of this study is to analyze the effects of calculator use, which is drawing more attention in elementary mathematics, on students' learning of mathematics and to suggest effective ways of using calculators. The present study examined appropriate items commonly used in other papers in the areas of number sense and concepts, problem solving, pattern exploration and reasoning ability. The process of item selection about calculator use were investigated through preservice elementary school teachers' responses to the Questionnaire. The use of calculators In elementary school should be based on teachers' under-standing about why calculators are useful tools for learning mathematics. For more effective use of calculators, more sophisticated experimental studies need to be conducted about selected questions.

  • PDF

A Study on the Educational Programs for Experimental Typography (실험 타이포그래피의 교육 프로그램 연구)

  • 원유홍
    • Archives of design research
    • /
    • v.13 no.2
    • /
    • pp.33-44
    • /
    • 2000
  • Typography is the field be needed the most emotional and potential originality in the visual designers works. The design process introduced by aesthetic results is depended on a designers sensibility and originality. Accordingly this study includes more detail suggestions for mental switchover and developing whole area of sense and its education which make more sincere and easy communication of sentences in typographic and messages, removing fixed ideas, that are, prejudice and preconception, is one of big problems in making originality through the educational programs for experimental typography approaching with a new vision. Today, the change of typographic environment carried the substance and effectiveness of traditional typography be suspected and new ways are growing fast to escape from these traditional value. This study introduces some education programs such as Typortrait, Typeface, Typographic Essay, Kinetic Typography to realize the experimental typography to meet a new stream and social needs under the situation of exoplosive change and harmony fairly with proposition of coexisting of inspiration and technology, and finally expected to develop and promote typography experiment newly and to make educational section understand and confirm them.

  • PDF

Teaching and learning(PBL) and explore the convergence of the Effects of the practical skills (교수-학습(PBL)과 실무능력의 융합 및 적용 효과 탐색)

  • Kim, Soo-Yeon
    • Journal of the Korea Convergence Society
    • /
    • v.7 no.2
    • /
    • pp.109-118
    • /
    • 2016
  • The purpose of this study was I cultivate practical ability to solve diverse and complex issues in the field of convergence and applied learning and practical training element through problem-based learning to preliminary sports leaders. Selected students in grades 3 to 28 Sports Science S university people to them as participants and through a qualitative case study methods, such as group interviews, participant observation, open questionnaire and the following results were obtained. First, the level of satisfaction on class was high and the class was evaluated with significant contemplation. Second, it has been collecting a variety of learning materials to understand, interpret and improve the ability to solve practical problems in the process of actively reconstruct their own knowledge structure. It also gave a positive impact on the creative and divergent thinking to accelerate the promotion of autonomy. Third, opinions about teamwork, sharing your thoughts with colleagues point is that you can see yourself in other people's positions were evaluated as positive effects.

Comparison of Mathematical Thinkings Based on the Development Process of Two Brothers Talented in Math: A Case Study (부모의 양육태도가 다른 형제 영재의 수학적 성향 비교: 사례연구)

  • Cho, Cha-Mi
    • Journal of Gifted/Talented Education
    • /
    • v.19 no.1
    • /
    • pp.47-67
    • /
    • 2009
  • This paper is about a case study of two brother talents who have a similar genetic factor The researcher who worked as a teacher of the Institute of Talent Education where the two brothers attended for 3 years analyzed and compared the influential variables through the interview of both the students and their parents. Parents have invested to the elder brother showing geniuses so they disciplined him suppressively out of too much expectation. However, they allowed his brother, who showed talents later, more automaticity, supporting him when he himself wanted to study. As a result, the younger brother showed a more creative thinking ability, and a better school performance This paper is significant in that parents's positive disciplining attitude maximize children's genius.

The Application of Project Based Learning to Enable Students to Improve Creative Skills at Technology of Industrial Area (공업 기술적 창의력 함양을 위한 프로젝트 학습법 적용)

  • Lee, YoungMin;Bae, DongYoon
    • 대한공업교육학회지
    • /
    • v.33 no.2
    • /
    • pp.137-153
    • /
    • 2008
  • This study has 4 purposes which are as the followings. First, it is to lay out the project based learning method which enables students to improve their creative skills. Second, it explains the appropriate way to apply the project based learning method to real learning situations. Third, it identifies how the students recognize the effectiveness of learning after the learning method has been applied. Finally, it discusses how learners recognized the effectiveness of project based learning method and how it enhanced their creative skills. During this study, research was conducted on students at J Industrial technical high school in a real learning situation. The study included 60 participants from 2 classes selected from 9 classes in third grade at the high school. Data was collected using surveys. Results indicated participants recognized the project based learning method allowed them to solve problems creatively. It enabled them to improve their creative skills and apply them to learning situation. Also, they recognized that this method provided them with varying creative thinking opportunities. The most effective technique to improve their creative skills was the brainstorming(42%), followed by creative problem solving(17%), and then the checklist method(15%). The content creation(32%), topic selection(32%), and project implementation(18%) for presentations best illustrated student originality.

Associative Interactive play Contents for Infant Imagination (유아 상상력을 위한 연상 인터렉티브 놀이 콘텐츠)

  • Jang, Eun-Jung;Lim, Chan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.371-376
    • /
    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.1
    • /
    • pp.51-58
    • /
    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.