• Title/Summary/Keyword: 창의적 사고 과정

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Effect of Learning a Divide-and-conquer Algorithm on Creative Problem Solving (분할 정복 알고리즘 학습이 창의적 문제 해결에 미치는 효과)

  • Kim, Yoon Young;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.9-18
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    • 2013
  • In secondary education, learning a computer science subject has the purpose to improve creative problem solving ability of students by learning computational thinking and principles. In particular, learning algorithm has been emphasized for this purpose. There are studies that learning algorithm has the effect of creative problem solving based on the leading studies that learning algorithm has the effect of problem solving. However, relatively the importance of the learning algorithm can weaken, because these studies depend on creative problem solving model or special contents for creativity. So this study proves that learning algorithm has the effect of creative problem solving in the view that common problem solving and creative problem solving have the same process. For this, analogical reasoning was selected among common thinking skills and divide-and-conquer algorithm was selected among abstractive principles for analogical reasoning in sorting algorithm. The frequency which solves the search problem by using the binary search algorithm was higher than the control group learning only sequence of sorting algorithm about the experimental group learning divide-and-conquer algorithm. This result means that learning algorithm including abstractive principle like divide-and-conquer has the effect of creative problem solving by analogical reasoning.

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A Study on the Creativity and Convergence Competency Represented in the New Seventh Grade Mathematics Textbook (2015 개정 수학 교과서에 반영된 창의·융합 역량 요소 탐색 - 중학교 1학년 그래프 단원을 중심으로 -)

  • Hwang, Hye Jeang
    • Communications of Mathematical Education
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    • v.32 no.4
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    • pp.477-493
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    • 2018
  • The six core competencies included in the mathematics curriculum Revised in 2015 are problem solving, reasoning, communication, attitude and practice, creativity and convergence, information processing. In particular, the creativity and convergence competency is very important for students' enhancing much higher mathematical thinking. Based on the creativity and convergence competency, this study selected the five elements of the creativity and convergence competency such as productive thinking element, creative thinking element, the element of solving problems in diverse ways, and mathematical connection element, non-mathematical connection element. And also this study selected the content(chapter) of the graph in the seventh grade mathematics textbook. By the subject of the ten kinds of textbook, this study examined how the five elements of the creativity and convergence competency were shown in each textbook.

The Suggestion of Design Thinking Process and its Feasibility Study for Fostering Group Creativity of Elementary-Secondary School Students in Science Education (과학 교육에서 초·중등학생의 집단 창의성 함양을 위한 디자인적 사고 프로세스의 제안 및 타당성 검토 연구)

  • Lee, Dohyun;Yoon, Jihyun;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.443-453
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    • 2015
  • In this study, we suggested the design thinking process that was possible to be introduced in science education and also examined the validity of the process in terms of group creativity. To do this, the design thinking process applicable to science education was selected from a variety of design thinking processes developed abroad, and then the process was modified and supplemented. We created the education program based on the developed design thinking process and applied it to high school students. The results revealed that we could offer the design thinking process through the five stages: 'understanding knowledge', 'empathy', 'sharing perspective', 'generating idea', and 'prototype'. With the results of the application of the program, we could confirm the relationship building and information seeking attributes in the understanding knowledge stage and the user-orientation, relationship building, and interpersonal understanding attributes in the empathy stage. We could also find the organization of the team attribute in the sharing perspective stage and the analytical strategic thinking attributes in the generating idea stage. Finally, the communication and analytical strategic thinking attributes in the prototype stage were confirmed. All of the key attributes of the group creativity found from skilled professionals were not confirmed from the students. However, we could ascertain the possibilities that the students should experience the process of group creativity and learn the relevant values through the developed design thinking process.

The Influence of Hypothetico-deductive Teaching Programs on Creative Thinking, Critical Thinking and Scientific Attitude (가설-연역적 수업 프로그램이 창의적 사고와 비판적 사고 및 과학적 태도에 미치는 영향)

  • Park, Eun-Mi;Kang, Soon-Hee
    • Journal of The Korean Association For Science Education
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    • v.27 no.3
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    • pp.225-234
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    • 2007
  • This research was conducted with an intention to develop a teaching program that possesses a goal of elevating higher thinking ability within the science class and to investigate its effect. The hypothetico-deductive teaching model was developed and its' program was designed to be directly put into the practical use, and apply it in class. The application of the hypothetico-deductive teaching program had a positive effect in the improvement of students' creative thinking ability and critical thinking ability. And it had a positive influence on scientific attitudes. After completing the program the opinions of the students who participated in this research by a poll were gathered and analyzed. The students felt uneasy and had a lot of difficulties during the program activity because they had to keep on thinking newly, critically, and scientifically, but they admitted that they gained the ability to think on their own when the program was completed.

Investigation of Domain-specificity and Domain-generality of Creativity in Young Children (창의성의 영역 한정성과 영역 보편성에 관한 분석과 탐구)

  • Han, Ki-Soon
    • Journal of Gifted/Talented Education
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    • v.10 no.2
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    • pp.47-69
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    • 2000
  • One of the most controversial issues in contemporary research of creativity, whether a person"s creativity is domain-specific or domain-general, was investigated with 109 second grade children in the present study. The purposes of this study sere to empirically examine (1) the relationships among children's creative performances measured by three product-based assessments (story-telling, collage-making, and math word problems) in three domains, and (2) the relationships between children's general creative thinking sills, measured by two divergent thinking tests, and children's creative performances. The findings of this study support the position that creative ability in young children is rather (but not absolutely0 domain-specific. Children exhibited a range of creative ability across different domains rather than a uniform creative ability in diverse domains, indicating there is considerable intra-individual variation in creative ability by domain. Divergent thinking measures did not have great power in predicting creative performance in at least two of three, if not all, domains assessed in the study. It is implied from the study that it is not possible to reliably predict a child"s creative ability in one domain based on his/her creative ability in other domains or his/her overall divergent thinking ability. Implication of the study in connection with educational practices for gifted children is discussed.

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수학적 창의성 신장을 위한 교사의 발문 특성 연구

  • Han, Jeong-Min;Park, Man-Gu
    • Proceedings of the Korea Society of Elementary Mathematics Education
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    • 2010.08a
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    • pp.219-235
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    • 2010
  • 학습자들이 미래 사회에 능동적으로 대처하기 위해서는 기존의 지식을 축적, 활용하는 것뿐만 아니라, 새로운 행동 양식을 개발하고 환경의 변화에 적절히 대응해 나갈 수 있는 능동적인 자세와 상응하는 창의적인 힘을 키우기 위해 '창의성 신장'이 강조되고 있다. 선행연구에 따르면 교사의 발문이 학생의 수학 학업성취도, 수학적 사고력향상, 수학에 대한 관심과 흥미에 긍정적인 영향을 주고 있음을 시사하고 있지만, 수학교육에서 창의성 신장을 위한 교사의 발문에 관련한 구체적인 연구는 미흡한 실정이다. 따라서 2007 개정 교육과정에서 강조하는 수학적 의사소통능력과 창의성, 수학적 사고력 신장에 기여하고 학생들의 수학과 학업성취도 뿐만 아니라 정의적 영역(흥미, 태도, 호기심 등)의 향상을 도모할 수 있는 교사 발문의 특성 연구가 필요하다. 본 연구는 도형영역 수업에서 교사의 발문 특성을 분석하고, 수업에서 사용되는 자료와 수업에서 학생들의 수학적 창의성 신장을 효과적으로 도울 수 있는 교사 발문의 특성을 연구하는 것을 목적으로 하였다. 본 연구를 위하여 우리나라 2007개정 교육과정 수학과 4학년 1학기 도형 영역 관련 단원인 삼각형을 주제로 교과서에서 제시한 발문 내용을 분석하고, 실제 교수-학습 과정에서의 교사 발문의 실태를 알아보고자 제주교육인터넷방송국에 탑재되어 있는 7차 교육과정 4학년 1학기, 2학기 도형 관련 3개의 수업을 관찰 및 분석하였다. 이를 통해 수학적 창의성 신장을 위한 교사 발문의 특성을 수학적 창의성의 하위요소별로 나누어 분석하였다. 학생의 창의성 신장을 위해서 교사는 학생들이 다양하게 사고할 수 있도록 자극할 수 있는 발문을 준비하고, 수업 진행시 하나의 발문에 대해 다수의 반응을 유도하고, 학생의 응답에 대해 단순한 '맞다, 틀리다'의 판단을 내리기 보다는 그 근거를 설명할 수 있는 기회를 마련해 주어 학생이 수학 수업에 흥미를 갖고 스스로 참여할 수 있도록 유도해야 함을 제안하였다.

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Exploration About the Component and Definition of the 'Scientific Creativity' in a Domain-specific View of the Creativity (영역 특수적인 입장에서의 과학적 창의성에 대한 정의, 구성요인에 대한 탐색)

  • Lim, Sung-Man;Yang, Il-Ho;Lim, Jae-Keun
    • Journal of Science Education
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    • v.33 no.1
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    • pp.31-43
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    • 2009
  • The purpose of this study is to identify a domain-specificity of the scientific creativity and the component of scientific creativity. Conducted from theoretical study, this study suggests that a domain-specific view of creativity offers a more useful and constructive components of scientific creativity based on the literature associated with the component of scientific creativity. Scientific creativity has a domain-specific component and so there is need to distinguish scientific creativity from creativity in general. As a result, scientific creativity is different from other creativity it is concerned with scientific knowledge, science process skill, creative scientific problem finding and solving and so on. And since scientific creativity is a kind of ability, it is possible to improve through a scientific creativity program.

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Development and application of supervised learning-centered machine learning education program using micro:bit (마이크로비트를 활용한 지도학습 중심의 머신러닝 교육 프로그램의 개발과 적용)

  • Lee, Hyunguk;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.995-1003
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    • 2021
  • As the need for artificial intelligence (AI) education, which will become the core of the upcoming intelligent information society rises, the national level is also focusing attention by including artificial intelligence-related content in the curriculum. In this study, the PASPA education program was presented to enhance students' creative problem-solving ability in the process of solving problems in daily life through supervised machine learning. And Micro:bit, a physical computing tool, was used to enhance the learning effect. The teaching and learning process applied to the PASPA education program consists of five steps: Problem Recoginition, Argument, Setting data standard, Programming, Application and evaluation. As a result of applying this educational program to students, it was confirmed that the creative problem-solving ability improved, and it was confirmed that there was a significant difference in knowledge and thinking in specific areas and critical and logical thinking in detailed areas.

An Effects of Blended Novel Engineering on Improving Creative Problem-Solving Ability (블렌디드 노벨 엔지니어링이 창의적 문제해결력 향상에 미치는 영향)

  • Hong, Ki-Cheon;Lee, Woo-Jin;Yoo, Jun-Hee
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.27-32
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    • 2021
  • Novel Engineering(NE) is integrated learning model to figure out problems in a book and solve them with creative engineering process. NE has been performed on offline until now. We have to research blended learning projects for COVID-19 outbreak. In this paper, we are going to explore that blended NE is effective to creative problem solving ability. The results showed that blended NE is highly effective to all of four sub-elements; self conviction & independence, diffusion thinking, critical thinking and motivational element. This means that blended novel engineering class is effective to competence-centered class proposed in 2015 revised curriculum. We hope that the research is spread and settled into our school.

Exploring Teachers' Perceptions of Computational Thinking Embedded in Professional Development Program (컴퓨팅 사고를 반영한 교사연수 과정에서 나타난 교사의 인식 탐색)

  • Hwang, Gyu Jin;Park, Young-Shin
    • Journal of the Korean earth science society
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    • v.42 no.3
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    • pp.344-364
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    • 2021
  • The study explored how two elementary school teachers perceived computational thinking, reflected them into curriculum revision, and taught them in the classroom during longitudinal professional developed program (PDP) for nine months. Computational thinking is a new direction in educational policy-making including science education; therefore we planned to investigate participating teachers' perception of computational thinking to provide their fundamental understandings. Nine meetings, lasting about two hours each, were held with the participating teachers and they developed 11 lesson plans for one unit each, as they formed new understandings about computational thinking. Data were collected through PDP program while two teachers started perceiving computational thinking, revising their curriculum, and implementing it into their class for nine months. The results were as follows; first, elementary school teachers' perception of computational thinking was that the definition of scientific literacy as the purpose of science education was extended, i.e., it refers to scientific literacy to prepare students to be creative problem solvers. Second, STEAM (science, technology, engineering, arts, and mathematics) lessons were divided into two stages; concept formation stage where scientific thinking is emphasized, and concept application, where computational thinking is emphasized. Thirdly, computational thinking is a cognitive thinking process, and ICT (informational and communications technology) is a functional tool. Fourth, computational thinking components appear repeatedly and may not be sequential. Finally, STEAM education can be improved by utilizing computational thinking. Based on this study, we imply that STEAM education can be activated by computational thinking when teachers are equipped with competencies of understanding and implementing computational thinking within the systematic PDPs, which is very essential for newly policies.